Terragon
Active Member
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- 100
This is only a suggestion but highly recommand the new version of PANPC 1.92. It has major improvements in it's code that has literly elimenated active scripts pilup in the save file. Personaly tested with scenerio where would be 30 synts, 30 BOS and 30 supermutants. After the battle, every single active script made by PANPC were clear out on the next load cell. This has effectively eliminated the biggest issue that PANPC had with SSQ/SS thus giving us the opportunity to play both mods in the same time without risks that exitisted before. The truth is that, It was my desire from the first time I came to know both mods to play them both in the same time. I know that hardcore players of SSQ/SS have found version 1.74 PANPC to work better, and that was true, but now new options exist in 1.92 in terms of faster NPC reaction, new tactis, and much more. Above that, the optimizations that Greslin did it, are very noticeable in game. You don't trust me. Compare, take both versions, put the same test on both of them and see it for yourself. I tried to break it, and even thou I could break every version before 1.92, this one diden't buge. Load 250 NPC-s(synth, BOS, supermutans, raiders, gunners all use different combat tactics). they fight, I save in the middle of the battle, countinue waching the battle,alt-tab to destop, check the save with Falmir tool, had hundreds of active AI script and terminated scripts, back to the game which CTD(result of too many NPC-s). I then load the save I made during the battle, finish watching the battle, fast travel to Sanctury, save the game, check the save in Fallmir tool, two active scripts not releted to PANPC. Try do that with any version before 1.92 with same result. I did bunch of other tests, in interior and exterior. Same result every time on my load order of 175 mods.
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