Fallout 4
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Cyan49

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cyan49

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  1. cyan49
    cyan49
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    Optional files uploaded. This is a script replacement and requires the main files.
    Replaces script, tracks number of stimpaks used by NPCs, removes stimpaks on death.
  2. nongdailoc2
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    so NPCs here it also enemy NPCs included?
    1. cyan49
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      Sure. As described, this applies to all NPCs with the ActorTypeNPC keyword.
  3. BigBozat
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    Interesting... 

    Wondering:  
    What's the impact, if any (I'm an idiot), on fps? savegames? 
    SKK's Object Counter tells me I've got a lot of NPCs
    1. cyan49
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      About this mod? The mod is triggered by the "OnItemEquipped" event when an aid with the "ObjectTypeStimpak" keyword is used, and just adds the stimpak immediately. The mod works with the SPID method, so it distributes the script to all NPCs with the "ActorTypeNPC" keyword. I don't think this will affect FPS as it is fairly simple.
    2. BigBozat
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      Sounds good.
      So, the only thing that'd get baked into a savegame might be 1 extra script per NPC? 
      I'll have to take a peek at a save in Fallrim to see if there's anything to see.
      (I dunno sh!t about how/whether there's cleanup, and so dunno if nothing actually gets baked or ?)

      I tend to have lots of npcs (too many actor spawns, too many active/extended ai... what can I say, I'm a interactive guy?),
      and SPID dists a lot of stuff for me already (lol, which may explain some of my savegames' bloat), so I'm always curious about stuff that touches them.  Thx much for the info, always appreciated. 
    3. cyan49
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      Yes. However, I can't say 100% correct about script baking/cleanup because I'm somewhat new to SPID. The note about disabling/uninstalling mods is simply based on the general rule that mods should not be uninstalled while a magic effect (ie ability) is active.

      By the way, I always play the game with papyrus logging enabled, and I've made sure my scripts haven't thrown any errors between developing and releasing the mod.
    4. BigBozat
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      Nice insight... wondering: what (if any) perf impact has enabling papyrus logging during gameplay had?

      Edit: 
      I asked cuz somewhere along the line I had read (some thread discussing SPID vs RobCo patcher, and why there were so [relatively] few SPID mods) that SPID *might* be implicated somehow with savegame bloat?  Never been able to track down that thread, so  "¯\_(ツ)_/¯ " 

      (And some of my saves have had several hundred thousand spell effects baked in, largely my idiocy prolly, but still -- yikes!)
    5. cyan49
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      In general, papyrus logging seems to have a performance hit, but I haven't noticed anything in both Skyrim and FO4. For me, there is no difference with enabled papyrus logging in certain places/situations with bad performance. i.e. if it's bad, it happens without papyrus logging. Also, it will depend on the amount of scripts in the game. (Most of the papyrus log is filled with errors thrown by Bethesda's bad scripts, but it's common.) 
      Anyway, there is not much reason to recommend it to users, but papyrus logging is useful for modding.

      If you have a topic about SPID or/vs RobCo patcher, please let me know, thanks.
    6. BigBozat
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      If I can track it down, I will.

      I tend to have both lots of scripts and a lot of resource-intensive ones...
      ya know, like trying to run SS or SS2 + PANPC + Unlimited Companions/Followers w/ a dozen or two members of your team + all the SKK combat mods + Loot Detector on full blast + the Thuggyverse mods + Crime & Punishment + yadda yadda all at the same time.  

      I like to find limits.  (Sadly, I hate fixing the result, but whatever)
      I use SKK's script lag & object counter tools (and Fallrim, and Buffout crash logs) to troubleshoot script burden... was thinking if the incremental impact isn't all that much I may enable papyrus logging to see what else I can find out. 

      Of cource, that means I'll have to learn how to read/decipher the logs (I've read they can be misleading if, like me, you're an idiot). 
      Another mod school lesson for the backlogged list of things to figure out.  Appreciate the feedback.
  4. DannSchro
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    unlimited usable items for NPCS (stimpacks, stealth boy, drugs, etc)