Your description page is excellent, everything we need to know, thank you your mod solves a problem for me, you said you had a thistle problem Maybe some of this information will be helpful
Make new thistle Thistle is an ACTIVATOR Make a new FLORA record In the MODEL slot put Landscape\Plants\Thistle01.nif Now you have proper thistle
Replace old thistle Copy all existing thistle records to another esp Highlight all and choose "change form id" to make these new records Replace the base object thistle activators with the new thistle flora You now have a new thistle flora record in every old thistle activator location Now you must flag all the old thistle activators records "initially disabled"
You clearly understand compatibility Maybe make a stand alone thistle replacer Maybe make a mod to work with object replacers
Let's say that I want to use this mod just to grow back all plants, including those belonging to cells that do not reset, and then continue with the vanilla behaviour. How safe is to install- wait 72h and regrow plants - and then uninstall the mod?
The thistle is an activator. I think one can remodel the NIF and let the radiation exposure be part of the model, then you would simply swap the current activators ingame and your script would work fine, best with the points mentioned from niston. Or just place an HRZD object and make the thistle an normal flora without the radiation burp that way you can use the default flora behavior but restore the radiation immersion.
I have the same problem with the activators currently, with Fungus Flora Expansion and need to find a way to let ACTI respawn based on a given time window.
I read about script lag and i think the smartes option to circumvent script lag would be to let flora respawn if two stages are set; 1. it must have rain 2. player char must sleep for x hours.
The rain will give life to flora and after player char slept all the flora have new crops/fruits available for harvesting.
A constructive critique: Use a Timer instead of Utility.Wait*. That way, you won't absolutely swamp the Papyrus log with stack dumps.
As is, it will also be difficult for you to update, or your users to uninstall your mod: Any threads that are doing a wait*() are on the stack (hence also the issue with stack dumps being written when there's a lot of them threads) and thus get persisted into the save. Even if their script PEX is removed, these threads will nonetheless remain on the stack (and active in the game), at least until the wait expires. If you update the script PEX, those running threads will remain unaffected by the change, at least until the wait expires.
And if you don't want to run 5000 timers for 5000 flora objects, you could use F4MS scheduler. Then you'll have exactly one timer for n plants.
@niston each and every container in the game has a timer, right? like container and flora signatures? how is the game handling these without causing script lag?
11 comments
your mod solves a problem for me, you said you had a thistle problem
Maybe some of this information will be helpful
Make new thistle
Thistle is an ACTIVATOR
Make a new FLORA record
In the MODEL slot put Landscape\Plants\Thistle01.nif
Now you have proper thistle
Replace old thistle
Copy all existing thistle records to another esp
Highlight all and choose "change form id" to make these new records
Replace the base object thistle activators with the new thistle flora
You now have a new thistle flora record in every old thistle activator location
Now you must flag all the old thistle activators records "initially disabled"
You clearly understand compatibility
Maybe make a stand alone thistle replacer
Maybe make a mod to work with object replacers
Thanks again for the mod, happy modding
I have the same problem with the activators currently, with Fungus Flora Expansion and need to find a way to let ACTI respawn based on a given time window.
I read about script lag and i think the smartes option to circumvent script lag would be to let flora respawn if two stages are set;
1. it must have rain
2. player char must sleep for x hours.
The rain will give life to flora and after player char slept all the flora have new crops/fruits available for harvesting.
As is, it will also be difficult for you to update, or your users to uninstall your mod: Any threads that are doing a wait*() are on the stack (hence also the issue with stack dumps being written when there's a lot of them threads) and thus get persisted into the save. Even if their script PEX is removed, these threads will nonetheless remain on the stack (and active in the game), at least until the wait expires. If you update the script PEX, those running threads will remain unaffected by the change, at least until the wait expires.
And if you don't want to run 5000 timers for 5000 flora objects, you could use F4MS scheduler. Then you'll have exactly one timer for n plants.