EPDGaffney Posted June 24, 2018 Share Posted June 24, 2018 It was working perfectly for me and then I deleted it. I put it back in from my recycle bin and now as soon as the player's health reaches 0, the game reloads the save. If that's what's happening for you, you would need to say that. Cos what I thought you mean was it was like two seconds of the frozen screen and you wanted three, or something like that. The weird thing is I decided to drop in the frame counter item manually via console to test it, one time, and since then, the mod started working every time. I -- HAVE -- NO -- IDEA -- WHY. This engine is going to drive me to drink, I swear. I'm going to try adjusting the fPlayerDeathReloadTime variable in the Game Settings. It was .15 but on loading it into the GECK, it was .1, and I remember that when it was .1 the last time, it didn't work, which is why I moved it up to .15. So I'm going to try .2 and hope for more stable results. If you want to try a few things yourself, there are two values you can experiment with. fPlayerDeathReloadTime is one of them. The other is in the script FTTFrameCounterScript. There's a line if fTimer >= 180 and you can change that 180 to try to get better results. My theory is that if fPlayerDeathReloadTime is too short, it doesn't let the death event script process in time (it uses a PlaceAtMe, which takes more than a frame to process), which is why I made it a bit longer. Though if this causes trouble, using SetPos on the frame counter item could fix it. Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 24, 2018 Share Posted June 24, 2018 Try this file instead:https://ufile.io/i7cuk It has all the same problems I listed for the file I originally thought would work. It seems that leaving fPlayerDeathReloadTime lower than .3 lets it up to chance whether or not the event fires in time. But leaving it at .3 or higher allows a lot of weirdness to occur in that .3 seconds (which is the time following the frozen screen). So, I think of all the weird things that can go on, this version is the least weird. I did replace the PlaceAtMe with a MoveTo and SetPosEx combination that gets called by an already existing reference of the frame counter item. This is slightly faster and should have a lower chance of not working right. In my time testing the file I'm uploading, I didn't have any problems. Let me know how it works for you. Link to comment Share on other sites More sharing options...
Mktavish Posted June 24, 2018 Share Posted June 24, 2018 What if instead of messing with settings , you just had it play a cinematic. Begin OnDeath Player PlayBink MyDeath.bik End And to make one , you capture some in game footage with something like fraps ... then convert with this http://www.radgametools.com/bnkdown.htm Of course the content of the video can't be tailored to the specific player ... but it seems you could come up with something generic enough to fill in your freeze time death scene. IDK , just a thought. Link to comment Share on other sites More sharing options...
mdnR3ALD34L Posted June 26, 2018 Author Share Posted June 26, 2018 I'm so sorry, I was busy this week and couldn't get a chance to reply. I will test it out when I have the chance.. Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 27, 2018 Share Posted June 27, 2018 Don't worry about it. Let me know when you test it. Link to comment Share on other sites More sharing options...
mdnR3ALD34L Posted June 28, 2018 Author Share Posted June 28, 2018 Holy s#*!! It works! 0_0 Thank you very much man! I'm going to adjust the timer to fit what I'm doing, and then I should publish it right then and there! Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 28, 2018 Share Posted June 28, 2018 (edited) Well, it's a little buggy, unfortunately. I must have tested it a hundred times just by testing my quest mod while this one was installed, and on just one occasion, it reloaded the game too quickly for the frame counter to finish spawning, and then the game was set to super slow motion. This can be fixed I suppose by either raising that .3 value on fPlayerDeathReloadTime (which would make that weird bit at the end take slightly longer), or maybe add a SGTM 1 line to that If GetGameLoaded statement. In fact, I don't know why I was using an event handler to begin with (the one that gets set to be called any time you load the game I mean; the OnDeath one is necessary), as that should work just fine. All in all, it works mostly fairly good, but there seems to be a slim chance that it won't, every once in a while, seemingly more likely when you first launch the game. Edited June 28, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
mdnR3ALD34L Posted July 4, 2018 Author Share Posted July 4, 2018 Question: Does SGTM also affect how sounds are played? Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 4, 2018 Share Posted July 4, 2018 It should, yeah. Why? I don't think it affects music, but I think it affects everything else. Link to comment Share on other sites More sharing options...
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