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@joshmcdanie1s I would set it to 10 or so. Since there is no proper documentation for these methods, one can only guess what they do. I would guess, since I have to pass a container and an integer to the method, that the integer is the number of NPCs the method puts into the container. So the "ModEffectRange" would be the number of affected NPCs by the mod.

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  • HughJanus
    HughJanus

    Hey @joshmcdanie1s , in the early days of testing it was reported by one guy that in combination with a trainer (I dont remember which) he got some fps problems. Could you try using the mod witho

  • HughJanus
    HughJanus

    I'm sorry for the trouble, friends. Unfortunately we have no way of fixing it yet. As @Cuddlecreeper8 mentioned, there seems to be another way to handle NPC "parsing" via script hook. We put it o

  • joshmcdanie1s
    joshmcdanie1s

    I just tested it with ModEffectRange set to half of what it was so 512 and it made no difference 😞 Should I set it to like 1 or 0 and try it again? Not sure what the numbers refer to so I just tr

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  On 8/4/2020 at 3:47 AM, HughJanus said:


@Barnaby@joshmcdanie1s Attached you can find a testing build with the parameter "ModEffectRange" in the ini. Could you try lowering this and check if it helps? Could be that its still buggy, though. Havent had much time to test it.

PDO_v1.48b17.zip 151.54 kB · 4 downloads

Well for me it works just fine now ! Valentine is back to normal, and didn't notice any other fps drop somewhere else. Thanks a lot ! Hoping you'll find a way for other players as well !

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