If I do the step in and out with Zan's enabled. If I step into the building and issue the PurgeCellBuffers (PCB) console command, then step back outside again. I can repeat the step in and step out as much as desired, and then walk over to be within trigger range and the encounter occurs. When I step back outside, the messages resume. Without Zan's, once the messages begin to appear, I can step into that nearby building to transition into a new cell, and the messages temporarily stop - because I am no longer in that NPC's world space which is correct behavior. So as long as the NPC is present and "active" (as in still disabled but also still running its script), the message is seen in the upper left-hand corner of the screen. Since scripts do intentionally run on disabled thingies, I inserted passive message calls within the NPC's script as a kind of "I'm still here!" notifier. It is not clear whether it has been "deleted". In essence, issuing a PurgeCellBuffers command while in a separate zone/cell results in the disabled NPC (which has an active script) no longer being "functional" when you return to the outside world where it is positioned. I am able to recreate the problem manually. But of course am willing to learn that I am misinterpreting results if someone else has better insight into what is taking place.Įdited by Athelbras, 09 April 2015 - 05:05 pm. It is the mods (and modders) having no knowledge of Zan's behavior that are at risk.Ĭaveat: I have exactly the situation described as a test case. Knowing that behavioral characteristic of Zan's, one can of course use an alternative implementation to entirely avoid the issue. With Zan's removed, the encounter plays out successfully, regardless of the player's actions, movements, and transitions. And flagging the NPC as Quest Item / Persistent does not prevent it. In doing so, that zone/cell transition invokes a purge by Zan's which causes the lurking NPC to cease to exist. One such circumstance is the Player character being outdoors and nearing that lurking NPC, but suddenly ducking into a building to check for other enemies before proceeding onward, then coming back out again. This potentially causes problems.įor example, if a mod has an NPC set to Disabled in order for it to be both inactive and invisible until triggered (perhaps with its own scripted Enable springing it into action), that NPC could then be unexpectedly flushed/purged/deleted before coming into play. Zan's minimizes out-of-memory conditions by periodically forcing the game to flush "old" data from memory, and does so much more aggressively than the game engine normally would. The Essence: "disabled" thingies can be unexpectedly purged/deleted without your knowledge or desire if a player uses Zan's AutoPurge (or a similar data flusher). So if nothing else, this is an FYI to others not yet in the know. In fact my approach may even be a known bad thing to do. I wonder which logs and files I should post here to make the problem easier to detect. Please help.The issue that I am about to describe may be quite obvious to more experienced modders. It's too frustrating to spend dozens of hours setting such complex mods and just having and unplayable experience. I wonder if I should try Zan AutoPurge Crash Protection ( ) even though it's not listed on the guide. I use a couple of things not listed in the guide: FNV Realistic Wasteland Lighting intead of Nevada Skies (my FPS is undesirable even though I have a GTX 770 4GB and an i5 4670k), OneTweak, an integrated Wild Wasteland trait and easier hacking terminal mod. The problem was indeed worse (the game crashed regularly within minutes even when just walking the wasteland, after applying ENB the crashes reduced, but nonetheless are too frequent and immersion breaking). Hi, I tried to follow EssArrBee's guide rigorously, but as I'm suffering from constant crashes (for example, screen freezing upon fast travel with radio still going) I assume something critical is missing on my setup, although I'm failing to see what.
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