Give us a toggle! Main Quest is restrictive and undesirable: Now also revealed to be major contributor to bad performance and long loading screens.

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Androme1

Banned
On the Bannerlord Nexus, a mod was recently released where the "Main quests" are skipped and the player starts the game with the "Rebuild your clan" quest, I haven't played through the game with the mod yet but from the description I presume what happens is that as soon as you reach clan rank 3 or 4, the game automatically gives you the "Create your own kingdom" quest.

Now, first of all, gating kingdom creation behind a main quest line which I have no desire to play through is restrictive and anti-sandbox to begin with. But not only that, an accidental side-effect of this mod has been discovered by the people that have downloaded it aswell as by the mod author to give a significant performance increase on the campaign map. Loading times for speaking with NPC's has been severely decreased, and multiple people are reporting overall performance increases.

Unsure where to bring this to Taleworlds attention so I'll both post this thread here and send a private message to some of the developers aswell, and hopefully you guys can take a look at this.

If the argument for giving us a toggle to turn the main quest On and Off when creating a new game wasn't strong enough, then we have even better arguments for such a toggle now. Please give us a toggle already! And please take a look at the performance issues caused by the main quest.

Here are some quotes from people posting on the mods page:
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- "I don't know what you changed, but holy hells. In your free play mode almost all of the loading-screen delay is gone, and I can easily alt-tab in and out of the game with absolutely no issues what-so-ever."
"Did you change anything other than the quests? If not, I definitely intend to gather some data to send to tale-worlds about this. If that one quest line is causing all those problems with performance, it needs some looking at. "
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- "No, the loading screens aren't removed. The game itself is just running better. The performance is in all ways better in this versus the campaign. Everything is here, dialogues and all, that's why i'm asking if his mod does anything but remove that quest."
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Mod author:
- "The main quest is split up in about 16 quests, give or take. starting from the tutorial, rebuild clan, neretzes folly, assemble banner, etc etc. All not even loaded."
"I also just realized that the dialog system checks every dialog option for every npc, that could be a huge deal when more and more quests get added... "
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- "I am noticing a genuine performance increase as well, everything loads substantially faster. Even accessing large battles loads quicker for some totally unknown reason. So I can totally believe xJusticar."
"Dunno what you did dude, but I would half label this mod as a bloody performance enhancement, not only is it some great work, but it makes an insane difference on my end as well. "
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Mod author again:
- "The way I see it the thing that most likely slowed everything down was that a lot of event callbacks were being handled all the time since there is no way (not that I found one at least) to remove an event hook when you don't need it anymore. I'm sure that would improve the performance by a bunch and I'm also sure the devs didn't do that out of a hurry to get things done. It might get necessary for them to do that the more content they add further down the road though."
- "Oh and also the dialogue system is whacky stuff. Sure it's intended to create one dialogue that can serve several NPCs, but right now when you talk to an NPC the engine checks *all* dialogues for options to present, there is no caching in any way that I saw. Also something that needs to be optimized down the road."
 
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If these reports of the increase in performance are true, then it isn't necessarily an issue with the Main Quest-line It's an issue with the underlying systems in place which handle quests and their dialog and that would need to be looked at regardless as this will become a problem later down the road whether the main quest line is removed or not.

I agree that Kingdom creation shouldn't be locked behind a quest-line either, but I'm pretty sure that this was meant to be temporary anyway.
 
If these reports of the increase in performance are true, then it isn't necessarily an issue with the Main Quest-line It's an issue with the underlying systems in place which handle quests and their dialog and that would need to be looked at regardless as this will become a problem later down the road whether the main quest line is removed or not.

I agree that Kingdom creation shouldn't be locked behind a quest-line either, but I'm pretty sure that this was meant to be temporary anyway.

I really have no issues with the Quest at all. I think it's redundant in a sense, since the quest itself isn't the biggest step to get the Kingdom in the first place. That's army size/getting a hold of a fief. But if the underlying systems are such a resource hog, something about those systems needs to be changed as soon as possible. Let's hope this gets some traction.
 
Just start the game skip training and forget the main mission and start building your army and conquer the lands ...
 
beta 1.3 is incompatible with this mod at the moment

and the main storyline is too bad to play the game without this mod personally for me
 
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