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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