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Mods to avoid?


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Do not install any of the Warzone mods or Civil war overhauls if you dont want your save game to be bloated.

 

This is not entirely correct. Warzones 2015 is a completely rebuilt version of warzones and is very stable. Won't cause you save bloat either. Comes with an mcm menu to pretty much turn off or turn down any feature of warzone you'd like. The only issue it will give your game is the adding of npcs. More npcs always tends to be tricky business, add on top of this mods that scans and modifies npcs in your area(EBT, WnC, SOS, Frostfall, Aroused etc), put this with SIC or OBIS and you will be stressing the shit out of your setup. Throw in mods that scan and modify creatures and you probably will start having stability issues. Luckily you can turn the npc spawns down to almost nothing. Civil war overhauls tend to be shitty simply due to the fact they are trying to modify the backbone on which the game was built. Not to mention the vanilla civil war quest line was buggy to begin with. You can play either, and play them together, but don't expect to be able to run multiple script heavy mods on top of them without some serious tweaking and/or stability issues.

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As Being Female have been notiticed here... It's too bad that it uses permanent attachments to NPCs. Abilities with 'RegisterForUpdate()' instead 'RegisterForSingleUpdate()'. If NPC with such 'ability' is removed by game while not 3DLoaded, this scripts may stuck in save with constant 'OnUpdate on None' errors.

In case of 'SingleUpdate' after first fail this 'dead loop' will be impossible. If you try in-game to change MagicEffect's script and recompile with aim to repair this situation - no luck, because 'new' version can be applied only to 3DLoaded instances.
But if it was non-unique bandit or animal with 'temporary' Ref and respawn happened? Woila - you catched constant dead script instance with spam in log.

 

Such mistakes have created MYTH about CLOAK spells are EVIL. It completely wrong.
Let's say, a cloak is fired every 10 sec and lasts 1 sec. It attaches 'Fire and Forgot' effects that last 1-2 minutes. Attached script do own work for 0.05 sec and all remaining time just 'freeze' for not be called again by cloak. Even NPC become not 3DLoaded before this minutes, 'Fire and Forgot' effect dispells anyway.
As you know, Skyrim has multithreaded engine. So this way is too much faster then SLAR's centalized loop:
1. start/stop quest with filling aliases with conditions
2. handle them in single loop.

Returning to question of topic. Which mod to avoid? Uhm...
1. Mods that doesn't provide source scripts if this mod is not really-really-really needed (I'm passing them by). You can't by self to undersand and fix bug, but for author yours issue is not priority. Anyway with 'Champollion' you can decompile ALL with wasting your time only.
So there is no "KnowHow"-secret reason.
Let's imagine that Ashal has provided ONLY 'SexLabFramework.psc' for interface with SexLab, but all other script aren't. GREAT LOL!!!
2. Mods that stay quests running when they don't needed. Same to Aliases that stay not cleared. This makes all references permanent in your game with wasting resources.

And 'course, as mentioned above - common sence.
After installing new mod do not blindly run LOOT, but run TesVEdit with all mods loaded and look through new mod's 'conflict' entries, and decide by self which of 'conflicting' mods has priority.

Kind Regards.

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