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Hence I said this is a preview. Come B42 I expect changes that will likely force a rewrite or change to how the framework calls the APIs.
The data management code, I hope will be fine. But until B42 is released, I won't know.
Regardless, the performance issues plaguing SS/SSC won't be an issue with PZNS if I can help it.
necro bc i gotta know what stally thinks of starfield
@dev has anything revealed about B42 so far been interesting to you?
No, not really.
Until B42 goes live and I/any other modder can see how and what TIS implements for animals and NPCs.
Given my current (and limited) understanding, "Full" NPCs are simply not realistic in the current build until TIS implements background simulations for NPCs and improves cache clearing/memory management.
Here are 2 examples I've found after working with
- Off-screen NPCs can and will cause the game to crash (because the square the NPC is on is unloaded).
- https://github.com/shadowhunter100/PZNS/issues/34#issuecomment-1676499971
- Non-zombified dead bodies are NOT (and NEVER) removed from the game world in single player - but for whatever reason, the option is enabled for multiplayer.
- https://github.com/shadowhunter100/PZNS/issues/34#issuecomment-1682692477
Because a modder can afford to make mistakes, such as file bloat, bugged AI, etc. He does it as a hobby, for fun, and no one has the right to complain if his mod has issues, that is how it should be. You are not a modder's client or consumer, you are downloading a volunteer product as is.
While a company, the devs, they must get things mostly right. They can't afford to make mistakes that will force them to rewrite the whole code in the future, they must get it at least 90% right at launch. Minor bugs is one thing, but a code breaking bug puts their product at risk and their name in bad shape. Coding a quality product takes time. Modders can do what they want, and they try to make it good. Devs can't afford to try, they need to make it right.
https://github.com/shadowhunter100/PZNS#readme
Aiteron even made his project available on GitHub and I have included his GitHub project link.
https://github.com/aiteron/NPC
Frankly, I am not finding enough passion in myself to continue developing this on my own (plus this was more of a hobby/learning lua for me).
I have added a collaborator on the workshop and the GitHub - basically, I am (or trying) to hand the PZNS project off to people who actually care and have some know-how rather than continuously demand things for free.
Modding a game as a hobby doesn't pay the bills at the end of the month and I have been out of a job long enough.
Without it, they endlessly interrupt any advanced (stitches / glass / bullets) treatment the player attempts to give.
The old SS had one such AI Task, I tried to add it back myself but had no luck - however it might be quick to re-implement for someone with actual knowledge on the subject.
Is there no method for the end-user to manually purge this?
No, because if you delete the files manually, the mod breaks completely.
SS (Superb Survivors) literally scans the folder for the NPC files the mod itself has generated. Deleting an NPC file in SS basically guarantees an "file not found" error * number of files deleted.
I will be unsubscribing from this discussion - I am not returning to PZ anytime soon, your best bet is to wait for B42/43.
But, there is no, permanent logging of generated files, it is in relation to your saved games, or it's denoting, to itself, when a new NPC has been made, which means you'd need to reset that AND nuke the NPC files too.
So are you saying, there's some sort of data about the NPCs being stored completely out of reach? I'm asking you because ♥♥♥♥♥♥♥♥ I don't feel like doing coding puzzles in an unfamiliar language.
But you unsubbed from the discussion, mature, so.