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FO4: A whole new world of bug fixing challenges ...


Sclerocephalus

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Found this 'neat' new papyrus function:

 

A script command to make an actor use the package stack of an alias even when he's not (and even when he'll never be) in that alias (the workshop scripts make ample use of it):

 

http://www.creationkit.com/fallout4/index.php?title=ApplyToRef_-_ReferenceAlias

 

In other words, actors may run Ai packages at any time that nowhere appear on them in the CK.

 

Sounds like we're going to have a 'great fun' solving AI related issues in the near future ...

 

 

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Agent Ransack > Search scripts for: "ApplyToRef"

 

If you make sure to run that procedure on each mod you're testing before you get to work, there's really no issue.

 

Also note that this function is used only twice in the base scripts.

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Agent Ransack > Search scripts for: "ApplyToRef"

 

If you make sure to run that procedure on each mod you're testing before you get to work, there's really no issue.

 

Also note that this function is used only twice in the base scripts.

 

OK, so let's make it a bit more challenging to you:

 

Another 'neat' new function allows you to create linked references at run time:

http://www.creationkit.com/fallout4/index.php?title=SetLinkedRef_-_ObjectReference

 

This is used in the vanilla scripts to modify the references used in the AI procedures (Find, Travel, Sandbox, ...)  that make up a package. Some packages are using more than one linked reference, sometimes in simultaneous branches. On a quick look, you'll also note that package structures are more elaborate than they were in Skyrim, sometimes significantly.

 

Detangling those alone takes a lot of time. But then you're far from done, because their behaviour can now be  changed at run time. Simply speaking, you 'only' have to find out which exact state not only the actor but also his packages are in when the issue occurs at run time.

 

Hopefully, there won't be any script lag to complicate matters ...

Hopefully, the AI will run fast enough to react to modificarions as intended before they are overwritten by the next script command ...

 

When you observe NPC behaviour at settlemenrs, you can get an impression on how fast certain procedures are working. A 'Find' procedure, for example, will take a few dozens of seconds to complete when there are 15 or more settlers around, even on fast machines.

 

No doubt that resolving such issues will still be possible, but it will take significantly more time.

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