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Should I convert my large effect scripts into quest scripts?


Merrymac

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I'm making a mod to expand on substance addiction and withdrawal, and I am fairly new to scripting (both for FNV and in general).

 

I kinda learned as I went along, and I now have large portions of my total script content running as effect scripts -- When the player gets addicted to something, a magic effect is cast on them, which has a base effect tied to a script that constantly checks for withdrawal effects, increased/decreased addiction levels, if the player is sleeping, and a few other things.

 

I have since noticed that effect scripts seem to run on every frame and I'm guessing that they might be a lot more resource intensive. I also have the impression that using quests for those kinds of scripts is more normal overall.

 

Is it a bad idea to have long-lasting and kind of big scripts running as effects? It seems to work fine in my otherwise heavily modded game, but I plan to release it and don't want it to blow anyone else's computer up :)

 

Converting it all into quest scripts would take some time, so I just want to make sure it's necessary, or at least recommended, first.

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