Are you using mods made for older versions? They're a likely source of errors as well.
Tons of people have those fatal errors with a new clean save.
If I go to the place where the NPC is wearing a uniform, an error will occur(Fatal err). Waiting for a fix.
This is accurate; these crashes do occur on new games with new characters. I've been using Lifeplay for a couple years now (learned of it from Vinfamy's initial announce on Loverslab long before I came to F95); I've made quite a few homemade as-yet-unreleased mods, but decided to try out 4.0 "Stable" (picture me adding air quotes too) without any mods before porting them over. I had a crash as soon as the NPCs started to load when I went to a bank to "Manage finances", as my very first action after getting through character creation.
The part I don't understand is the frequency of total scene calls and how the games picks said scene.
The scene frequency stuff isn't fully documented; the game seems to pick random events out of a hat at an as-yet-undetermined interval and then checks their conditions.
For instance, a WHERE = all, WHEN = 0-24 lpscene will still trigger randomly only once every couple of hours even at high event frequency, even with zero timeout, and the intervals aren't predictable either. (This unfortunately limits more hands-on scripting, like having invisible events that process character stats and the like, or causing a game-ending condition when one of your stats hits zero.)
if the random person fails the scene fails?
[...]
Is this functionally different than the previous scene?
Short answer: no, they're identical. Long answer: there's a *slight* difference. "WHO" is a hard-code check for an NPC that fires
before the action gets processed. The scene code beginning with SceneStart() only occurs
after the WHO is evaluated. In other words, if the WHO fails to find anyone, the scene fails. Your alternative scene runs even if it fails to find someone, but then, because you explicitly check for it, it doesn't do anything. The only functional difference between the scenes is that the first scene checks in hard-code for a person before firing, so doesn't actually fire, whereas your second scene always fires, then checks in soft-code for a person and aborts. The first would be imperceptibly faster than the second, but the difference is probably so minute as to be meaningless.
What I'm not so sure about is whether because your second scene does fire, whether it will then stop other scenes from firing, having already chosen a scene to occur. If so, the first method is definitely better than the second.
It seems what keeps a lot of vanilla scenes from running is massive conditions like:
Code:
Random(60, 1000) < Actor:perversion
Which given a character with a relatively high perversion, 80, the scene will run only 20 out of 940 potential times, or 1 out of 47. Because of this scenes like this will seemingly never run, while other scenes without random conditions will run sometimes four or five times a week.
That's correct; the intention is to reduce the frequency of these events to manageable levels, to make gameplay more about player-driven interaction than being bombarded by random scene after random scene. Any scene that doesn't have random conditions that reduce its frequency below at least 1 in 10 or so is likely to be a bug, unless of course the scene is triggered by another scene or interaction.
is there a way to turn off you need to find a job option ? i want my character to have no job, but he has to find one till he has one.
Unfortunately no. The recommended actions system is still black-boxed. I think the need to have a job is hard-coded. It does support mod-added stats and behavior, in that it will always try to recommend actions that correct low stats that are marked as higher-is-better, but otherwise it's designed for a vanilla experience.