Terragon
Active Member
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- 100
Hello everyone
With new version PANPC coming out and massive improvements eficenty in the code now open a new posibility(refer to this post for more information https://simsettlements.com/site/index.php?threads/panpc-version-1-92.12763/ ) to play SSQ and PANPC together. I would like your opinions on my future setup as SSQ is a bigest mod that you have to play as it is that good. What performance options in SSQ did you use? Could you post your load order. Problem you encounter with previuse usege of earlier version of PANPC? I am trying to find out ideal condition now, so call golden middle, for use of both mods with many others. For my part I have setup for PANPC coverd and they are:
1.If you are a not stelth player, turn off the light and ditractions in stealth menu of MCM,
2. Turn off the prevention of use of motlov in interiors,(if the player can use them, why NPC can't?),
3 Turn off all the profiles for NPC-s that you will not fight(you can do that in version 1.92),
4 And if you will not use extra spawn, turn off that in debug menu in MCM,
5 If you want to change all AI but don't want to use all the combat profiles in MCM of PANPC, with combination of mods like Arbitration(but deleting all the combat styles in Xedit that confllict with BLD-AI tweeks), BLD-AI tweeks and Search and Destory Lite you can have a loot more space in script engine for SQQ but stil change the AI of NPC-s that game become unrecognizable. For instance, I used only Gunners, Synths, Courser, Triggerman and BOS combat profiles in older version PANPC. For other AI I used the above mentions mods. Now with new version these mesures, once necessary to implementation, now are not. Is it a smart strategy to use steps 3 and 1 still, because they don't influance the gameplay that much but leave more space for other mods like SQQ and many others? Please share your thoughts and expectations.
With new version PANPC coming out and massive improvements eficenty in the code now open a new posibility(refer to this post for more information https://simsettlements.com/site/index.php?threads/panpc-version-1-92.12763/ ) to play SSQ and PANPC together. I would like your opinions on my future setup as SSQ is a bigest mod that you have to play as it is that good. What performance options in SSQ did you use? Could you post your load order. Problem you encounter with previuse usege of earlier version of PANPC? I am trying to find out ideal condition now, so call golden middle, for use of both mods with many others. For my part I have setup for PANPC coverd and they are:
1.If you are a not stelth player, turn off the light and ditractions in stealth menu of MCM,
2. Turn off the prevention of use of motlov in interiors,(if the player can use them, why NPC can't?),
3 Turn off all the profiles for NPC-s that you will not fight(you can do that in version 1.92),
4 And if you will not use extra spawn, turn off that in debug menu in MCM,
5 If you want to change all AI but don't want to use all the combat profiles in MCM of PANPC, with combination of mods like Arbitration(but deleting all the combat styles in Xedit that confllict with BLD-AI tweeks), BLD-AI tweeks and Search and Destory Lite you can have a loot more space in script engine for SQQ but stil change the AI of NPC-s that game become unrecognizable. For instance, I used only Gunners, Synths, Courser, Triggerman and BOS combat profiles in older version PANPC. For other AI I used the above mentions mods. Now with new version these mesures, once necessary to implementation, now are not. Is it a smart strategy to use steps 3 and 1 still, because they don't influance the gameplay that much but leave more space for other mods like SQQ and many others? Please share your thoughts and expectations.
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