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About this blog

I want to write this because after 7 years some people do not know HOW the Skyrim scripts work.
Many people talk about "SCRIPT INTENSIVE HEAVY" without knowing what it really means.
This is a very big message, but I think that all the things I write are very interesting. If not, why write it?

Entries in this blog

CHAPTER 8: Summary

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

GenioMaestro

GenioMaestro

CHAPTER 7: Conclusions

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

GenioMaestro

GenioMaestro

CHAPTER 6: Testing the Script Engine

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

GenioMaestro

GenioMaestro

CHAPTER 5: Interesting capabilities of the script engine.

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

GenioMaestro

GenioMaestro

CHAPTER 4: Time for execute scripts.

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

GenioMaestro

GenioMaestro

CHAPTER 3: Stack Dump

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

GenioMaestro

GenioMaestro

CHAPTER 2: Papyrus Log

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

GenioMaestro

GenioMaestro

CHAPTER 1: Number of scripts in a mod.

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

GenioMaestro

GenioMaestro

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