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TTW Performance Guide (OLD, Do not use!)

General modding guides and authoring tutorials.
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RoyBatty
Gary
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Well I just tried it, and he

Post by RoyBatty » Tue Jul 19, 2016 6:26 pm

Well I just tried it, and he followed me in from outside, took a minute but he did.


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Lyndi
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Just last night I had similar

Post by Lyndi » Tue Jul 19, 2016 7:19 pm

Just last night I had similar behavior from the kid in Canterbury Commons. I popped into the town hall place to look for him just as he was getting ready to head out the door. He stopped when he saw me so I just jumped back outside to wait on him. It took a minute or two but he finally showed up. I assume the delay was where I had stopped his pathing when I entered the building and bumped into him and it took a moment for him to resume his normal routine. Everything seems normal to me.


Produces the programming equivalent of coffee stains.

The Mediocre Mr Rook
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I only recently installed TTW

Post by The Mediocre Mr Rook » Tue Jul 19, 2016 7:41 pm

I only recently installed TTW; I don't think it was the case in New Vegas. Not sure if maybe the NPC AI in 3 is different, I haven't played 3 in years.


Or maybe I'm just crazy. I just played NV a couple weeks ago, and could swear there were instances of AI staying active on the other side of doors.



Royhr
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Risewild wrote:

Post by Royhr » Tue Jul 19, 2016 9:52 pm

[quote=Risewild]


 


The Mediocre Mr Rook wrote:



 


Huh. What did I do to make it so AI deactivated when I'm not in an area? I noticed it during the Lucas Simms/Mr Burke confrontation, when I entered Moriarty's a couple steps ahead of Simms and then had to go back out for him to finish the last few steps to the door.


 



Isn't that normal game behaviour? It always happened to me since I can remember.


[/quote]


This is always a problem area whenever I play. First thing I always make sure is that I do a save right before I do the dialog with Simms. Because it seems like half the time Simms will never get to the door but instead ends up behind Moriarty's where he will just run back and forth. All I can do when that happens is to quit and open from that save again and to do the process over again until he finally takes the correct route and makes it to Moriarty's front door. I then usually always follow him in so can't say I've had the issue of him not coming in.



The Mediocre Mr Rook
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In any case, it seems to have

Post by The Mediocre Mr Rook » Tue Jul 19, 2016 10:05 pm

In any case, it seems to have nothing to do with config edits. So, thanks for the performance boosts, and sorry for clogging up the thread with my unrelated stupidity.



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RoyBatty
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The game just has a lot more

Post by RoyBatty » Wed Jul 20, 2016 6:16 am

The game just has a lot more AI to process in the background the delay between each update is higher.


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anstand
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RoyBatty wrote:

Post by anstand » Mon Aug 01, 2016 1:05 pm

[quote=RoyBatty]


 


Not sure why mines different, tired, drunk, who knows what happened.


Here's a fresh copy (for 4.1.36). I still think mode 2 might be more stable, I'll test a bit.


[/quote]


Any new updates on the NVSR.ini and where exactly do I find your .ogg dll update?


 



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RoyBatty
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It was updated aged ago.

Post by RoyBatty » Mon Aug 01, 2016 6:28 pm

It was updated aged ago.


OGG dll's are available now on nexus via someone else.


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anstand
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RoyBatty wrote:

Post by anstand » Mon Aug 01, 2016 6:58 pm

[quote=RoyBatty]


 


It was updated aged ago.


OGG dll's are available now on nexus via someone else.


[/quote]


is this irrelevant then?


[quote=RoyBatty]


Threads fixed to cpu's should be 0, thought I did that.


MAX FPS is more a user setting, I leave it at 0 for myself (no cap).


bHookHashTables doesn't seems to cause any instabilities that I can tell, and really helps with container lag etc.


[/quote]


because the NVSR.ini the OP still has iThreadsFixedToCPUs = 1 instead of 0.



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RoyBatty
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That must be a change that he

Post by RoyBatty » Tue Aug 02, 2016 5:32 am

That must be a change that he made.


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