the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Question PANPC and SSQ/SS compatibility patch version 4.2.8a

Terragon

Active Member
Messages
100
During testing we found out that is difficult to tell PANPC when not to take controle over NPC-s added by SSQ/SS in dinamyc and safe way. PANPC could recognaize NPC-s only by faction.This created situacion where SSQ/SS and PANPC fight for control and the most offten result was CTD or active script pileup.

For this situation we have a solution which can be ugly but safe and prity but tricky.
Ugly but safe solution is based on adding PANPC NoEnable keyword to Non-Player Character (Actor) list both of SSQ/SS in the new esp patch. At this moment there is 444 NPC actores in both mods. With this keyword PANPC would be complety cut off from all of those NPC-s added by these two mods. In that way there would not be anymore fight for control for NPC-s. The downside is that SSQ/SS NPC-s would use only vanila combat style(in most cases, some use custom ones ) which can be enhanced by using Arbitration and BLD-Ai tweeks mods that change vanila combat styles. The other downside that comes with both ways to solve this, is maintence, which in ugly solution, is prity simply. Using Excel, compare the NPC-s records and add to the patch new NPC-s.

Prity and tricky solution is to identify only those NPC-s that can not fall to PANPC control and adding the NoEnable keyword to them in the patch . Good side of this, is that most SS/SSQ NPC-s will use new PANPC AI. The downside is greater chance that some NPC-s will be missted and that can create problems in long rune. Maintence in this case is trickier. And to be honest, I can't doo that alone. I haven't played SSQ/SS for long, I don't know the characters, plots, mechanics and more.

I will create the patch in the ugly way and happily share it with all of you( after some testing ofcourse) but if we can find a more elegant solution, we are more then open and willing for it. Cheers

Download link: https://easyupload.io/m/cvi11a
 
Last edited:
Just a quick info. I am waiting for the new SSQ/SS update to make the comp. patch. Should come out in week less or more based on practice in previuse releases dates of updates.
 
During testing we found out that is difficult to tell PANPC when not to take controle over NPC-s added by SSQ/SS in dinamyc and safe way. PANPC could recognaize NPC-s only by faction.This created situacion where SSQ/SS and PANPC fight for control and the most offten result was CTD or active script pileup... will create the patch in the ugly way and happily share it with all of you( after some testing ofcourse) but if we can find a more elegant solution, we are more then open and willing for it. Cheers
Really enjoy PANPC and SS-C. They’re easily among my favorites.

Tend not to enable some PANPC configs to avoid (ironically) conflict. Get weird AI behavior at times but overall much better than vanilla. Probably too much to ask but wish Missions Committee, PANPC and SS-C could play nice together. Anyhow, appreciate anything you can do.
 
Last edited:
First of all let me apologise for not making SS/SSQ compatibility patch for over two months now. Got a new job after five months without one. Had to put all my energy and time in to it.
Good news is that I made them now. For version 4.2.8.a you can download them at: https://easyupload.io/m/cvi11a
What they do is add the No Enable keyword to all the Non-Player-Characters of SS/SSQ and in that way effectively cut off the PANPC from taking the control of SS/SSQ NPC-s. This way we let SS/SSQ do it things uninterrupted.
 
Top