Warning about changing timescale

Post » Sun Mar 06, 2011 5:43 pm

It appears that changing the timescale from the default can break AI packages in NV. Examples are all over the place, Parker killing Keith in the Aerospace office park, the Boomer museum history speech and Lily's test of the SteatlhBoy Mk II are couple of examples. When the glitch hits, the AI script seems to freeze up leaving the NPC stuck in whatever action they were in when the glitch occurred, and it's completely repeatable, these glitches will always occur at these points.

I haven't done any testing to determine if there are break points of timescale where these glitches happen, but certainly with a timescale of 1 they happen universally.

It's very easy to work around, particularly if you use a mod such as Imp's - just switch to static/30 before you trigger the script, and switch back to what you want once it's done, but I think it's worth knowing that if you are getting weird bugs with "stuck" or non-responsive NPCs this could be your cause.
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Ladymorphine
 
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Post » Sun Mar 06, 2011 3:45 pm

If you are correct about the timescale, that would explain a lot in my game, I've always thought 30 was too fast with 10 being a happy medium, I did notice a timescale of one does some crazy things to water, food and sleep in hardcoe mode.
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Lynette Wilson
 
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Post » Sun Mar 06, 2011 3:35 am

I use 12, haven't seen anything out of the ordinary yet.
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naana
 
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Post » Sun Mar 06, 2011 9:53 am

The fact that I had problems with Keith with default timescale not proof that thread is incorrect. Also not proof that thread is correct.

This thread useless without a list of those potentially buggered scripts.

Sample pool? Many problems repeatable by ONE person =/= ONE problem repeatable by many users.

All this: problem with METHODOLOGY.
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Mrs. Patton
 
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Post » Sun Mar 06, 2011 4:57 am

The fact that I had problems with Keith with default timescale not proof that thread is incorrect. Also not proof that thread is correct.

This thread useless without a list of those potentially buggered scripts.

Sample pool? Many problems repeatable by ONE person =/= ONE problem repeatable by many users.

All this: problem with METHODOLOGY.


for example, playing with a timescale changer CAN make it so that you are unable to get any companions besides forced ones, like raul, ed-e... because the quests wont trigger.

you can also for example be unable to advance the main quest..... the list goes on.. anything in a scripted event can mess up. bringing the old lady for boone to shoot - won't work on one of my saves with increased thirst/hunger and timescale.
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JD bernal
 
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