botticelli Posted yesterday at 12:14 PM Author Posted yesterday at 12:14 PM (edited) 20 hours ago, angrykiwi said: Hi! While playing with this mod. I have noted that something "resets" my characters head each 6-7 seconds (hair physics refresh, overlays reload, and head mesh blinks for a frame), it also causes stutter, and resets falling physics mid-jump. And it stopped only after I have disabled BAC. With console output I have noted that it is due to BAC periodic updates, is it possible to adjust how often they fire, or to make them less "interrupting"? This is the second post pointing this out. I'm trying some changes to reduce updates in SE/AE that originally were necessary in LE and therefore processed. If you are able to compile bac scripts, go to bac_main.psc, function onLocationChange(). There's a big while loop in there and around line 331 there's this call: BACActor.reequipItems(BACActor.cows[i], false, BACStore.EmptyInt) Try replacing "false" with "true" and recompile. That changes the equip process on location change to a quick run skipping the body parts and the sizing. If unsure, try disabling "Update cows on location change" in "Other" section on the Settings page in BAC MCM. Edited yesterday at 12:14 PM by botticelli 1
angrykiwi Posted 19 hours ago Posted 19 hours ago 9 hours ago, botticelli said: This is the second post pointing this out. I'm trying some changes to reduce updates in SE/AE that originally were necessary in LE and therefore processed. If you are able to compile bac scripts, go to bac_main.psc, function onLocationChange(). There's a big while loop in there and around line 331 there's this call: BACActor.reequipItems(BACActor.cows[i], false, BACStore.EmptyInt) Try replacing "false" with "true" and recompile. That changes the equip process on location change to a quick run skipping the body parts and the sizing. If unsure, try disabling "Update cows on location change" in "Other" section on the Settings page in BAC MCM. Thanks! Though sadly, I will not be able to test this since I am quite new to Creation Kit, and it gave me a lot of errors while compiling to pex.
botticelli Posted 5 hours ago Author Posted 5 hours ago 13 hours ago, angrykiwi said: Thanks! Though sadly, I will not be able to test this since I am quite new to Creation Kit, and it gave me a lot of errors while compiling to pex. For script compilation, I don't use the CK (unless the script in question is a fragment script). It's far easier to do with Sublime. Still, try out the MCM settings - it may already help.
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