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Question about freezing time..


mdnR3ALD34L

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Thanks, Mktavish.

 

And yes, I did more or less mean I'd try to take care of it next chance I got. Sorry if that wasn't clear to all concerned. But you're free to experiment yourself. That's never hurt anyone (unless you did it on your own mod file and ruined something; keep back-ups, always).

 

FTT was just Freeze Time Test, which is what the plug-in was called when I saved it, so I made that the acronym for easy locating. In the Object Windows's filter, type FTT and click on All, and everything in this plug-in should come up. Another useful one is to sort by Form ID. The Form ID uses the mod index as the first two digits, so all the stuff from each plug-in gets grouped together that way (and the mod index is only what's loaded in the GECK, not your load order for your game, so the base game is always 00 and if there's nothing else but your working file loaded, that working file is 01).

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I don't know...this engine never does what it says it's going to do. Here's an updated file. I need to go for now.

https://ufile.io/bdtmt

 

I've removed the cameras from the player death, but somehow, I'm still getting cameras. I've never done anything with cameras in this game, so I'm not sure how it works. Had to put the fDyingTimer at 0 for it to register the event quickly enough. I don't know what fDyingTimer is really even used for, so that may introduce more problems. Isn't that exciting?

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I think this is it:

https://ufile.io/jb23i

I can't be sure just how much of what I've done will break other stuff, and mods that alter the Game Settings directly like that may cause some problems. The major issues are:

I don't know what fDyingTime does (besides delaying my event handler) but it's now set to 0.

The player death cameras are entirely deleted from the camera paths menu and I don't know what else that can break.

fPlayerDeathReloadTime is now at .15, which could potentially be a conflict (though we can really just set this via script at the time of the event if needed).

It messes with time a lot (SGTM), which is always a bit suspect for instability.

Basically any mod that attempts to do anything at the time of the player's death could cause just about anything to happen.

And last, it's just very hacky. Hacky is fine if it works, but unpredictable, so good luck.

 

Never mind this crazy stuff I said earlier:

It's short but I think I actually got the effect you wanted apart from that:

https://ufile.io/igpb7

 

Still not fully understanding why the engine is doing like half of what it's doing but I'd say it's progress.

 

Edited by EPDGaffney
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I think this is it:

https://ufile.io/jb23i

 

I can't be sure just how much of what I've done will break other stuff, and mods that alter the Game Settings directly like that may cause some problems. The major issues are:

I don't know what fDyingTime does (besides delaying my event handler) but it's now set to 0.

The player death cameras are entirely deleted from the camera paths menu and I don't know what else that can break.

fPlayerDeathReloadTime is now at .15, which could potentially be a conflict (though we can really just set this via script at the time of the event if needed).

It messes with time a lot (SGTM), which is always a bit suspect for instability.

Basically any mod that attempts to do anything at the time of the player's death could cause just about anything to happen.

And last, it's just very hacky. Hacky is fine if it works, but unpredictable, so good luck.

 

Never mind this crazy stuff I said earlier:

It's short but I think I actually got the effect you wanted apart from that:

https://ufile.io/igpb7

 

Still not fully understanding why the engine is doing like half of what it's doing but I'd say it's progress.

 

 

 

I'll try and patch it up if I can.. you will recieve full credits when I publish my mod :D

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It doesn't work? Like, in what way? It works perfectly for me and if you load it last, unless another mod in your load order has a conflicting death script, I don't know what could be wrong. If you're trying to integrate it into your mod, then that's another story, but try using my ESP first just to see how it looks.

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