KaPks8 Posted April 19, 2019 Share Posted April 19, 2019 Hi there. I'm fiddling with IHUDMaxCompassNPCTicks, which I'd like to occassionally (not situationally) change during gameplay. IHUDMaxCompassNPCTicks works as described in the docs, as long as I don't set it to zero using a GMST record in a plug-in. If I set IHUDMaxCompassNPCTicks to zero in a GMST record, trying to modify it with SetGameSetting or con_SetGameSetting shows no effect on the compass, despite GetGameSetting showing the new value. I'd be fine with the game throwing out this part of the mechanics, if it's told to not use the ticks in a GMST on startup -- but I'd be glad, if someone else could verify this, before I start implementing my workaround. Any pointers / experiences ? FNV version is 1.4.0.525, NVSE 0.5.1.4. Link to comment Share on other sites More sharing options...
KaPks8 Posted April 19, 2019 Author Share Posted April 19, 2019 After trying to wrap my head around this for a while now, I simply tried GMST records with different values. It looks like the initial value of the IHUDMaxCompassNPCTicks GMST record quite literally defines both, the maximum number of ticks initially visible and the upper limit of ticks the game engine will display, regardless of what IHUDMaxCompassNPCTicks is set to during the session. Which means, that I'll need to overwrite IHUDMaxCompassNPCTicks with its maximum default value (10), and only after this I'm able to freely vary the number of displayed ticks between 0 and 10. Does this sound about right ? Link to comment Share on other sites More sharing options...
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