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PANPC 2.0 Released!

I'm happy to report that version 2.0 of my Fallout 4 mod PANPC is finally done and out, and is publicly available on my Discord server. This version supersedes 1.991, which was my final Nexus release. You can get the full changelog for 2.0 in the PANPC #releases channel.

2.0 is a substantial upgrade from 1.991. Some of the major changes include:


More PACE upgrades.  Most of the PANPC system has now been upgraded with PACE systems, improving overall performance and greatly increasing the number of things I can do in terms of moving NPCs around the field (sending an NPC to a fixed distance and at a specific angle from another marker, for example). The Base AI script - used by Gunners, Raiders, COA and many of the other core game enemies - now utilizes the same rifle tactics and maneuver strategies as PACE companions. 

Improved Low Power Mode (LPM) and clone management. Low Power Mode is the PANPC subsystem that controls which AI scripts are dormant and when they should be booted back to life. LPM is PANPC's way of trying to ensure that the script resources being used by the system translate well to actual player experience. For example, you don't want a heavy script firefight to take place when and where the player is never likely to witness it.

LPM has two new configuration controls in MCM. You can now control the time delay between individual AI bootup attempts, in case you need to space them out a bit to prevent stack dumps and script traffic jams. In addition, you can now set a maximum number of AI agent activations. If this feature is used, LPM won't boot up any new AI scripts in the local cell if there are already that many agents in service. You can use this feature to limit PANPC AI use in large scale combat situations.

The cloning system now uses an activation system similar to LPM, which should make it much more thread-friendly, reliable and better performing.  

Significant architectural cleanup. A lot of work has been done in 2.0 to clean house and remove much of the remaining legacy code and bits left over from PANPC's early days. Script properties have been greatly streamlined, many MCM controls are now done through globals rather than passed properties, and some legacy features like Revenge and Medic are now completely removed.  

Most importantly, I've removed all functional callbacks to PANPC Manager from any of the other scripts, replacing those functions with global variables and similar data bits. This should mean that the AI and ApplyEffect scripts should no longer be forced to wait for a Manager traffic jam to clear before doing their things. Again, should translate to a significant performance and reliability improvement.

Compatibility improvements. With PANPC at a fairly stable place now, my attention turns more towards mod compatibility needs. I expect compatibility features to occupy much of the 2.0 series, moving forward. PANPC 2.0 includes several requested additions and features for making life easier for users of popular FO4 mods like Sim Settlements and Better Locational Damage. Additionally, PANPC now has official support for the radiation overhaul mod, PIRAD.

Lots of bug fixes. Honestly, these are too many to exhaustively list. But they're there.

INSTALLATION: Upgrading from 1.991 should be easy, even in mid-game. Move into a small interior cell with NO other NPCs, including companions (best example: the Sanctuary root cellar). This will force PANPC to unload all operating AI agent scripts, which should take a few seconds. Save and exit the game, uninstall PANPC, reload, resave.

At this point your save should be entirely PANPC-free. To be absolutely sure, look at the save file in Fallrim Resaver and verify that there are no remaining instances of the PANPC_Manager, PANPC_ApplyEffect, or PANPC_AI scripts left in the save.

Once you've done this, simply install PANPC 2.0 and you'll pick up where you left off.

As always, if you need support, drop by my Discord and say hello. In the meantime, I hope you've had a happy holiday season and that we all have a good 2022.

My best,

- G. 


Comments

It's 3am, but i just have to try IT.. NOW... 😝


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