fRemoveExcessDeadTime

Post » Tue Dec 29, 2009 9:52 pm

Anyone experimented with this?
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Spencey!
 
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Post » Tue Dec 29, 2009 7:50 am

MMM uses it , also Reneer Corpse Mod maybe.




http://cs.elderscrolls.com/constwiki/index.php/FRemoveExcessiveDeadTime

used to remove excess corpses during periods of heavy combat between many actors, to increase performance.

look for this game setting has well..

IRemoveExcessDeadCount

The maximum number of dead bodies allowed in the loaded area before they fade out (dissapear). How often the game checks this number is controlled by fRemoveExcessiveDeadTime.



they need to be increased in mmm from 20 to 30..to compenstate for the all changes that have been made since they where added way back in 2.x version.

Bascially they control how often dead bodies disappear when cell get overloaded with them.
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BRIANNA
 
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Post » Tue Dec 29, 2009 3:22 pm

I seem to be getting corpses fading out on me before I can loot them. Probably because I play a very methodical stealth sniper much of the time.

Wondering how far I can push those numbers up.
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Harry-James Payne
 
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Post » Tue Dec 29, 2009 2:47 pm

I seem to be getting corpses fading out on me before I can loot them. Probably because I play a very methodical stealth sniper much of the time.

Wondering how far I can push those numbers up.


Quite a few other ones at play here has well in MMM.

iRemoveExcessDeadComplexTotalActorCount=40 (these are set to match the iAINumberActorsComplexScene number - MASSAI)
iRemoveExcessDeadTotalActorCount=40

So if you got forty dead actors and they are not disappearing then it is working, but, it could be one of the other settings lowering the amount back down or time is not set long enough for them stay there and not fade.

fRemoveExcessComplexDeadTime=5 (perhaps try raising this see if helps any)

Been meaning to fix it anyways..

Corepc
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Logan Greenwood
 
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Post » Tue Dec 29, 2009 6:05 pm

I had this problem once before in Fatback Cave's back section, where there is a tonne of goblins.

It occurs to me that my problem today may have been because the Oblivion Gate in question was behind the Arcane University, near Fatback Cave and on the watefront.

DiverseWaterlife may have been increasing the total number of creatures in the area beyond what iRemoveExcessDeadTotalActorCount could accept. I always forget to account for the non-hostile critters. Last time it was the carrion rats that were doing me in.

I made a mini-mod and bumped the numbers all pretty far up....see what result I get from that.
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brian adkins
 
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Post » Tue Dec 29, 2009 12:15 pm

Showler, did adjusting those value help any, or did you get chance to test them out. what spawn rate plugin are you using?
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Sarah Evason
 
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Post » Tue Dec 29, 2009 9:14 am

I made the mini-mod, but then immediately entered an Oblivion Gate, and spawn rates are smaller in Oblivion Gates for me. At least, there's no wildlife or fishes to account for.

I'm using the Spawn Rates Stronger from FCOM, plus the two More Random options.

The problem has only been noticeable in two places so far, Fatback Cave, which is always packed to the gills with Goblins, and the waterfront Oblivion Gate, where I lost a Flame Atronarch (which I only noticed because they stick out like a sore thumb at night).

I'll have to wait till I'm back in a populated area to see if it helps.

I wish they had coded the game to remove lower level enemies first, and leave higher enemies till last.

Actually, I wonder if a mod could be made or adapted that would place a token on corpses to make them persistent, and then remove that token as soon as you search the body? Give you a chance to loot the corpses, but still allow the cleanup to proceed afterward?
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JD FROM HELL
 
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Post » Tue Dec 29, 2009 12:42 pm

Actually, I wonder if a mod could be made or adapted that would place a token on corpses to make them persistent, and then remove that token as soon as you search the body? Give you a chance to loot the corpses, but still allow the cleanup to proceed afterward?


MMM already add token through wounding script, so perhaps those could be used to do this..
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Ruben Bernal
 
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