prideslayer Posted March 14, 2015 Author Posted March 14, 2015 Attach (don't copy and paste) the CSV file please. I'm curious about it's size and what it contains. The only thing NX does during saves that could be slow is writing out all the data.
circ Posted March 14, 2015 Posted March 14, 2015 Snap. I don't have it. From what I recall, they were always 4kb in size and about 80-90 lines of code. Not very helpful but it's all I got at the moment.
Halstrom Posted March 14, 2015 Posted March 14, 2015 Snap. I don't have it. From what I recall, they were always 4kb in size and about 80-90 lines of code. Not very helpful but it's all I got at the moment.Well I guess we can't help till we can see one to know whether we have an issue with too many NX variables or something. I suspect Spunk & pregnancy could add a few, depending on how many actors effected.
circ Posted March 16, 2015 Posted March 16, 2015 Here you go. New game, not exactly the same mod setup, removed some, added some others. Sexout install is identical. Did a quicksave to test out, followed by another and already slow so it's 'working'.  Had to pack the file as LL wouldn't allow .csv's for whatever reason.  quicksave.fos.7z  EDIT: after posting this I swapped the Sexout beta esm with the stable version and also switched from the beta SCR to stable and for now atleast, quicksave doesn't show any slowdown.
prideslayer Posted March 16, 2015 Author Posted March 16, 2015 I think this is probably due to a problem in the current sexout beta that is being addressed. You didn't mention, are you using the NG beta or the release version? Â The CSV is tiny, nothing to worry about there.
prideslayer Posted March 16, 2015 Author Posted March 16, 2015 Ok. I'll have a new beta up in a few minutes, see if that fixes your issue.
zippy57 Posted March 21, 2015 Posted March 21, 2015 the conversion from CSV files to a SQLite embedded databaseAssuming this is still planned, can I make a feature request? Would it be possible to create a method to save variables in such a way that every save could read them?
prideslayer Posted March 21, 2015 Author Posted March 21, 2015 NX V16 released.  (ref.)NX_GetSkeletonPath - Returns the skeleton path for the actor reference. For example, returns "_male" for humans, "NVBigHorner" for big horners, etc.  -----------------------   the conversion from CSV files to a SQLite embedded databaseAssuming this is still planned, can I make a feature request? Would it be possible to create a method to save variables in such a way that every save could read them? 1. Yes, just haven't had time to work on it lately. 2. Yes, sounds dangerous though!
jaam Posted March 22, 2015 Posted March 22, 2015 Dangerous? No. You "just" have to write an MCM to manage it
prideslayer Posted March 22, 2015 Author Posted March 22, 2015 I mean it's "dangerous" because you could set some "sticky" cross-save value and then forget that you did, and have it impacting all the other saves unintentionally.
jaam Posted March 22, 2015 Posted March 22, 2015 Yes, but your MCM will show them. (I know writing the MCM will take far more time and energy than the core functionality )
prideslayer Posted March 22, 2015 Author Posted March 22, 2015 Wait, MY MCM? I wouldn't be writing an MCM for this -- that's up to whoever is using these insane vars. Â I can see it already.. NX_SetEVFl_Persist "has ever installed orgy" 1...
RitualClarity Posted March 22, 2015 Posted March 22, 2015 I mean it's "dangerous" because you could set some "sticky" cross-save value and then forget that you did, and have it impacting all the other saves unintentionally. Lordy.. I even see this happening.. and I don't even really understand what the NX extender is actually doing.. lol. Â Wait, MY MCM? I wouldn't be writing an MCM for this -- that's up to whoever is using these insane vars. Â I can see it already.. NX_SetEVFl_Persist "has ever installed orgy" 1... Perhaps that is the reason Zippy asked for this feature ... .. lol. The ol' trickster that he is.. . Just kidding.
Odessa Posted March 22, 2015 Posted March 22, 2015 @ Zippy: NVSE 4 added Mod Local Data, which let's you store values independent of the save game, that persist until you quit. Perhaps this is good enough for whatever you had in mind?
Halstrom Posted March 22, 2015 Posted March 22, 2015 Hmm so the idea would allow you to have 'global' settings for Sexout mods using it across all your saved games I assume? Or do something nasty like have your character collared in every save till they removed it in one of them
prideslayer Posted March 22, 2015 Author Posted March 22, 2015 I don't know what he's got in mind for the NX idea. The NVSE function most likely is to put in special code for reinitializing stuff that isn't properly reset on a game load where you don't quit the game and start it again first. Â For example the morphs that bodymorph applies to an NPC will "stick" between saves. If you morph an NPC, then load an older save, that NPC is still morphed visually though bodymorph doesn't think he is because the NX vars saying it did so have all been reset.
Halstrom Posted March 22, 2015 Posted March 22, 2015 I don't know what he's got in mind for the NX idea. The NVSE function most likely is to put in special code for reinitializing stuff that isn't properly reset on a game load where you don't quit the game and start it again first. Â For example the morphs that bodymorph applies to an NPC will "stick" between saves. If you morph an NPC, then load an older save, that NPC is still morphed visually though bodymorph doesn't think he is because the NX vars saying it did so have all been reset. Ah now I get it
prideslayer Posted March 22, 2015 Author Posted March 22, 2015 There's a ton of shit in the game engine that's this way. Stuff that is loaded when the game first starts, or on the first game load (or new game) that is cached and not refreshed or reset when another game is loaded later. Most of it isn't too important but it's one reason that, if you have some weird problem, just saving the game right then, quitting, and loading it may fix it. Â A while back jaam said he was getting so irritated with it that he might want to put code in NVSE to basically disable loading a game if you'd already loaded one and hadn't quit first. I think that would cause the kids to riot and burn the whole place down, personally.
RitualClarity Posted March 22, 2015 Posted March 22, 2015 @ Zippy: NVSE 4 added Mod Local Data, which let's you store values independent of the save game, that persist until you quit. Perhaps this is good enough for whatever you had in mind? Â Not that is cool. Zippy can add all sorts of bad things to people, npc's etc and as soon as the person quits the game no more records exist... . Hell set up random occurrences and have different things screw up and go bad from a list and when the person quits. .. it is gone. Talk about the orgy mod. This can be the sequel.. . He wouldn't even have to worry about harming the game of someone then so the gloves can come off. .. Â Dam that is evil.. Â
Halstrom Posted March 22, 2015 Posted March 22, 2015 Yeah I've found that at times I've done bad things in a script and then found them persisting till I restart game.
zippy57 Posted March 22, 2015 Posted March 22, 2015 I make no claim to be planning on doing anything specific myself, but I figure it could be a good utility to have if used appropriately. I had a couple things in mind that could be done, most of them are fairly similar. Global stat tracking. I'm sure somebody wants to know how many Fiends they've killed over all their playthroughs. They won't get to know that, but they could find out how many they've killed since installing the thing. Debugging/Testing. I don't have a particularly good example right now, but there might be times where it would be useful to run the same situation multiple times and collect specific data, and sometimes that data isn't easily visible to the player. New Game Plus. I only ever found one mod for this, and it worked by mucking with the save file and was never particularly stable. Saving information about the character and then applying it to a new game is probably a far better way to go about it. Global config. The more mods you have that have settings, the longer it takes to get a new game started. If mods could export and import their settings, startup config could be greatly shortened. Death alternative. It might be possible to use this to allow death alternative mods to kick in even if the player gets hit with so much damage that they bypass whatever knockout stages are in place. Progress tracking. The remaining catch-all. A mod with ten endings could keep track of which ones the player has completed. A mod with random outcomes could save which ones have been done before to prevent the same thing happening twice in a row. You could implement some sort of challenge/wave/horde/whatever mode with a high score system. You could even find some way to turn off the stupid tutorial missions the twentieth time through the game. I KNOW HOW MY INVENTORY WORKS LEAVE ME ALONE.
RitualClarity Posted March 23, 2015 Posted March 23, 2015 Â Global config. The more mods you have that have settings, the longer it takes to get a new game started. If mods could export and import their settings, startup config could be greatly shortened. That would be nice. Having your progress saved say for fixing your game when something goes wrong and you have to reload or make major changes that currently looses the progress.
zippy57 Posted March 23, 2015 Posted March 23, 2015 Restoring actual quest progress this way is probably a bad idea unless you're very meticulous.
darthkhan Posted March 26, 2015 Posted March 26, 2015 I use NMM instead of FOMM, could I install this with NMM?
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