user826 Posted September 9, 2019 Author Share Posted September 9, 2019 So, the quest-based script is not as reliable as the token-based system, even with the quest priority set to really high. I think I'll stick with the token system for the time being until I can come up with something better. Link to comment Share on other sites More sharing options...
JustChill Posted September 9, 2019 Share Posted September 9, 2019 I don't like using third-party per-requisites for my mods. That's fair enough and I actually like your way of looking onto this like a challenge. However, using NVSE and JIP LN NVSE plugin would things make way easier and especially JIP is also fixing the game and allowing using the console without losing your Steam achievement progress.I would recommend anyone to use it. But again, I understand your reasoning for not using it. :smile: Link to comment Share on other sites More sharing options...
user826 Posted September 9, 2019 Author Share Posted September 9, 2019 My mods still work if you're using NVSE and JIP (I have them installed because TTW requires them) but I want people to be able to experience my content even if they're not mod-literate, or if they for whatever reason don't want to install a whole bunch of plugins that change the core function of the game. Design for the 99th percentile and all that. Link to comment Share on other sites More sharing options...
JustChill Posted September 9, 2019 Share Posted September 9, 2019 That's very good for these people. :DVanilla has very low capabilities, so it's even more impressive if you can solve some issues without using any of these. I write most of my mods with NVSE and JIP. Especially the latter, because I love how he is adding more and more functions to this plugin.Basically I use my mods as showcase for these. ^^I recently discovered SetSystemColor and I just had to implement it into my pipboy light mod just for some additional fanciness. :smile: But if you manage to achieve your goals without the extra plugins, that's just good for compatibility and user-friendliness. :wink:I don't want to force anyone to use it by rather writing mods that require it, but I see it as miguick in his Well Rested Overhaul: "If you refuse to use this, you need to uninstall FNV, ASAP!" ^^ Link to comment Share on other sites More sharing options...
Mktavish Posted September 9, 2019 Share Posted September 9, 2019 I myself shoot for vanilla capability ... even if it's twice as texty / object intensive. But then again ... I don't try for easier download package. Just how far can I stretch the tools. Hence since I am still learning ... haven't graduated to the extended language. Which is all the Fose /JIP and the like is all about. Extending the vocabulary of the engine. It is double edge ... gets easier/harder ... both ways at the same time. Which if you really want to get back to basics. Then you would only mod with Fo3 vanilla , since FNV also has an extension of the language. But ,,, also some fundamental hard coded feature additions. Link to comment Share on other sites More sharing options...
WarMachineDD7 Posted September 9, 2019 Share Posted September 9, 2019 (edited) I really think you can do without the item. What I wrote is just what came to mind in the moment, there might be a couple of things I'm not covering in that script, but it's definitely doable this way, and way simpler than relying on adding items to everyone the companion engages. Also, the script processing delay is the one you wanna lower, not the quest priority. Edited September 9, 2019 by WarMachineDD7 Link to comment Share on other sites More sharing options...
Mktavish Posted September 10, 2019 Share Posted September 10, 2019 I really think you can do without the item. What I wrote is just what came to mind in the moment, there might be a couple of things I'm not covering in that script, but it's definitely doable this way, and way simpler than relying on adding items to everyone the companion engages. Also, the script processing delay is the one you wanna lower, not the quest priority. I agree ...with OnAdd ... justn arbitrary action ... an effect script would be more efficient .And then a Quest script to work with that,turning it on and off .(or vice versa) Ya script process delay is good to try 1 sec for bench test.It does kinda sound like the delay is to high. Link to comment Share on other sites More sharing options...
JustChill Posted September 10, 2019 Share Posted September 10, 2019 Also, the script processing delay is the one you wanna lower, not the quest priority. Oh, I've misread user826' post. Thought he had wrote that he had issues with the quest script even when he lowered the script delay. I second that, script processing delay can work wonders in many occasions. I am unsure of how much of a performance impact it can be for mods that don't add graphical additions. I've recently tried Gribbleshnibit8 updated Radar Mod.He even has a setting for the script processing delay in MCM menu. A good showcase of how different a mod can behave according to that setting. Yet as this Radar Mod can be pretty demanding regarding the user setup, setting this to very low value can cause a proper performance impact. Link to comment Share on other sites More sharing options...
user826 Posted September 10, 2019 Author Share Posted September 10, 2019 (edited) I'm going to give it another shot. I thought the script processing delay was set to zero by default, though? How can setting it to 1 help? EDIT: I set the script processing delay to 1 and used this script: scn killCounterQuestScript ref CurrentTarget short TargetCountDoOnce begin GameMode if (CustomizableCompanionREF.GetCombatTarget != CurrentTarget) && (CustomizableCompanionREF.GetCombatTarget != 0) set CurrentTarget to CustomizableCompanionREF.GetCombatTarget endif if (CurrentTarget != 0) if (TargetCountDoOnce == 0) set CustomizableCompanionREF.EnemiesEngaged to (CustomizableCompanionREF.EnemiesEngaged + 1) set TargetCountDoOnce to 1 endif if (CurrentTarget.GetDead == 1) if (CurrentTarget.IsKiller CustomizableCompanionREF) set CustomizableCompanionREF.EnemiesKilled to (CustomizableCompanionREF.EnemiesKilled + 1) set CurrentTarget to 0 set TargetCountDoOnce to 0 else set CurrentTarget to 0 set TargetCountDoOnce to 0 endif endif endif end And it does work, but is still pretty hit-or-miss. Sometimes, if he engages multiple enemies in quick succession, it'll only count as 1 engagement/1 kill. I'm going to try a hybrid system, using the quest script to add the kill count token instead of an area-of-effect spell. Edited September 10, 2019 by user826 Link to comment Share on other sites More sharing options...
JustChill Posted September 10, 2019 Share Posted September 10, 2019 Hey, the script processing delay at 0 means it uses the default settings which are 5 seconds. XD I personally have to look into that either, as my mod uses a script processing delay of below 0.1 which is said to be not that good (even though I couldn't encounter any issue).I may add an additional setting into MCM so the user can control this setting. I mainly use it on such a low setting when switching between interior and exterior Pip Boy light, especially as the console has to be opened shortly for savely processing "Player.EquipItem PipBoy 0 1". A higher value would show the console window way longer to the player. :sad: I wish there is some workaround or fix available to use the EquipItem function on the Pip Boy in Game Mode, without causing a CTD. -.-Currently that function only works in Menu Mode and I couldn't think of anything else than quickly going into console menu and equipping it there. IN ADDITION!!!!!I've found something nice on this porn si... Loverslab. XDhttps://www.loverslab.com/topic/46694-requesting-nv-scripting-help-script-crashes-to-desktop/page/2/?tab=comments#comment-1205048 Seems I don't need to use the console key, but either can use "ShowRepairMenu" and after re-equipping the Pip Boy, I can use "con_CloseAllMenus" to immediately close the RepairMenu within the same frame. :D Unfortunately "con_CloseAllMenus" is known to cause issues when used in the Pip Boy menu. Maybe I just can use "ClickMenuButton" to simulate the closing of the menu natively by it's regular "closing" function. My apologies for noting down my own things here. Being currently at work and don't want to lose that thought for later at home. Can't wait to get my hands on GECK again to try out this possible solution. :) I hope you get your KillCounter running properly either. :thumbsup: Link to comment Share on other sites More sharing options...
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