ChaosWarrior

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About ChaosWarrior

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  1. by the way it is not retroactive if used as plugin.... which is weird... may be something else is setting this global and it would explain high chance. You can check it in console using "help DLC01RE 3" line and set with "set DLC01REPercentChance to 33" line. I was thinking about what value I should use and stopped at 33 because those RE are action packed in contrast with "gassy settler" so 25 may be not enough. 1/3 seems fair.
  2. Well that RE with mirelurks truly do contain number randomizer, sorry that asked you before looked onto it myself. It is REsceneRJ01 and also very often happening RE, but it seens okay now. About object RE, about dead bodies and kill script - I know all this, I am noob but not that much and I also read all this topic and remembered it (about Object RE I knew even before it as I digged into this myself). And I talk about random encounters only as it is right place for it. By the way that dead settler with note from RE disappeared and RE spot come alive after I took that 10mm from HaluciGen it was pointing to. Or may be it is becaut another 2 hours of gameplay passed by the moment I visist it, so it works probably. Howewer I still get confused when I see lots of corpses from more than one RE quest at one spot. Also there is that RE most likely ReChockepointSC03 (from now on I will be like this) , when Raiders demand money from settlers and if you kill raiders and settlers are alive you can send them to your settlement. And ofcourse they are not vanish when unloaded. Their dead bodies (if you wasn quick enough to kill raiders or if grenades was used by raiders) howewer too. But spot is working, I just dont know if there is some way to know if they are held by quest or something so I may want to terminate it or can I just disable + markfordelete them. Also not quite understand why you mention OnLocationChange. If it is about my mod then I dont use that function anyway as I want it to be reliable as kalashnikov, there is OnTimer event and GetLocation function. And well... another reason is that OnLocationChange function should be called on actor - player in this case, but I just could not do it for some reason as script wasnt attached to player and as I have really strong hate for "registerforupdate" just like to "oninit" event and anything basically that not look 100% reliably. Also a question - as I not against "fixes" that are used like tools (like that fix for respawn) - is it safe to make a tool (may be even txt file for running with console command bat) that will set stages to all RE quests and to use it in case of problems? About screens attached - RE spot near Sanctuary - you see bodies of "Junkie + 3 Bloatflies" RE and fresh corpses of "Pack of wild wongrel" RE. So trigger got rearmed and made new RE, but those bodies from old one are still there. Not sure how it will be in few hours thou. Another one is at the dam near Sunshine - there is corpses of settlers from ReChockepointSC03, as said above and a thirsty guy (as I remember it is Object type so I can say Goodbye to this spot). How do I know if I should stop some quest or do something to make things right? You see - one of settlers was alive and I sent him to Sanctuary. It probably not going to be unloaded, howewer in another playtrough raiders killed all three settlers and spot was disabled for some reason and corpses remained. And screen showing that I should not worry about number of mirelurks.
  3. 1) there passed 2 ingame hours(real life hours but spent in game) and I cleared in meantime ArcJet, and few places beyond, but that Body in Sunshine Tidings is still there and nothing new spawns. The only mods I run is UFO4P, CBBE, console enabler for survival - changes one GMST, and my mod to fix item/container reset bug. It only contains two simple scripts - one detects location change and other teleport player into interior cell and back. 2) I know the difference, I talk about random encounter with 3 Mirelurks. It often spawns 2 and rarely one, but there is always 3 piles of dirt and I remember that when I played after game release there was always 3 Mirelurks. And it is begining of game so none of cell yet reset. Is it normal behavior(when RE missing some npc)? 3) okay I look onto that more carefully, may be it is a matter of place, but I just tried to move my ton of items from my stash near the place when you first see BOS (that square with ghouls) to Jallbert's Brother Disposal and has to do more than 6 runs back and forth and there was 3 RE zones(one in building where always fights going, near Corvega-Lexington, one one road near bridge to Beantown Brewery, and one near broken building that leads to square) nearby and they all spawned robots and rust devils... each time, I just tired of looting it and it was always back there and always robots. Well 6 times x 3 RE zones gives 18 times 50/50 for robots to win, that is still possible but it may be some jam in scripts. 4) I can get you screenshot of that safe and red box in midair and a savegame, initialy it was on top of dirtpile. And about something happening in front of me - and I not talk about landscape as it never happens, I tals about RE assets - can this be connected to cooldown timer from UFO4P expiring this moment or is it because of overloaded script engine that you tried to save by adding this timer? (that is not about RE on screenshot, it is about others, camp type mostly). I just lack info so I dont know what should I do with it.
  4. Hello, good people! I am not yet good with papyrus and quests system, just wrote two scripts to do something with item respawn in exterior cells, but I read all topic with attention. I am using last version of UFO4P and there is still a problems with random encounters. If you save game when cell with RE bodies is still loaded and then load it (I play on survival and the only way to save there is by sleep and ususally RE near Sanctuary Hills or 2 to 4 RE near Sunshine Tidings are close enough ) than bodies will remain and not disappear. I guss it means that quest is still holds them and running. But next there could be two ways of how things behave: On some games that RE stops to spawn anything, on other it spawns, but old dead body is still there (which means quest is running). Sometimes there may be lots of corpses like dead settler, 3 ghouls, 3 raiders with pickman's message and a dead gunner - and there spawns raiders for some reason but I dont thing they are part of RE, but thats result in many corpses. Another thing is that sometimes not everything spawns - like 1 or 2 mirelurks instead ot 3, or 3 raiders trying to get money from 2 settlers instead of 3 (and usually kill them too fast). The next time there may be only 1 Mirelurk or so (is he one that didnt spawn last time?). And another thing is that object encounter sometimes despawn what they placed. Well what would I do with master-locked safe on level 2? Funny thing thou - its contents are already determined according to level 2 character. And later it is usually still there, but sometimes not, or sometims pile of earth under it is missing and it floating in air. In my first attempt to play FO4 on april there was radioactive barrels(without radroach) that disappeared (but zone left disabled forever like it should). And another one - I noticed that on some ocasions objects form RE like container or beds get disabled or enabled in my sight - can it be because of overloaded script engine or it is result of new cooldown system? Well first time I saw that I just loaded previous save that was a hour ago, and other time green long bag disappeared while I was looking at it (there was no RE at the moment I got there). And there is that problem when RE from robot DLC outplace any other as soon as I found Ada. No more child of atom or supermutants. Why this happening? Sorry for bad english, I just want to help and to better understand things so may be I can fix something myself and do it right away. It is horrible how I hate bugs and imperfection while I want to play in this game from day of release bugfree.
  5. I think he is talking more about final result of fixing such not-a-bugs. Like what will be done to it. And if it is just changing count from 7 to 1 or adding next level LL with random count from 1 to 7 - it can be called "correct". But if there would be less chances of "none" it would be subjective and wrong and such changes probably better come in separate file. If I was one responsible - I personally not want such small thing to be changed as part of one big project. Especially while there is many things need that fixing like those for talking about I came here. Just my opinion. PS Sorry for bad English.