The valiant prince has reached Collegeland, and overcame its first dangers. Will he be able to find the princess in distress ? And will Stranger finally get the legendary Malicija ? Find out, today, in Dragon Ball Z Endeavors of the Prince !
Previous chapter is a highly recommended read if you wanna understand something of what's going on.
Paperbacks are smaller stories happening beside the chronicles. If your need to refresh your mind about the chronicles events or characters, you
Just some random shite (as the title says) consisting of three images and a bit of praise for the video games industry (I know) when it comes to always online games, namely ones that are run like Forza horizon 4 where they have daily and weekly tasks (and no fucking microtransactions) that keep me coming back even if it's just to play for an hour every day to get them done (and maybe for a bit longer if I get into it) I think it's actually a really good way of extending someone's playtime in a g
Hey Guys, so I actually bought Vegas Pro (Sony Vegas) since it's on sale atm. ^^
I made a quick little edit and uploaded it to my google drive so you can watch it if you like.
There are porbably more vids to come in the future.
Pls tell me if you liked the video, and don't forget to turn on 1080 if it doesn't enable it by itself.
Have fun:
The freeing of Freigy
Peace out.
This was a device that used to depend a ZAP animation in Oldrim DM2. Now it is a custom asset with two variants, with or without the leg restraint. And it may get a few more variants.
1-The number of scripts in the mod have NONE relation to the heavy of the scripts.
2-The game NOT execute the scripts in constant way. The game ONLY execute the scripts for a specific time each frame.
3-Put the [Papyrus] section of your Skyrim.ini in default values or the recomended values.
4-Any script can be suspended and the script related to events are called inmediatelly for be executed.
5-ONE STACK DUMP and ONLY ONE is not a problem. A lot of STACK DUMP mean a problem in a mod.
6
All of this is for demostrate that REALLY the mods called SCRIPT HEAVY INTENSIVE not exist.
This is another false knowledge about the game.
You can run all the SCRIPT HEAVY INTENSIVE mods that you want and the game can support it whitout any problem.
If your game have problems with the scripts must be caused by a bad instaled mod, a bad requeriment, and unupdated mod or by a collision between mods.
I have a 4 years old machine and i run all the mods that i want whitout any prob
Now we go with the BIG QUESTION.
Can a script slow down the game?
Are there really "SCRIPT INTENSIVE HEAVY" mods?
The easy answer is "YES, of course, many people have problems caused by the script".
The REAL answer is NO, the game can run hundreds and hundreds of scripts at the same time without any problem.
For the first demostration you not need my test. You only need install Alernate Start and start a NEW GAME.
After create the character, the mod make an
One of the most interesting points in the Skyrim scripting engine is the ability to suspend the scripts. This ability is used in each frame, but is used in other situations.
Each time a script makes an external call, the script is suspended and this means that the script is not executed for ALL the assigned time of 1.2 or 1.6 milliseconds.
For example, a script gets the execution status and immediately calls another script. At that time, the game stops the main script and places the called s
You must know that the game NOT execute the scripts in constant way. The game ONLY execute the scripts for a specific time each frame.
The game works in frames per second and normally you have 60 FPS and that mean the game draw the screen each 16.66 miliseconds.
In the [Papyrus] section of Skyrim.ini the game have the configuration about how many miliseconds must execute the scripts.
The default configuration is 1.2 miliseconds and some developers recomend put it to 1.6 miliseconds. This m
Actually, the game can run thousands of scripts at the same time without any problem.
The easiest way to see it is to open the first automatic save performed by Alternate Start with ReSaver, for example.
How many active scripts do you have? I have 67 in this save and more than 100 others times and I never had any problem when starting a new game.
The only real problem comes from what the scripts do.
You can execute 100, 200, 300, 500, 1000 ... scripts that, apparently, are INTENSIVE
Another stupid point is about the SPAM IN THE LOG because not have any relation whit the game performance.
You can run yours own test for verify it. The game run exactly equal with the same latency and performance with the log enabled or disabled.
Disable the log in Skyrim.ini not mean the game not execute the log line. Simply not write it to the log file but the debug lines are efectively executed.
I can execute ALL my tests with ALL the debugging options enabled in Skyrim.ini and I do no
The first point is about the number of scripts in a mod.
Many people think that a mod with thousands of scripts is a "HEAVY INTENSIVE SCRIPT" ==> FALSE
The number of scripts in a mod is NOT related to the weight of the scripts.
The base game has 10k scripts, Dawnguard and Dragonborn add 3k and that does NOT mean "SCRIPT INTENSIVE HEAVY".
A mod like 3DNPC has 6836 scripts and that does NOT mean "SCRIPT INTENSIVE HEAVY".
A mod like slaverun has 4104 scripts and that does NOT mean "SCR
That morning Bjorn woke up first, he encounters Maxwell fresh out of bed.
He whispers to him, "Last night Mackay kissed me, not just a peck either..."
Bemused, Maxwell teases him. "Did you like it?"
"I bet you did,"
"you dirty man."
He moans.
Bjorn answers, "I guess... I don't know how I feel."
Maxwell looks up at his gorgeous coc
as the title says, I want to edit some videos again, sadly, I kinda lost my ... *cough* "legal" version of sony vegas ...
I tried some free editing softwares, but they mostly suck, so maybe you guys have some ideas which software I could use, or ... well wheter or not I could get a new sony vegas version
This is the first entry of chapter 5 of Nora's story, below you find a short summary of chapter 4 and the events you need to know in order to understand the story.
Blog Overview
Short Summary of chapter 4
With chapter 4 being very sex heavy and very story light, the upcoming chapter 5 is going to deliver on both ends. One way to do this is by increasing the
a lot has changed with display model since the last post about it. when i started working on sgo4 i decided to change a lot of things about how the mods are structured internally. both because its better and also to try to lessen the impact of conflicts if people don't listen to me and install my oldrim mods on sse. another issue i experienced was ActorUtil package overrides don't quite seem to work right in the SSE version and it's been a thing long enough that it's just time to work around it
I feel that with the new pelvises built I've gotten the broad strokes for this project basically set, so lately I've mostly been polishing up the details. One of which concerned the Gynoid arms. I mentioned way back when I first built them that they lacked something really visually connecting them to the core body; having the shoulder cap assembly moving around with the clavicle bone looked good, but it felt a bit off to have something like that floating around without anything to hook it to the
In this episode the modders have apparently gone nuts or have been infected by a certain virus. It is unclear. But there are guns. All kinds of guns. OMG so many guns!
https://youtu.be/rsSX4ypdzVc
Blog Overview
A complete summary of the first three chapters of this story as well as short character summaries can be found here.
Short Summary of the previous entries:
For quite some time I wasn't sure if I wanted to post this entry at all, since some of it's contents are a bit more on the heavy side. I'm not sure how you feel about this, but for those o