It has been a while since I last looked at this but, but I'm fairly certain there is a quest script constantly running for the MCM support, and to track when the reload time is up.
So there's a performance impact? I believe the reason Project Nevada hits performance so hard is the constantly running scripts. Is it possible to update it to use event based handling or whatever that's called?
I do not have a desire to update this mod at the current moment.
The main script runs at a rate comparable to multiple existing base game quests, and does very little in the main gamemode compared to something like Project Nevada. I suspect that if there is any performance impact from this, it would be more so from the nukes exploding than anything the script is doing.
A few questions, if you don't mind, "constantly running scripts" means scripts that repeatedly run, and their performance impact is based on how often the script runs and how complex it is, correct? So not all of them are equal and "constantly running script" shouldn't be an immediate red flag?
What are they needed for? As in, what kinds of mods might contain intensive ones?
Correct, the intensity of their impact on performance is generally based on just how much stuff they do/check, with some outliers involving certain functions being extremely heavy for one reason or another, but all of that is certainly magnified by how frequently they run.
However they are needed because there are times where an event simply does not exist to cover what you are trying to do. For example, as far as I am aware at least, there is no way to set an event to fire specifically at an exact in game time in the future, so you would need to monitor the GameDaysPassed variable every so often to see when it passes that threshold.
That is primarily what this mod does in the gamemode block, it monitors the time to display a message when the reload is done.
Obsidian didn't have access to events when they made the game, but regardless they also use gamemode scripts for similar stuff at times, for example, most of the Old World Blues characters that can give you items every few days each have a constantly running script that checks if one to three days have passed. They generally don't run it as frequently as this mod does, but for something that the player is actively using, it's better to let it be more reliably timed in my opinion.
I've got a weird bug where only the Archimedes I and II, Mothership Zeta Deathray, and Highwater Trousers strikes work. For some reason, no matter what I do, the artillery, orbital, Chumpkins, and full power Archimedes II strikes don't work. I fire at a target, the caps are spent, and it gives me the reload cooldown, but nothing happens. I have no clue what it could be.
Interesting. Behind the scenes they all work effectively the same way, so not sure why the ones with animated effects are breaking. It might potentially be a mod conflict somewhere, would you be willing to disable all your mods apart from this one, and its requirements, whenever you get the opportunity and check to see if they work as expected then?
If it does end up working again, re-enable your existing mods until it breaks again.
Sorry to respond a week late. I loaded up my load order into FNVEdit to see if there were any conflicts there before disabling everything. I didn't see any conflicts in FNVEdit.
I then booted up the game with only the required mods and NIFO and tested the detonator. It worked just fine.
I'm still trying to see if I can track down whatever conflict it is though.
I think I found the culprit. It was one of the last mods I would have expected: Gauss Impact Fix - ESPless. https://www.nexusmods.com/newvegas/mods/69136?tab=description I tested it out with all other strikes and had no issues, even with my full load order, minus the above mod. I'm not sure if I should leave a bug report on that page though because it seems to be an incompatibility and not a traditional bug.
I had a suspicion it might've been that, it has caused issues with my Vertibird mod in the past. I could've sworn that particular compatibility issue was fixed recently, but I guess this mod does something different enough that just isn't accounted for.
I wonder why that mod causes problems? Looking through the NVSE script, I don't see anything that should touch any effects other than the gauss rifle's projectiles.
I absolutely love this mod but is anyone else having a weird bug when drawing out the detonator and putting it away? It acts like I'm holstering and unholstering twice very quickly. Is there any fix?
Nope, no such mods/perks. I do have multiple mods that add animations to various weapons and such which may impact those parts but nothing specific to it. What animations mod do you use in your video demonstrating the detonator in function?
I'm afraid I have no idea what specific one it was as those videos were recorded years ago. It was likely one of Hitman's older animation packs or maybe even W.A.R.
This happens for me for a couple weapons in my game, this one, and for some reason Millena's 9mm Police Pistol. I've been trying to figure out what causes it or how to fix so lemme know if you have. I'm guessing it's a problem with having animation mods and then the game trying to use the vanilla animations or something.
That is peculiar, I just checked in the GECK and they're set to deal 2500 damage just like the regular orbital strikes. The only difference is visual. Are they not exploding at all, or is the explosion just doing nothing?
If it's the latter it might just be a weird quirk with how explosions have to reach the root of an actor to actually register as a hit.
I had the same problem as other guy reported: died and the detonator dissapeared. Tried to add it through console commands but seems like the console doesn't detect the ID. Yes, i checked the load order (in this case 55000DC3) and console said didn't detect the ID. Tried converting the load order to hex (37) no f*#@ing luck either. Checked the mod with FNVEdit and the ID is indeed xx000DC3. What the f*#@ am i missing?
Hello, Thx for reading. I have a problem that i was hoping i could get some help with. I downloaded the mod and use nexus mod manager to deploy it. I boot up the game and everything is normal, but i cant skip the logos of the studios. And when i get to the main menu only the backround picture shows up, the menu is GONE and I cant interact with it!? Am i doing something wrong here? Any help would be very nice, PLZ i think this mod i very cool.
114 comments
Great mod.
Is it possible to update it to use event based handling or whatever that's called?
The main script runs at a rate comparable to multiple existing base game quests, and does very little in the main gamemode compared to something like Project Nevada. I suspect that if there is any performance impact from this, it would be more so from the nukes exploding than anything the script is doing.
A few questions, if you don't mind, "constantly running scripts" means scripts that repeatedly run, and their performance impact is based on how often the script runs and how complex it is, correct? So not all of them are equal and "constantly running script" shouldn't be an immediate red flag?
What are they needed for? As in, what kinds of mods might contain intensive ones?
What does the base game use them for?
Again, thanks.
However they are needed because there are times where an event simply does not exist to cover what you are trying to do. For example, as far as I am aware at least, there is no way to set an event to fire specifically at an exact in game time in the future, so you would need to monitor the GameDaysPassed variable every so often to see when it passes that threshold.
That is primarily what this mod does in the gamemode block, it monitors the time to display a message when the reload is done.
Obsidian didn't have access to events when they made the game, but regardless they also use gamemode scripts for similar stuff at times, for example, most of the Old World Blues characters that can give you items every few days each have a constantly running script that checks if one to three days have passed. They generally don't run it as frequently as this mod does, but for something that the player is actively using, it's better to let it be more reliably timed in my opinion.
xx000DC3
Replace the xx with the plugin's load order.
If it does end up working again, re-enable your existing mods until it breaks again.
I then booted up the game with only the required mods and NIFO and tested the detonator. It worked just fine.
I'm still trying to see if I can track down whatever conflict it is though.
https://www.nexusmods.com/newvegas/mods/69136?tab=description
I tested it out with all other strikes and had no issues, even with my
full load order, minus the above mod. I'm not sure if I should leave a
bug report on that page though because it seems to be an incompatibility
and not a traditional bug.
If it's the latter it might just be a weird quirk with how explosions have to reach the root of an actor to actually register as a hit.
The marker can still only be found in the Mojave, but it will work anywhere.
Search "Nuke It From Orbit!"
And the console should report back the formIDs with the correct load order.
If you get to the main menu, can you open the console and use `COC Goodsprings` to get in game still?