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Showing results for tags 'persistent'.
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From what I tried to figure it, it seems to modifying local variables of other scripts is not possible. (?) I'd appreciate it, if somene could confirm this for me. I also wonder about the reasons for this. Is TES scripting engine this dreadful? Externally modifying variables of other objects' scripts would be a powerful tool. Is that not something that OBSE could overcome? I have a second question I want to ask. In my mod I am using persistent activators to hold variables and do some logic on them. (In a sense, I'm trying to use them like simple objects of object-oriented programming.) I know that I can modify local variables of a persistent activator by calling it's editor ID, like: set SomePersistentID.localVar to 0 But it surprises me that I can't do the same thing by calling that same persistent object from a reference: ref someRef ... set someRef to SomePersistentID ... set someRef.localVar to 0 (Being able to use references like this would allow me a more elegant handling of persistent activators that I'm using.) Is that really the case? Am I missing something here?
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I'm learning how to make mods and so far i was only able to edit mods made from other people using FO4EDIT. So Bloatflies shoot maggot at you but they disappear very fast. Can someone help me create a mod that will make the parasites stay on you longer? There is already a skyrim mod that makes arrow stay longer on you surely it's not difficult to do.
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Hey guys, I'm using the PlaceAtMe function in fallout 3 to place npcs at xmarkers during the gameplay. The command is firing in my quest scripts, npc attached scripts etc as part of my mod. I know in skyrim creation kit there is a parameter that says whether or not the spawned reference is persistent or not which is really handy. However I need to spawn persistent references in fallout 3 now but there is no parameter for that in the fallout3 geck. neither is the setpersist function available in the FOSE. This is a problem for me because my npcs that I command to wait a a specific location in the game world are disappearing from the game when I leave and re-enter the cell (due to the fact they are not persistent and vanish when a cell is unloaded/reloaded/reset) They are not saved. Any help is much appreciated, thank you
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- persistent
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Hello I'm using spells to change character body, modifying skin in actorbase tab (Traits), but these changes aren't saved when you reaload game... They are reseted to null. Is impossible to save actorbase changes in a savegame? or am I doing something wrong? which would be the best alternative? ability spells, equipped items, keywords... Thanks
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- savegame
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Problem Im getting constant 60 FPS on all the worldspaces (CW, FH) with more or less dense weathers more or less dense effects lights sounds references to load ... But for whatever reason, im getting still stuttering in Nuka-World. This will lead in the following: My PC movement is affected Jumping height is reduced FPS are stable but the entire screen is laggy as hell This is valid for PreCombines and PreVis enabled and disabled, both scenarios cause microstuttering This is not valid for all Nuka-World cells only a few outside the park but almost all inside the park or dense areas (so assumed it has todo with LOD lights and on/off power quest) Example for stuttering cell: DLC04POISC10 - which is very small populated cell I assumed it has something todo with the power the lights on/off quests. Therefore Disabled the light references > no success Disabled any other reference tied to the quest > no success Made sure to force the object to leave the persistent worldspace and force them to spawn in the correct CELL reference > no success Now, im open to blank all the references based on type step by step. There must be some endless script running in the back. So probably will stat with disabling all the quests etc. In the meantime i thought i will share my research here. This post will see more updates later ... Fyi, iFPSclamp and all the magic INI commands, im aware of all that, so all of this has no effect Is NW using special unoptimized textures for some reason or broken scripts? It feels its the most unfinished addition to the entire game, and the entire game is unfinished no question... Addendum Godrays are the culprit, for whatever reason, Godrays will only cause Microstuttering in NukaWorld AND only in specific cells, this is total mystery for me ... On top of this, Nuka-World uses extensively LOD lights (Never Fades), which cause the lights to be loaded across the entire worldsapce all the time, into memory the reason for this is the quest https://fallout.fandom.com/wiki/Power_Play which places effects all over the place .., the simplest and most impactful way to solve this, is to replace all those lights with blank lights, these dont cause much lag, almost no lag, To finish it all the effects such as mist and glow and beam around those lights need to be blanked as well, this will cause no microstutter at all anymore it should suprisingly work with console users ... References https://www.reddit.com/r/fo4/comments/6ljlc2/stuttering_while_moving_in_nuka_world_any_help/ https://www.reddit.com/r/fo4/comments/51fncr/microstutter_in_nuka_world_dlc/ https://steamcommunity.com/app/377160/discussions/0/1744469130469616767/ https://steamcommunity.com/app/377160/discussions/0/135512931360974476/ https://gamefaqs.gamespot.com/boards/164592-fallout-4/74227236 https://forums.nexusmods.com/topic/6921421-micro-stutter-fix/
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- performance
- microstuttering
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