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R.I.P. neildarkstar. Haven will miss you dearly.
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| Topic Started: Oct 29 2016, 09:23 AM (5,035 Views) | |
| Areial | Jul 23 2017, 04:53 PM Post #661 |
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Et'Ada
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Rick I think, I remember someone saying that "Sit Anywhere" is kinda script heavy.. I could be wrong. Now if it IS script heavy the main issue with it will be in other script heavy instances. You might never have an issue with it in places or times when nothing script heavy is being used. "Wet and Cold" decently script heavy mod.. I never had an issue with it, until I added another mod that was script heavy and they acted at the same time, then I would get a really big FSP drop.. I dropped W & C fromm my load order, as much as I like it... it wasn't as important to me as the other mod. |
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| Rick | Jul 23 2017, 05:54 PM Post #662 |
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Jarl
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Trace, Neil warned that (for him) Sit Anywhere caused some issues. I had it in my LO for a few weeks and it settled diwn after cycling the console a couple of times. This judder issue has only just appeared....but it would seem that mod and/or laydown anywhere had something to do with it. However note that the animations were not in use at the time. Oddly, the judder has gone (for now) so I re-enabled the mods. If it comes back I will switch those mods off again......of course I am worried about it corrupting my save....especially during an uber long run. Hmmm....long scripts.....I wonder if the cpu has to ripple through the code even when the animation has not been called upon. That would explain much. It would mean a script heavy mod could cause issues even if dormant (meaning not visibly running, but still enabled)....just being in your LO could be enough for it to slow the processor. Consoles don't feature a cpu activity monitor....so we can't tell from that Oh..btw....you know how followers will choose the best armour given to them? Well.....if you give Lydia the Diano armour....she wears it and gets the same huge assets as Adella. Thst was well worth the experiment :D |
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| Areial | Jul 23 2017, 06:34 PM Post #663 |
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Et'Ada
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Yeah, that's a vanilla thing... I always gave Marcurio different armor's and watched him cycle through them depending on what he wanted...or rather the AI thought was best. One of these days I'll do a vanilla follower not aft made to wear a specific armor , cause it is funny. |
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| Brambleberry | Jul 23 2017, 06:35 PM Post #664 |
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Jarl
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On PC, which should be the same for any "computer" a script from a mod will get baked into your save file. Even if you disable a mod that script is still there and can cause troubles. It could be that the issue you were experiencing got cleared up by the act of turning mods on and off rather than the specific mods. Beth games are notorious with regards to what affects things being completely unrelated and yet as Todd would say, "It just works." Without complete deletion of files the only way to purge scripts is to never have a particular mod loaded up from the beginning on a new character. The mod and its files are on your XB1, but because they're never loaded for that character the scripts will not be a part of it. Hope that makes sense or septims! |
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| Serethil | Jul 23 2017, 07:45 PM Post #665 |
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Et'Ada
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Not only that Bram - some mod authors don't bother to do a good job of scripting, so every script in a mod may be firing ALL THE TIME. Not good.... |
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| neildarkstar | Jul 23 2017, 10:21 PM Post #666 |
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Overlord
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Here's the thing. Put simply, every script runs constantly going through every line of code in the script, unless... the person doing the scripting puts in a "end" or "stopscript" command that is tied to some variable or condition for a particular script. Sometimes, these variables don't get set properly, the stopscript doesn't fire, and the script will go into an infinite loop. |
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| Rick | Jul 24 2017, 05:39 AM Post #667 |
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Jarl
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Ok....all this makes sense.....which is what I was (clumsily) saying....a script 'working' in the background even though the animation is not being activated by the user. The extra load causing processor slow down. Well if it crops up again, I may have to remove those mods until this (long) playthtough is done. Yeah, I know about mods baking into saves.....'enhanced skyrim night' with one moon and purple nebula....refused to go even after deletion! Until about five on/off cycles of the console. I thought my machine was gonna be haunted forever. Well I am back in the saddle again (Adella's saddle :$ ) and we are almost level ten.....already had a couple of butt clenching close shaves......world encounter point spawns....y'know...the necro robe warers.....she was saved by another robe wearer who was wandering up the road...Faldrus. Then the random 'High Elf' encounter...armoured this time. Ran to White Watchtower and the guards only response was "This should be good!" Gits. Oh....yeah....the Beauties of Skyrim mod I removed.....had to put it back again.....damnable neck seem. I can't stand seems.....nothing breaks my immersion more than seeing my girl looking like Frankensteins creation with "added on" hands and head! Right! cracking on...... Edited by Rick, Jul 24 2017, 05:44 AM.
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| ghastley | Jul 24 2017, 01:47 PM Post #668 |
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Knight
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That was the case in Oblivion and earlier, but Papyrus is event-driven, and code won't run unless its event happens. That said, some mod authors who couldn't adjust may have made it work like before using timer events to keep polling their code. That's even more likely if they were trying to "convert" a mod from an earlier game. You still want the Stop() requests when you're finished to release all the memory used, and get it all out of the save-game. The better mods have the capability to do a "setStage" that does that kind of clean-up, so you can remove them. |
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| neildarkstar | Jul 24 2017, 05:16 PM Post #669 |
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Overlord
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yeah, I haven't done any serious scripting since Morrowind, and I know nothing whatsoever of Python... Other than it made the old Wrye Bash extremely unpleasant for those of us with non-standard drives... :) |
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| Rick | Jul 25 2017, 05:11 AM Post #670 |
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Jarl
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I kinda understand the essance of that....and I have seen script code when folk have been chewing it over.....buuut tbh I'm well out of my depth with that. So, it's not endlessly adding bucket loads of code for the cpu to chew through causing slow down. Well, the laggy juddering is still absent....for now. A secondary issue that I have to live with is that my big tv ALSO does not keep up well with camera panning and running. It has its own judder issue....fine with DVDs....but Xbox input looks decidedly drunk. Panning around makes tree leaves into shimmering confetti......and thats just what I see first hand.....add in YouTube losses and colour de-sat and it looks like porridge. Well.....maybe you've seen one of Adella's vids....visually its a mess. You'd think with all the much vaunted "digital age" and company boasting we get, that it would all be sharp and buttery smooth by now.....but crap! We still can't even guarrantee to get two bluetooth devices to link up....and how long had that tech been out? Right...going now ....laters ;) |
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| Kane | Aug 8 2017, 08:58 AM Post #671 |
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Overlord
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Lock Related Loot - Contents of a locked chest depend on the lock level. No more picking open a master chest to find 11 septims and a minor healing potion. |
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| Serethil | Aug 8 2017, 09:22 AM Post #672 |
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Et'Ada
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I'd really like that for LE for sure! Gonna see if I can find something like.... |
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| Andra Hawksdaughter | Aug 8 2017, 05:43 PM Post #673 |
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Jarl
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I really like that, thanks Kane! |
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| Serethil | Aug 8 2017, 06:02 PM Post #674 |
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Et'Ada
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I couldn't find anything offhand, so I just stuck it in my load order, opened it in CK, saved it, and bingo - working fine! Well, I mean the game's running fine - I haven't found a master or better locked chest yet! The three or four apprentice ones seemed to have more gold, and more stuff than whatever's "normal". |
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| Areial | Aug 8 2017, 06:04 PM Post #675 |
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Et'Ada
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I'd definitely be interested in knowing if that works. |
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| Serethil | Aug 8 2017, 06:06 PM Post #676 |
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Et'Ada
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I'll keep better track tomorrow.... |
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| Brambleberry | Aug 8 2017, 06:07 PM Post #677 |
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Jarl
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It should work. This is a line from the description page: "Since it is a simple mechanic, I was able to backport it to Skyrim. " I think that means he went all the way back to Skyrim Vanilla not just LE. |
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| Serethil | Aug 8 2017, 06:25 PM Post #678 |
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Et'Ada
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I saw that but was unsure what it really meant. If he back-ported it, why didn't he make it available for LE? |
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| Brambleberry | Aug 8 2017, 06:27 PM Post #679 |
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Jarl
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Yes, that was my question as well. Maybe just figured no one playing vanilla cared? Who knows! Hopefully the way you did it, it will "just work". |
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| Kane | Aug 14 2017, 09:16 AM Post #680 |
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Overlord
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Autmn Haven - Player home in The Rift. |
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