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Modding ??


dogeese

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I created a little mod where i have a mini combat arena with various monsters dualing. I've been creating scripts to allow different characters to be placed into the ring with a spell. A betting system on the outcome, prizes of jewels etc. Its a table top project, so characters really small

During my experimental stage i allowed some creatures to be essential.

Anyway i got bored of scripting so decided to play for a while. During my game i was getting messages like "zMinotaur is Unconscience",

Well strange i thought cos i was shopping in imperial city ?!!

 

Which brings me to my Question.......

 

Does every mod script that is included into the game run all the time ?

I, like others get random CTD's does this affect it ?

Would have thought that on loading MODS location that the script would activate !!!

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It depends on what sorts of scripting is in place. creatures and NPCs with gamemode blocks will still occasionally run those blocks even when they aren't loaded. Generally, you want to make your scripts only run portions of the script related to a functions when some conditions are met. You can use "if" statements to make the whole script get ignored unless that condition is valid. The script will still run when it isn't, but what the script does shouldn't.

 

As for it causing a CTD that has more to do with what people have installed. Mods that are active will always have some aspect of them working even if you aren't in that area. CTDs happen mostly because people don't take the time to understand what a mod is doing to their game, and install mods that cause conflicts with other mods.

 

As for why, the reason why scripts run constantly is that some things, like quests or NPCs wouldn't be able to function in the same way if they weren't. It also allows scripting to be used in more meaningful ways. It's easy to turn a script off at certain times, if there wasn't that constant aspect, it would be very hard to script anythig that relies on constantly updated information.

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I'll just use condition of the script working for the time of the fight for now.

 

Shame, its a little (I mean ALOT actually) beyond me at the moment with my current modding skill but was hoping to create a betting house where the profits would come to me. Was hopin that maybe after the core mod was created i could include NPC's to place bets too. Just an idea !!!

Was hopin if i do good job on this mod to release it, but wouldnt like to have conflicts with slow running games

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I'll just use condition of the script working for the time of the fight for now.

 

Shame, its a little (I mean ALOT actually) beyond me at the moment with my current modding skill but was hoping to create a betting house where the profits would come to me. Was hopin that maybe after the core mod was created i could include NPC's to place bets too. Just an idea !!!

Was hopin if i do good job on this mod to release it, but wouldnt like to have conflicts with slow running games

For most scripts, the processor impact is very minimal. The only ones which seem to cause issues are scripts which make use of "get distance", or make an activator cast spells. You'd probably have more to worry about having too many creatures or NPCs in a scene, bogging down a videocard than you would scripts on those creatures and NPCs causing any slowdown.

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Thanks Vagrant0, you have helped me understand a little more of how Modding works.

I was more bothered about trying to find out answers about conflictions and speed than actually finishing my mod. I find that outdoor space causes my game speed to be more random than indoors

(i mean my games sometimes runs normal, sometimes slow)

Like the Akatosh mount mod (Which i really like) makes my computer choke.

The speed of the fights are normal inside an enclosed space so thats how i'll keep it.

Had 3 gatekeepers and 7 minotaurs battle for about 20 minutes with no slow down indoors

(while i eat)

 

I still have a lot to learn.........thanks again i'll continue scripting

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