is it difficult to implement? like finding the event to hook up? (since your plugin only affects PA but not weapons, I'm assuming fusion core is not managed by a central system but by events that load fusion cores) the low ammo problem seems to be a non-issue as it behaves just like real-world magazines, and you can always all a toggle switch.
My 2 cents here is that loading low charge fusion cores would be the point of changing how the gatling laser chooses fusion cores. It's notorious for creating many partially-charged fusion cores. Having 1 fusion core at 100 charge is arguably better than having 4 fusion cores at 25 charge, so changing how it loads fusion cores would mean more full charge cores and less partially charged cores.
I have bPreferLeastCharged=1, my power armor drained the core it had equipped and then it equipped a 67% one, even though I had a 29% in inventory. Shouldn't the mod have made the 29% one be equipped first?
Edit: so, the problem is I wasn't starting F4SE the right way, I just launched the game from Steam. Launching the game from Vortex or the F4SE exe fixed it. Also I had the wrong version for MCM, I need the "beta" one for the next gen install.
I'd like to report what seems to be a serious bug.
Fusion Cores aren't ejected at the set minimum percentage and aren't preserved. But more importantly, when a new fusion core is inserted, the old one appears to be retained and kept at 100/100. This mod gives you infinite wear time as long as you have one spare fusion core in your inventory. When you don't have a spare FC, you go into limp mode as expected.
Using the Pre-Next Gen version of the game and The Midnight Ride plus a few misc. mods (fast start, rat runners arsenal, etc) I'd love to be pm'd about the issue since this makes PAs worry free for me.
If I understand correctly, the Fusion Core from the Power Armor is always transferred to your inventory with 100% charge level when you insert a new one? That shouldn't happen. Do you have any mods that might affect Fusion Cores or Power Armors?
The pre-NG F4SE plugin seems to cause instability (crashes) and possibly graphical glitches, such as level mesh out-of-place.
For instability I've managed to correlate this plugin with my crashes. Within an hour after I'd first installed this the game crashed when I tried to eat something, with Buffout creating a stack trace. I disabled this plugin, and didn't experience another crash like that until a couple days ago when I decided to give this plugin another chance. I kept having crashes at any point during running the game, from launch (before the intro movie even begins) to just about anywhere else in the game. Disabling it again seems to fix the instability.
For graphics glitches I haven't yet correlated this plugin to the issue, but it is by far the newest and most suspect plugin I have. Things like floor tiles (in the level building sense, not the kitchen tile sense) are sometimes just slightly off-position so you can see outside of the level through a small seam, with wall portions getting that treatment too. I've even seen an entire chunk of ceiling missing when I was doing the ArcJet mission with Danse.
Here are some (what I hope are) key excerpts from some crash logs, each ordered from oldest to latest: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6DF514E00 Fallout4.exe+05B4E00 Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF784981EEE Fallout4.exe+1B41EEE Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6689C4E00 Fallout4.exe+05B4E00 Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7BE5DCC3E Fallout4.exe+1CCCC3E Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7BE5DCC50 Fallout4.exe+1CCCC50
Unfortunately decompiling is beyond me so I can't investigate any further. I hope these pointers will make it quick and easy to determine if your plugin is at fault, and where the issue (if any) is located.
I doubt this mod is involved in the crashes as it only overwrites what Fusion Core is selected by the game code but here's what I could find.
First exception (Fallout4.exe+05B4E00) occured when the native code attempted the query the facial morph intensity of an NPC.
Second (Fallout4.exe+1B41EEE) while processing facial data.
Third (Fallout4.exe+1CCCC3E) and fourth (Fallout4.exe+1CCCC50) happened in the renderer. (Does not lead to anything without knowing what 3D couldn't be rendered).
Thank you for the detailed reply, this does give me one lead to look into if I can remember where I read it.
That said, the strange thing is: disabling this plugin and only this plugin really does stop the crashes and graphics glitches. I go from multiple crashes a day and noticeable graphics glitches, to no crashes at all and no graphics glitches.
Not only do I appreciate this mod, it was well needed for a creature comfort item, but for you to make it for both next-gen and pre-next gen is amazing. Thank you
33 comments
Full settings:
[Settings]
bModEnabled=1
bPreferLeastCharged=1
fMinFusionCoreChargePercent=0.01
fMaxFusionCoreChargePercent=-1.00
bKeepDepletedFusionCores=0
Edit: so, the problem is I wasn't starting F4SE the right way, I just launched the game from Steam. Launching the game from Vortex or the F4SE exe fixed it. Also I had the wrong version for MCM, I need the "beta" one for the next gen install.
That way you could get every last drop of power out of the core and also keep your "fusion cores used" stat accurate.
Fusion Cores aren't ejected at the set minimum percentage and aren't preserved. But more importantly, when a new fusion core is inserted, the old one appears to be retained and kept at 100/100. This mod gives you infinite wear time as long as you have one spare fusion core in your inventory. When you don't have a spare FC, you go into limp mode as expected.
Using the Pre-Next Gen version of the game and The Midnight Ride plus a few misc. mods (fast start, rat runners arsenal, etc) I'd love to be pm'd about the issue since this makes PAs worry free for me.
For instability I've managed to correlate this plugin with my crashes. Within an hour after I'd first installed this the game crashed when I tried to eat something, with Buffout creating a stack trace. I disabled this plugin, and didn't experience another crash like that until a couple days ago when I decided to give this plugin another chance. I kept having crashes at any point during running the game, from launch (before the intro movie even begins) to just about anywhere else in the game. Disabling it again seems to fix the instability.
For graphics glitches I haven't yet correlated this plugin to the issue, but it is by far the newest and most suspect plugin I have. Things like floor tiles (in the level building sense, not the kitchen tile sense) are sometimes just slightly off-position so you can see outside of the level through a small seam, with wall portions getting that treatment too. I've even seen an entire chunk of ceiling missing when I was doing the ArcJet mission with Danse.
Here are some (what I hope are) key excerpts from some crash logs, each ordered from oldest to latest:
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6DF514E00 Fallout4.exe+05B4E00
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF784981EEE Fallout4.exe+1B41EEE
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6689C4E00 Fallout4.exe+05B4E00
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7BE5DCC3E Fallout4.exe+1CCCC3E
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7BE5DCC50 Fallout4.exe+1CCCC50
PROBABLE CALL STACK:
[ 0] 0x7FF6DF514E00 Fallout4.exe+05B4E00 -> 272217+0x60
[ 1] 0x7FF6DF5112C6 Fallout4.exe+05B12C6 -> 1042304+0x426
[ 2] 0x7FF6DF0A93BB Fallout4.exe+01493BB -> 472572+0x7B
PROBABLE CALL STACK:
[ 0] 0x7FF784981EEE Fallout4.exe+1B41EEE -> 533176+0x1E
[ 1] 0x7FF7833F2453 Fallout4.exe+05B2453 -> 435255+0xD3
[ 2] 0x7FF783402D40 Fallout4.exe+05C2D40 -> 1165690+0x1F0
PROBABLE CALL STACK:
[ 0] 0x7FF6689C4E00 Fallout4.exe+05B4E00 -> 272217+0x60
[ 1] 0x7FF6689C12C6 Fallout4.exe+05B12C6 -> 1042304+0x426
[ 2] 0x7FF6685593BB Fallout4.exe+01493BB -> 472572+0x7B
PROBABLE CALL STACK:
[ 0] 0x7FF7BE5DCC3E Fallout4.exe+1CCCC3E -> 1175493+0xE
[ 1] 0x7FF7BF15E581 Fallout4.exe+284E581 -> 1138818+0x631
[ 2] 0x7FF7BF15F565 Fallout4.exe+284F565 -> 718911+0x215
PROBABLE CALL STACK:
[ 0] 0x7FF7BE5DCC50 Fallout4.exe+1CCCC50 -> 1175493+0x20
[ 1] 0x7FF7BF15E581 Fallout4.exe+284E581 -> 1138818+0x631
[ 2] 0x7FF7BF15F565 Fallout4.exe+284F565 -> 718911+0x215
Unfortunately decompiling is beyond me so I can't investigate any further. I hope these pointers will make it quick and easy to determine if your plugin is at fault, and where the issue (if any) is located.
First exception (Fallout4.exe+05B4E00) occured when the native code attempted the query the facial morph intensity of an NPC.
Second (Fallout4.exe+1B41EEE) while processing facial data.
Third (Fallout4.exe+1CCCC3E) and fourth (Fallout4.exe+1CCCC50) happened in the renderer. (Does not lead to anything without knowing what 3D couldn't be rendered).
That said, the strange thing is: disabling this plugin and only this plugin really does stop the crashes and graphics glitches. I go from multiple crashes a day and noticeable graphics glitches, to no crashes at all and no graphics glitches.