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Fight with 15 radroaches slows game to halt.


EPDGaffney

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Well don't go off the deep end ... you seem testy lately. Why I don't know ... not up to us to decide

But you need to figure out why you are acting differently.

 

Maybe cuz its Mardi Gras time ... and you just want to party down ?

 

I live in New Orleans by the way ... hence that last suggestion.

Edited by Mktavish
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You were talking about audio when you said that, so I thought you were confused. I was no more rude than you were, either. When someone says, 'Can someone please help me with this?' and the response is, 'That's silly; do the thing I like instead,' that's not very helpful and I wouldn't expect it to be met with positivity generally.

 

And in that case, I didn't make VFX because, well, first of all, this was the first thing I've tried and I haven't got to anything more customised yet, and second, it was a consideration but I ultimately decided it could pose its own difficulty achieving the desired experience for the player, which is that the bugs are weak but fast, hard to hit, and plentiful. VFX should be fairly easy to hit, and they'd more or less go down like any other, larger enemy, and the particle effect wouldn't change size unless I accounted for every single insect and made a new effect for each possibility.

 

I tested a fight with 100 of these enemies but not scaled in any way, and the engine performed better than 15 of them scaled, so my new goal is to scale them outside of the engine, but this has proven difficult because despite having scaled the skeleton.nif file and the mesh file itself, something is still 'snapping' it back to the initial skeleton size.

 

Sorry you felt I was rude, but I felt you were rude as well. We can talk about it if you like. Suppose I should PM you in that case.

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Hey I did a little testing of myself to see if you could script the roaches to change size on load ... with "SetSize"

But that didn't work of course. However ... I changed their size on the base object , which i duplicated CrRadRoach and set "Base Scale" to .1 .... didn't adjust anything else there.

 

Was assuming you were adjusting the scale on their Ref window ... which is where I have always scaled objects ... statics mostly.

 

So anyways ... I dropped in about 70 ... through duplicating groups. ( just a bit west of the prospector saloon in Goodsprings )

Made a faction for them , setting them to help allies , and player as an enemy faction.

And kept them with the default sandbox package they had.

 

Although they don't seem to be able to attack the player for some reason ??? And looks like they stop sandboxing when they should be in combat ... but I'm not getting any engine slow down. Very slight if any ... and about a 1 second hang on load in that wasn't there before.

 

What were the parameters you were setting up ?

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Ok ... so a little more testing ...

 

I scaled them to .2 cuz they were just to hard to see , but not impossible ... but this seems to work better for being out doors and the sage brush an all.

 

Then I raised their attack reach to 200 ... so now they can attack the player.

Gave them a foot weight of .2 ... not sure if needed or did anything ?

And set their speed mult % at 200 ... could go higher seems.

 

On their faction , I just removed the player as Enemy so I could observe them before initiating combat. But realized I had to add their faction to the interfaction relation , and set it as ally. So that with "Helps Allies" on the "Creature / AI Data / Assistance" would work.

So now if one gets attacked they all attack.

Also , they are just set "Aggressive , Brave"

 

But still I am getting no engine slow down , as in frame rate. Although the player controls seem to get a little sluggish when getting hit by so many roaches with the get hit imod playing.

But that seems a realistic effect to me and wasn't unplayable.

 

By the way ... I am running no other mods ... just this one based on the NVmainFile.

My texture quality is set on High.

 

Here is a DxDiag of the pertinent specs. As you can see nothing spectacular.

 

 

Operating System: Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_ltsb.170914-0600)
Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
System Model: h8-1414
BIOS: v8.06
Processor: AMD FX-6120 Six-Core Processor (6 CPUs), ~3.5GHz
Memory: 10240MB RAM
Available OS Memory: 10030MB RAM
Page File: 3573MB used, 7991MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.03.9600.17415 64bit Unicode

------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Display Tab 2: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: AMD Radeon HD 7450
Manufacturer: Advanced Micro Devices, Inc.
Chip type: AMD Radeon Graphics Processor (0x677B)
DAC type: Internal DAC(400MHz)
Device Type: Full Device
Device Key: Enum\PCI\VEN_1002&DEV_677B&SUBSYS_249F1462&REV_00
Display Memory: 5873 MB
Dedicated Memory: 1009 MB
Shared Memory: 4864 MB
Current Mode: 1280 x 720 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: SAMSUNG
Monitor Id: SAM08FC
Native Mode: 1366 x 768(p) (59.790Hz)
Output Type: HDMI
Driver Name: aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
Driver File Version: 8.17.0010.1230 (English)
Driver Version: 13.152.0.0

 

Edited by Mktavish
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Thanks for doing all that for me.

 

But now I'm very confused. The truth is I do run a heavily modded game, including graphics mods, but in that interior cell there wasn't a whole lot going on as I'd removed most of the stuff in it. Also, I have been testing with 100 regular-sized radroaches that have their speed up to 500% and emit all sorts of particle effects when they die, which as they have only 1HP happens quite often.

 

I'm actually satisfied with the regular-sized ones. I can't get the scaled ones into the engine without looking distorted (I think it's the animations, which I have not scaled), so I've adapted my plan for this scene to work with the larger ones.

 

And yet, I can't help but find what you're saying very intriguing. I'll have to test again using exactly what you've done and compare the results. It may have something to do with Windows 10, which causes the game to run a hundred times worse than when I had 7, which is compounded by the fact that the FCU broke NVSR.

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Hey no Problem ... it was fun.

 

I guess probably your texture mods and Win10 ???

 

But ya I had dust storms going by ... and even a couple coyote's came and joined the fun.

 

I guess next I'll step it up to 100 @ 300 % speed mult , and then use a flame thrower ... which will put the fire immolation effect on them.

 

Will see how that goes :devil:

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