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Troubleshooting visual glitches...

General help and troubleshooting.
Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

BOS Patrols was the culprit,

Post by Mystical Panda » Wed Apr 20, 2016 8:43 pm

BOS Patrols was the culprit, and it looks like it created turrets as "creatures", I'm assuming at this point since I have very little Geck or xEdit experience that's because they added "behavior" packages to it. The three turrets are leveled creatures and I was playing around with changing those values in xEdit. The change wasn't reflected in game, again I'm assuming, that's because being a "creature" it's current info is now baked into the game save via a "cloned" (so to speak) reference now? Does that sound correct?



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RoyBatty
Gary
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Location: Vault 108

Turrets are creatures, they

Post by RoyBatty » Wed Apr 20, 2016 9:05 pm

Turrets are creatures, they are probably also persistent which means once they are in your save you can't really change them unless done with a script.


Turrets in NV are different than the ones in F3, it plagues us too. We're still working on a solution that's foolproof.


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Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

I was kinda thinking about

Post by Mystical Panda » Thu Apr 21, 2016 8:17 pm

I was kinda thinking about that as I was playing/testing this loadout. The most logical way to do it would be to have a script that's the "main" control, and checks for each "corrective" script to see if it's been run. If not, it fires them off, then tells the player what's it's doing/done. When it completes it sets a flag/saves a value to prevent itself from being run again from the "main" control script (this would be running all the time and would need to be small and tight). The problem with this approach would be the fact that it's only run once and therefore wouldn't correct problems found later (if it's in a game save). Another way would be to build into TTW the "one time" feature, and "as many times as the user selects it" MCM option for "dynamically" applying fixes. This way, any "fix" that needs to be applied to a game in progress would be at the user discretion, and could be applied as often as needed. So if the MCM sub menu had ("One time only"), then those scripts would keep track of how many times they've been run, removing themselves from firing off again. Each script could report to the player as a message (not one that stops the action, but the passive message type) that's it's executed and what it's done.


So, by default, TTW would use MCM and would have sub menus other than just TTW options like rebalancing. That would provide a framework for adding in dynamic fixes, etc.


 


 



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RoyBatty
Gary
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Too much work. :)

Post by RoyBatty » Thu Apr 21, 2016 10:30 pm

Too much work. :)


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Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

That's true, it is. It's like

Post by Mystical Panda » Fri Apr 22, 2016 12:44 am

That's true, it is. It's like a reverse graph where most time/effort goes in up front, but pays off in future development time in the long run. My daughter, who loves to mod her games (Skyrim being her favorite atm) and is just learning about modding (she plays with the CK but is far off from scripting), wants to create a custom game engine, so to speak, for her and her friends to mess around with. I was talking with her about laying a framework that would take much longer up front to code, building easy expandability early on (at the cost of more development effort), but in the long run would allow content development to be done easier and quicker.


I haven't done much Geck/CK or xEdit work yet, but I'm slowly building up that. When I get proficient I'd be more than happy to help out where I can. My real interest though would be in scripting.



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