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Self-made modules causing severe framerate spikes in conversations.


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#1
Xenoseroster

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So I've been fiddling around with stuff in the toolset, following the advice of folks who've been around here and have popular tutorials and the like, but for whatever reason when I make my own modules they cause certain conversations to basically freeze the game. Other folks modules I've confirmed to have no effect, and everything I've wanted my modules to do they do perfectly, with only this side-effect, so they don't seem inheirently broken.

The process is easily repeatable for me. If I enter a conversation straight from combat(and only under those circumsatances, normal conversations are fine), as the conversation procedes the framerate gets worse and worse until I'm probably only getting one frame every 5-10 seconds, if that. After it starts getting choppy the voiceovers stop running eventually, but the text will still appear on-screen. Eventually if I just sit there the conversations will complete after several minutes.  Several LONG minutes. This becomes very problematic with the longer conversations after combat towards the end of the game, and has made it unplayable. However, if I uncheck just my custom modules and force load the same game save, the conversations procede just like normal.

I thought it might've been some problem with the scripts in the first module I made, so I made a new one and deleted some of the stuff I considered non-essential. Tried it with the new module, same result. Went back and emptied my export directories, outright deleted all my self-made scripts from the toolset data, reloaded and had the same effect.

In a related matter, I have added custom M2DAs and modified some ability scripts, but all of that seems to still work and not affect the conversations in question, as long as I don't check the box to load my modules.Image IPB

So I'm really quite stumped, could there be some setting I'm missng in the module properties that's causing this? I just dunno what else would cause my self made mods and ONLY my self made mods to have this effect. Thanks for any help folks can provide!Image IPB

#2
Ambaryerno

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Xeno,



I have the EXACT same problem. I first encountered it in Lothering, started troubleshooting my game and computer, only to find out that somehow Arms and Armor got turned ON in the game even though I only had the "empty" module created in the Toolset and haven't actually exported anything to the overrides yet.

#3
Xenoseroster

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Update: For folks having this problem, it SEEMS the root cause is leaving the "Script: module_core" field at it's default, despite this being what the documentation says to do. Only thing at this point is I have no idea what to change it to that would make it function correctly. So...

#4
SilentCid

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Xenoseroster wrote...

Update: For folks having this problem, it SEEMS the root cause is leaving the "Script: module_core" field at it's default, despite this being what the documentation says to do. Only thing at this point is I have no idea what to change it to that would make it function correctly. So...


What you want to do is create your own script for it. I have one in my part 1b video tutorial which should fix that right up. Link on my comments.

Modifié par SilentCid, 17 novembre 2009 - 12:23 .


#5
Xenoseroster

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Yeah I just now made a script with just a void main() {} and set it as the module script, and seems to be working perfectly fine, fixing both the slow conversations and the 2-for-1 attribute point problem. Yay!



Hope this helps other people!

#6
Malkut

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I am having this problem as well, also in Lothering. I have done nothing with scripting, and I don't know how to script. Does anyone know how to fix this, and can they explain it in plain English?

#7
Trigonous

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I've had this problem, but with a fix for the Ancient Elven Boots. I haven't created any content and none of the other mods cause this problem for me.

#8
Malkut

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Yeah, I had the Boots mod, and disabling it fixed the framerate. Must be something wrong with it. Not that I blame the mod's makers. Growing pains for a new modding community, and all.

Thank you, by the way.  This was driving me crazy.

Modifié par Malkut, 18 novembre 2009 - 06:31 .


#9
Xeyska

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A good way to test new mods is to create a new character. Fast forward to the stats section and mess around with them. If it increases by two, then you know there are some issues with the mod.

#10
Chain83

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THIS WORKS.

It fixed the double attribute bug for my module/addin.



As Xenoseroster said I made a script with just "void main() {}" in it and set that instead of the "module_core" script. Selecting "none" might work but I did not try it.

#11
Xetrill

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You should not leave it at its default value unless you explicitly want so, in which case you knew why.



The default value is set to create "modules", with own areas, npcs and quests for which a module script would be needed.

Lets say you just wanted to add an item, you must not leave module_core be, set the script field to none instead.



And that empty script is, well by definition useless. Just set the script field to "none".

You can so easily if you open your modules .cif file and just replace module_core with nothing.

#12
AmstradHero

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Xetrill: I tried setting the script field to none on an existing Add-in module and still encountered the same problems - attribute leveling being the most easily identifiable problem.



As soon as I switched it to an empty script, the problems disappeared.



So none SHOULD work, but doesn't appear to.