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Babaloo321

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Babaloo321

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11 comments

  1. ys125
    ys125
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    respectfully, I don't think doing this is a smart idea. Creating thousands of persistent references for something like this, .... no. just no. BIG no.
  2. SP4ODA
    SP4ODA
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    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

    Thanks again for the mod, happy modding
  3. Sefirot510
    Sefirot510
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    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?
    1. Babaloo321
      Babaloo321
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      Well, no. In order to activate an instance of the script, you need to harvest the plant *after* the mod is installed.
    2. Sefirot510
      Sefirot510
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      I see. Thanks for replying!
  4. Lulzes
    Lulzes
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    Vortex marks the "Record persistence" mod as redundant, is this normal?
    1. Babaloo321
      Babaloo321
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      Idk why it's marking it as redundant. It's absolutely necessary for the other plugins to function correctly.
  5. Qrsr
    Qrsr
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    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.
    1. klausandhelmut
      klausandhelmut
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      Wow I love this idea! I would definitely use a version of this mod like that
  6. niston
    niston
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    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.
    1. Qrsr
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      @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?