EPDGaffney Posted June 15, 2018 Share Posted June 15, 2018 Great. Let me know. Link to comment Share on other sites More sharing options...
Trentosaurus Posted June 15, 2018 Author Share Posted June 15, 2018 The script doesn't seem to be doing anything now. It doesn't even load the exterior shells. IMO swapping to a separate .nif from the vanilla one for the exterior shell model isn't *really* necessary, since I can just overwrite the vanilla shell .nif with my own.But the scripts aren't loading the interior shells either. Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 15, 2018 Share Posted June 15, 2018 Probably in the quest script, where it compares the strings. That must be failing and not making the array. Need to be off for now but I'll have a look later. IMO swapping to a separate .nif from the vanilla one for the exterior shell model isn't *really* necessary, since I can just overwrite the vanilla shell .nif with my own.Yes, you can certainly do that. Link to comment Share on other sites More sharing options...
Mktavish Posted June 15, 2018 Share Posted June 15, 2018 But on this part of the script ... Begin MenuMode 4 If GetGameRestarted SetEventHandler "OnCellEnter" ShellUDFScript~~~~~~~~~~ The Begin MenuMode 4 is making it only run the "OnCellEnter" during a loading screen ?Therefore no script cycles happening moving from one exterior cell to the next ?As in when the player crosses from Wilderness 0,0 to Wilderness 0,1 in the WastelandNV worldspace. But if it is running everytime the cell change happens ...Could test the performance hit by looking at the cell borders in geck by hitting "B" with the render window active. And notice what objects are close to it or even drop in some objects to mark it in game. Then drop in some enemies like 10ish. And in game dance back and forth across the border during combat , watching for stutter / slowdown. Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 16, 2018 Share Posted June 16, 2018 What that script does is it sets the event handler when the game is first launched, and it is limited to running whatsoever only on the main menu. Now, once the event handler is set, that event is every single time the player enters a cell. I don't know exactly what that means, but I suspect it would include crossing the boundary from one exterior cell to another, and if that's true, whilst setting the shell model on one weapon (as we were initially doing) shouldn't cost any more performance than the check we'd have to do to stop it setting the model if it's already correct (exterior to exterior), you may have a point now that it's running a loop on every 12-gauge weapon. Trent may want to test as you described, though we first need to get the script working, and I kind of doubt it's going to be a performance hit even now. Still, always good to check. Link to comment Share on other sites More sharing options...
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