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1900 Mods Build Part 4: Bye Bye Birds


gregaaz

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So I slept on the conclusions from yesterday and I think I'm going to go ahead with all three of the major targets I saw in the stack dump. For now what we are going to do is:

 

  • Fix the two specific NPC related issues we observed
  • Remove SkyBirds
  • Remove Immersive Decompose
  • Remove Torch Remover
  • Update Meat Farm

 

At first I was tempted to just pull out Sky Birds and see how that impacted things, but on recollection I realized that both of the other mods had other deficiencies that I would have had to address to get the game into a state where, for example, I could share with my wife to do a "blind" playthrough. Immersive Decompose would have had to have a bunch of models and textures changed over to other mod-added options for consistency and lore friendliness (by default, for example, corpses turn into Draugr before skeletonizing, rather than using the newer zombie models) and Torch Remover has a bug that breaks a scene in the main quest and requires console commands to work around. Since they seem to have a meaningful Papyrus footprint, we'll just pull them out instead. 

 

First things first, let's take care of those two NPC issues. 

 

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First up, let's look at Hern's outfit. I was kind of expecting to find something intentional, like Naked Stuff of Skyrim making him a naturist or something, but as you can see he still has a vanilla outfit.

 

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So why was he naked in the game world? We'll, let's start by looking at the outfit itself.

 

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His boots had seemed OK so we can ignore that part, but the sublist of Scaled Cuirass variants might have some kind of issue where it was giving him an inappropriate item. Drilling down, here's what we find:

 

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The list will choose one item off this menu and immediately my eyes jump to "Sublist_NordscaleFur50". The nomenclature suggests this sublist only has a 50% chance to give the relevant item...

 

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But no, it is supposed to be 100% chance of Scaled armor plus 50% chance fur collar. Do you see the problem? The flag isn't set. It needs a "use all" flag. Because that flag was missing, when this option came up for the outfit, instead of always giving the body part plus a 50% chance of the collar, it was 50% chance for scaled armor, 25% chance for naked body with fur collar, and 25% for just naked body (no slot 32 item). Hern got that final option, hence why he was chopping wood with only his boots on. Fixing this leveled list will avoid this problem in the future.

 

So what about the reveler?  Here's the problem:

 

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Sexlab Stories made this character female and gave her a female-only template, but she still has male head parts and perhaps more importantly she doesn't come with facegen.

 

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This isn't necessarily a problem, since she could totally get her face from the template. But to do this she needs a template flag to tell the game to forward that data. Specifically, she needs the "use traits" flag, which we'll set for her. This will cause her to use the head data (and facegen mesh) from one of the randomly assigned female Nord bandit templates.

 

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Now, to drag my feet a little further before tackling the mod removals, let's get Meat Farm updated. I'm currently running 1.3.1 and the latest is 1.5.1. The voice pack is still for 1.2.2, so we'll just have to survive with occasionally inconsistent subs vs. dubs. Right off the bat we see a bunch of errors, many relating to scripts. This might be related to the problems we're seeing in the Papyrus log.

 

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In the first one, it is erroring out because it wants the Alias "player" to be alias #5 on the quest. However, as you can see below, it should be alias #7.

 

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Some of the other errors are null baseform hits relating to Pama's Furniture Script. Let's see if that one's been updated recently - perhaps we just need to bring it up to date. A quick review reveals that it did in fact get an update in September. So let's install that and then revisit the Meat Farm.

 

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That resolved the issue with the index 39 (Pama) form IDs but there are still a bunch of other bad form IDs in here. These appear to be "work in progress" features that were released unfinished; the mod forum suggests the the author is working on a new release to complete the missing parts and while these things will definitely throw errors it doesn't look like they should crash the game, so we'll leave them alone for now. I'd rather use an OEM fix if its coming than DIY something that later becomes obsolete. I'd hate to have to remove this mod, since it really adds a creepy aspect to the Thalmor and it's a useful item for Simple Slavery ++ integration, but who knows... that's a worry for another day, however.

 

For now, let's remove Skybirds and Torch Remover. After much thinking I've decided to give Immersive Decomposing a second change at life, even though that means I may have to investigate its errors in more detail.

 

Torch Remover was an easy pull because it doesn't have any patches that rely on it. SkyBirds is trickier and we'll use the same approach we used for Skyrim At War to roll it back.

 

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Thanks to the magic of the internet, you don't have to sit and watch me pluck through that file but long story short: I successfully extracted it. Now let's get into the game and take another road trip. Hopefully we'll see considerably less stack dumping or at least the dump reports will reveal a deeper layer of problematic mods. Certainly there are a few others that I'm watching. As I mentioned last time, Pheremones is already on probation and so is Immersive Decay. I'm sure if I did a deep dive into my "immersion and functionality" section I'd find more things that sounded like fun features but are possibly putting a heavier load on the game than neccessary. For example, I'm told there is a SPID based alternative to Wet and Cold that has much less of an impact on papyrus performance.

 

Still getting 180 FPS in the setup room, but that's not surprising as the changes we made here should have minimal effect if any prior to going out into the world. Speaking in early game experience, once thing we need to keep an eye on in the future is Creature Framework. That mod it turns out has some janky code that suspends many of its functions until the main quest starts... and on Alternate Perspective the main quest doesn't start right away. So that's another thing to add to the "future projects" list. 

 

For this walk, we're going to go from Helgen to Dawnstar by land with AI detection turned on but also with god mode. Frame rate was consistently about 60 (up to 90) in Helgen, but started to get some stutters as I left town. A peek into the Papyrus log revealed a ton of errors relating to svmiscmcmquestscript, which is for SV Mods Menu. There are a number of other errors showing up here, including I note once more Immersive Decay. Further scrutiny on ID, however, reveals that the issue may just be some junk in the plugin that I need to clean up.

 

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Out of combat, exterior wilderness FPS is ~60 except when grass is caching, but combat is still showing sharp frame drops at times. Not stack dumping anymore, but getting a lot of error spam coming off of Distributed Body Paints and Overlays and also Faction Warfare. Will need to investigate this further.

 

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Noticeable script lag when encountering the highwayman north of Riverwood. No obvious culprit in the papyrus log however. Bandit density was a bit high on the Pale/Whiterun border, but combat was actually running pretty well after some initial lag. 

 

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One useful side effect of these dense spawns was that I could observe that futanari disribution was working about right. As you can see, of this big gang only one of them is futa. This is consistent with the 5% random distribution I was aiming for when I configured the files. Also, I noticed that the different DAR condition trees for combat styles and whatnot seem to be working smoothly.

 

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Some stack dumping did happen during this extended combat, which points to some script overload still happening. That's consistent with the variable FPS I'd been experiencing throughout. The stack dump was mostly reporting combat related scripts, which is both good news and bad news. The good part is that removing skybirds seems to have relieved the pressure on non-combat scripts generally being able to launch. The bad news is that combat script lag can have an adverse effect on, well, combat mods. So we'll eventually want to pick through that and see if there are any low-value mods that we want to prune. Currently I'm seeing a lot of stuff from sexlab parasites (that I want to keep, but maybe I can live with tailoring out some of the combat triggers), as well as the notice board (related to bounty stuff I presume, but needs more research). 

 

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Frame rates seemed to drop a bit in the snowy parts of the Pale, possibly because the flatter terrain didn't allow for as many occlusion planes and therefore increased the number of draw calls, but I didn't run into any major issues except for the ongoing FPS dips when I crossed zone lines. I'm still pretty confident this is mostly the grass caching, but its possible DBPO and Faction Warfare are piling on at the same time to put a particularly heavy load at those moments.

 

Going through Fort Dunstad I did observe some combat script lag in action - the character got her hand chopped off by a critical hit and while the visual effect played right away, she was able to swing her sword once or twice more before amputator updated her body and dropped the sword. Maximum Carnage was heavily featured in the stack dump because a mage was using the low level frost spell and the MC script was firing on every "pulse" of the spell. I wonder if there's a way to get Maximum Carnage to only fire on "serious" spells and not on the novice ones. 

 

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Almost to Dawnstar now and still no crashes, so that's good. When we reach the town, we'll then take a carriage to Riften and see how the recent changes impact the crashes we were getting out there. I successfully entered the 'danger zone' and started exploring. Fun fact - if you have both hands chopped off, most intelligent NPCs aren't automatically hostile, it seems. This bandit seemed impressed with the collection of injuries I'd acquired - and the tentacle monster that attacked me while I was swimming across the Riften lake. 

 

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I was also able to enter the hunters camp without any issues (though I think that area might benefit from some landscape attention as clearly it's designed with shorter grass in mind and modded grass is getting up in some of the structures. That's a much longer term concern however since things may change before I reach the stage where I really need to start doing "finalization" activities.

 

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Got two issues here: first, we've got an unexpected naturist and second, we've got a slave NPC who doesn't have the relevant traits to block cover animations, which are in turn overriding ZAZ animations.

 

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The Alchemist doesn't have any dialogue that suggests she is supposed to be naked, so I suspect we're going to find a defect with her outfit. After I finished talking with the alchemist, I walked back to Riften without any problems, entered the city, and finally went to the inn. No crashes, much less crashes without logs, so that's great. I'm hesitant to declare victory just yet, but it looks like if the crashes at Riften were indeed due to engine overload, we've reduced the load to a manageable level. 

 

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I think we can call this one a win for today. When we come back we need to give some attention to the probation list. I'd really like to resolve the issues that are causing all the Distributed Bodypaint errors in the log, since I suspect these are camouflaging other issues. Before we wrap up though, let's examine those two NPCs I met on the road.

 

The alchemists had a vanilla outfit, though I'm sure it's been modded. Let's see what it calls for.

 

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As you can see, the list calls for a specific set of robes, and looking at their ARMA the asset is MageJourneymanRobesF_1.nif. That nif exists and it's in the right location.

 

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This outfit uses slots 32, 34, 35, and 38, and these match both the ARMO record (slot 32) and the nif (32, 34, and 38). 

 

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Further investigation, however, reveals that this actor is actually a template and that the master character does not have the "use inventory" flag. So let's look at the mother record, 01CABC. She has a Hydragorgon leveled outfit, namely the one below.

 

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That robe is provided by WACCF and is supposed to have the same slot assignments as the one we looked at before. They appear to have the right partitions in the nif.

 

We'll need to come back and test this character some more when we get in-game again, as I can't see an obvious reason why this actor isn't equipping the clothes (or why they aren't rendering). We'll get to the bottom of it though. What about her slave? That was easier - he just didn't have the SLA Exhibitionist faction, so we'll add it. This should prevent him from "fighting" with the ZAZ device poses.

 

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So to recap, here's what we're going to look at next time: 

 

  • Sexlab Pheremones
  • Immersive Decay (needs plugin cleanup)
  • SV Mods Menu
  • Distributed Body Paints and Overlays (not a candidate for removal, but need to understand the large numbers of errors its throwing)
  • Faction Warfare (see previous note)
  • That Hydragorgon alchemist

 

See you then!

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We'll need to come back and test this character some more when we get in-game again, as I can't see an obvious reason why this actor isn't equipping the clothes (or why they aren't rendering). We'll get to the bottom of it though.

Excellent idea, especially because I remember having met that NPC with the same problem in my game. I also remember arriving at the same point you are at and then (given I've neither your patience nor drive for perfection) said 'screw it' (well something roughly equivalent, just in German ^^) and left it at that. Doesn't mean I'm not inclined to fix it if presented with a simple solution. ;)

Edited by Talesien
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greetings Gregaaz, I had a question that doesn't relate to your post precisely but is about modding, specifically in SE/AE, the question is:
- I was reading yesterday about a problem that people reported in skyrim LE about the save bloat, in which saves above 12 mb would already be susceptible to having CTD and above 30 the save would no longer even be able to load and with that I was left with fear and with a doubt : does skyrim SE / AE have this save bloat problem ? because my current one is 5 mb and I didn't even load all my mods, these are the essentials that I do in all my playthroughs and I had already completed all the city quests and two guild quests.

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Some additional data. SV Menus apparently has a known bug where it breaks when compacted because it has hard coded form IDs in some of its menu scripts. I'm not going to burn a full-sized slot on that mod, so it'll be removed tomorrow. Additionally, Faction Warfare has had major updates since I last installed it, so hopefully those will help with the papyrus jank. In the meanwhile, I decided to do a mini-test-run to Wolf Skull Cave to test the new Devious Strike implementation on necros. Shall we see how it looks?

 

For this test I set the striker percentage to 40 and had it only apply to necros and warlocks. I ran into some Strikers with blackface, pointing to bad facegen, but otherwise they seemed to be working correctly.

 

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I observed similar results with Warlocks in a different dungeon. I think what I'm going to do is, instead of regenerating facegen, I'm going to template these characters so they demonstrate a variety of different appearances and don't keep reusing the same faces. I kind of like the 'headcanon' that the Devious Strikers are cultists/minions/slaves of the evil spellcaster factions, so I'll only be attaching them to the Warlock and Necromancer factions. If I could set up separate gear profiles I might also do some for Forsworn and Silver Hand, but I'd only do that if I could give each faction's Strikers a unique lock. As is, I need to adjust the templates on their weapons, because I don't think the Ancient Nordic weapons quite look right on them. 

 

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12 minutes ago, MidNightQuiet said:

greetings Gregaaz, I had a question that doesn't relate to your post precisely but is about modding, specifically in SE/AE, the question is:
- I was reading yesterday about a problem that people reported in skyrim LE about the save bloat, in which saves above 12 mb would already be susceptible to having CTD and above 30 the save would no longer even be able to load and with that I was left with fear and with a doubt : does skyrim SE / AE have this save bloat problem ? because my current one is 5 mb and I didn't even load all my mods, these are the essentials that I do in all my playthroughs and I had already completed all the city quests and two guild quests.

 

So there are two different issues that impact save bloat in LE.

 

The first is that LE has a bunch of hard-coded memory limitations because its a 32 bit program. You can mitigate these but not totally get around them, and a really big save is a big warning sign that you are close to LE's memory limit. This can cause crashes and/or infinite loading screen while you play. This problem does not exist in SE under normal circumstances.

 

The second part is that the way Skyrim is set up it can get into a "false save corruption" scenario where the game has trouble deciphering saved games that are (uncompressed - not the file size you see in Windows) over 64 MB and will behave like they are corrupted when they are actually fine. This problem still exists in SSE, but there is an option in SSE Engine Fixes to increase the limit to 128 MB, which is enough for almost anyone. 

 

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I use this option for my games and it works well; I recommend you use it if you run into saved game size issues. 

 

Hope that helps!

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29 minutes ago, Talesien said:

Excellent idea, especially because I remember having met that NPC with the same problem in my game. I also remember arriving at the same point you are at and then (given I've neither your patience nor drive for perfection) said 'screw it' (well something roughly equivalent, just in German ^^) and left it at that. Doesn't mean I'm not inclined to fix it if presented with a simple solution. ;)

 

I have a few tests to run that will hopefully tell us where the problem lies:

 

  • Does the NPC spawn with the clothing in her inventory? Are they equipped and just not rendered?
  • When I spawn her under controlled circumstances (that is, with the console) does she wear her clothes?
  • If the Player Character equips the item, does it render?
  • If I put an alternate piece of clothing in the NPC's outfit record, does it equip?
  • If I remove the NPC's Hydragorgon-specific item (the glasses) from her inventory, does she then wear her outfit?

 

On paper, everything should work right, but its possible there is some deeper issue buried in one of the files. If none of those questions reveal the issue, then the next thing to look at is behaviors, such as the actor's AI packages, to see if there is something that might be making her undress. Also seems unlikely, but you never know with Skyrim!

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5 minutes ago, gregaaz said:

 

So there are two different issues that impact save bloat in LE.

 

The first is that LE has a bunch of hard-coded memory limitations because its a 32 bit program. You can mitigate these but not totally get around them, and a really big save is a big warning sign that you are close to LE's memory limit. This can cause crashes and/or infinite loading screen while you play. This problem does not exist in SE under normal circumstances.

 

The second part is that the way Skyrim is set up it can get into a "false save corruption" scenario where the game has trouble deciphering saved games that are (uncompressed - not the file size you see in Windows) over 64 MB and will behave like they are corrupted when they are actually fine. This problem still exists in SSE, but there is an option in SSE Engine Fixes to increase the limit to 128 MB, which is enough for almost anyone. 

 

image.png.4b89a67d4e13e6e995d57f23ece7477f.png

 

I use this option for my games and it works well; I recommend you use it if you run into saved game size issues. 

 

Hope that helps!

I have this engine fixes but I never activated any option of the experimental because I thought it could make the game or engine unstable and with that cause ctd, but in this case, should I worry about changing this option to reach 128 mb ? The load order I got the maximum of mods was the one I had 120 esp and the rest was esl but simple mods like clothes / armor and new enemies (not scripted, mods creatures like mihail and 4th unknow) and even so, the esl mods didn't go beyond 200 esl (I don't think they even reached 150). In this case, with time my save will increase in an absurd way in size to reach more than 64 mb regardless of whether I have a large or small load order ?

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46 minutes ago, MidNightQuiet said:

I have this engine fixes but I never activated any option of the experimental because I thought it could make the game or engine unstable and with that cause ctd, but in this case, should I worry about changing this option to reach 128 mb ?

 

I've never seen a build get to uncompressed saves over 128 MB. With my 1900 mod build, my saves are 13 MB compressed and 40 MB uncompressed at the start of a new character, so you can imagine it take a lot to get to 128. 

 

That said, you only need to turn on this option if your uncompressed saves are over 64 MB. You can verify this with Resaver. Otherwise, you can leave it turned off.

 

That said, experimental doesn't equal unstable. It just means that it hasn't been tested enough that the author is willing to say they are confident it's bug free. Just exercise caution with them since you might need to turn off the feature if it isn't a good fit for your setup.

 

46 minutes ago, MidNightQuiet said:

The load order I got the maximum of mods was the one I had 120 esp and the rest was esl but simple mods like clothes / armor and new enemies (not scripted, mods creatures like mihail and 4th unknow) and even so, the esl mods didn't go beyond 200 esl (I don't think they even reached 150). In this case, with time my save will increase in an absurd way in size to reach more than 64 mb regardless of whether I have a large or small load order ?

 

I doubt it. By modern standards you have a very small load order. The build we're discussing in this series has a much heavier load (see image) and many Wabbajack Lists / Nexus Collections have 800, 900, even over a thousand mods in them. SSE is just much more powerful than LE in terms of what it can handle.

 

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Most of the content in armor, weapons, and creature mods is stored in the plugin files. What gets in your save is the dynamically generated data (random NPCs) and any changes to forms (use Fus Ro Da to move a bunch of objects around, or a quest changes an actor's faction stats, stuff like that). Having more "stuff" in your game can contribute to save bloat, but I'd be more worried about mods that use cloak spells to make lots of changes across the board to actors, like SOS for example that attaches factions and armor to every NPC you walk by, and of mods that maintain tons of active script instances. 

 

But again, I have a ton of mods that put changed forms into the save file and my size isn't anywhere near 128. The only reason I use the experimental feature is that in a "real" playthrough I will eventually break 64 MB as my world transforms more and more through my in-game actions. 

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So, going to try a little something here. I expect it to just crash and die, but it would be pretty fun if I could actually use all my cores.

 

Got out of the inn and started walking east towards Riften. 90-100 FPS outdoor. Still some FPS drops that are probably related to script lag but so far so good on the multithreading. Dropped to "only" 60 FPS passing through the mountains; I turned on AI detection to let this civil war battle play out and the combat went smoothly! No big FPS drops!

 

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what a shocking idea... it's like taking full advantage of my hardware improved performance ? FPS never dropped below 40 for the entire battle. 

 

I ran into a crash that appeared to be sound related as I approach the border of Rift Hold. This is a novel issue which I need to monitor - but I think it was actually possibly linked to some ACHR spawn lag leading to actors getting into a combat state before they were fully loaded in. 

 

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So of course like any crash that was annoying, but I'm cautiously optimistic about enabling multiple cores via the ini as "part of the solution." 

 

Edit - this config may in fact only be using half my capacity. I need to research further but it looks like I could assign 16 threads on my Rocket Lake 11900K - though I imagine if I did so I'd just replicate the pattern shown in the example above, still reserving, for example, some threads for AI use only, etc.

 

 

Edited by gregaaz
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I reconfigured for 16 threads, with 2 dedicated to AI, then teleported directly to Riften. Frame rates were briefly in the gutter (initial quests and scripts were still running through their setup routines) but then settled in to 40+ FPS. The area was definitely still sensitive to draw calls somewhat - looking "downtown" from the keep caused it to drop down to more like 25. 

 

Successfully exited Riften and proceeded west getting 40-50 FPS in the suburbs. I turned off detection and walked to Ivarstead. Exterior frames ranged from 40-70 depending on the complexity of the terrain and the number of actors in the area, but the dispay was somewhat unstable so I suspect I still need to address some of the acute script overload situations. Cocksman Village was getting 50 FPS in town, though it reminded me that I need to move Autumnwatch Lodge into the town proper so it isn't conflicting with Civil War Battlefields. 

 

About 40 FPS in Ivarstead. When I left town I turned AI detection back on and ran north towards Valtheim Towers.

 

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Don't mind the wrist gaps on the outfit. This is a vanilla outfit that I still need to refit to BHUNP at some point. The real winner here seems to be combat - I'm getting far, far less frame drops in combat. Combat was clearly just pushing the single thread off a cliff that it couldn't handle, and with the multithreaded configuration its able to sustain that pressure, even if there's probably still derpery going on behind the scenes.

 

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I took the mountain pass to Whiterun Hold, so I approached Valtheim from the west, though before I did that stopped in briefly at the Stormcloak camp near the foot of the mountain. All through the mountains and into the SC camp I was getting 60+ FPS, which was nice. All the Stormcloak AI and scripted functions seemed to be firing in a timely manner without visible lag.

 

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I also did a quick test of Sexlab and it fired off in a timely manner. Sometimes SL takes a little while to get rolling, but at least here it ran promptly. As you can see in the second image, the spectators mod also worked correctly.

 

image.png.1c9c4e0f732e6d0452c502e7c4f1e9f7.png

image.png.e7356a0e1787ba8fccab9139ef720b5e.png

 

But then something weird happened. My character put her clothes back on, then they disappeared, and the game "froze." I got all panicked. Then I discovered what happened. I still had the UI turned off (TM in the console) and an info box had appeared. When I hit enter, everything was back to normal :O 

 

After that little scare, I completed my journey to Valtheim. I did notice some LOD pop-in, which I'll address later on when I transition from basic LODs to DYNDOLOD. I can't do that for now because I need to fix a bunch of defective meshes and other little things that DYNDOLOD throws a fit about. 

 

image.png.9eaba722f49b929fa29cf91fa55e7424.png

 

No fair! While the bandit was giving the whole "this here's a toll road" speech, a different bandit blindsided me and chopped me up with his greatsword :O The console shows he's an actor from Tactical Valtheim, so he should be playing nice, but clearly something didn't work right. Will need to research that in the future as it might be a faction related issue.

 

The other bandits jumped in, while I was still in the dialogue screen and I was dead in no time.

 

image.png.b9525b7f1875b594b205b56495247587.png

 

I guess that's the end of today's test run. By and large, everything seems to be working, notwithstanding Valtheim's inhabitants geeking out, but I'm pretty happy with the results I'm getting after updating the ini settings.

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7 hours ago, gregaaz said:

What gets in your save is the dynamically generated data (random NPCs) and any changes to forms (use Fus Ro Da to move a bunch of objects around, or a quest changes an actor's faction stats, stuff like that). Having more "stuff" in your game can contribute to save bloat, but I'd be more worried about mods that use cloak spells to make lots of changes across the board to actors, like SOS for example that attaches factions and armor to every NPC you walk by, and of mods that maintain tons of active script instances. 

Hooking into that for a moment. One can SPID'ify Schlongs (https://www.loverslab.com/files/file/19122-schlongs-of-skyrim-uncloaked/), which probably does not change the problem much though, at least not in regard to save games. I'm wondering though, given about every other mod seems to move using SPID these days, how does that affect saves? I remember reading somewhere that everything SPID changes gets backed into the save (which makes sense). Made me wonder if that might lead to save bloat in the future.

 

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Interesting find, I will have to try that out.

7 hours ago, gregaaz said:

I ran into a crash that appeared to be sound related as I approach the border of Rift Hold. This is a novel issue which I need to monitor - but I think it was actually possibly linked to some ACHR spawn lag leading to actors getting into a combat state before they were fully loaded in. 

Could be some race condition introduced by forcing the game engine to use more cores than it's expected to. Wouldn't surprise me, but of course that would also be bad news. I'm pretty baffled the game engine can do that at all and even more so no one else seems to have discovered that so far (if indeed it works).

Edited by Talesien
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8 hours ago, Talesien said:


Interesting find, I will have to try that out.

Could be some race condition introduced by forcing the game engine to use more cores than it's expected to. Wouldn't surprise me, but of course that would also be bad news. I'm pretty baffled the game engine can do that at all and even more so no one else seems to have discovered that so far (if indeed it works).

 

From what I've been reading in my research, I may need to increase my uGrids from 5 to 7 when using multithreading as other users have reported issues with ACHR pop-in when configured that way. I'll be experimenting with that today.

 

But yes, race condition is always a concern with multithreading - and with Skyrim for that matter - and I was honestly expecting more problems with it. 

 

9 hours ago, Talesien said:

Hooking into that for a moment. One can SPID'ify Schlongs (https://www.loverslab.com/files/file/19122-schlongs-of-skyrim-uncloaked/), which probably does not change the problem much though, at least not in regard to save games. I'm wondering though, given about every other mod seems to move using SPID these days, how does that affect saves? I remember reading somewhere that everything SPID changes gets backed into the save (which makes sense). Made me wonder if that might lead to save bloat in the future.

 

 

SPID would definitely contribute to saved game size. SPID works by editing forms in-runtime, and those edits get saved to... the saved game. 

 

I've considered SOS Uncloaked and similar mods but I want to approach them very carefully. I heavily customized SOS for my game, and so I'm sure I'd also have to similarly make large edits to SOSUC... not something I want to drop in "out of the blue" but eventually I would like to get rid of the SOS cloak spell. It is, even if not majorly contributing to system load, sensitive to it. In the past when I've been experiencing script lag, I've noticed that new NPCs take a long time to spawn in their SOS parts for the first time, and that's got to be because the cloak spell effect is hung up. I'd much rather pre-assign the factions to everyone in advance - but I already have some SOS factions hardcoded for compatibility purposes and I need to make sure that SOSUC's SPID not only respects my personalized distribution settings but also doesn't override any of my hardcoded SOS assignments.

 

But I digress :) Later on in the shakedown I'm going to be assessing options for various uncloaking mods and I suspect at least some will be making it in. I also need to give some thought to a 'future proof' way to add more occlusion planes to areas with heavy draw count requirements, like downtown Riften, because all my research is pointing to draw calls as a systemic bottleneck in Skyrim. 

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On 11/1/2022 at 5:22 PM, gregaaz said:

 

I've never seen a build get to uncompressed saves over 128 MB. With my 1900 mod build, my saves are 13 MB compressed and 40 MB uncompressed at the start of a new character, so you can imagine it take a lot to get to 128. 

 

That said, you only need to turn on this option if your uncompressed saves are over 64 MB. You can verify this with Resaver. Otherwise, you can leave it turned off.

 

That said, experimental doesn't equal unstable. It just means that it hasn't been tested enough that the author is willing to say they are confident it's bug free. Just exercise caution with them since you might need to turn off the feature if it isn't a good fit for your setup.

 

 

I doubt it. By modern standards you have a very small load order. The build we're discussing in this series has a much heavier load (see image) and many Wabbajack Lists / Nexus Collections have 800, 900, even over a thousand mods in them. SSE is just much more powerful than LE in terms of what it can handle.

 

image.png.7d986ca57fc2acda786fe4837088f977.png

 

Most of the content in armor, weapons, and creature mods is stored in the plugin files. What gets in your save is the dynamically generated data (random NPCs) and any changes to forms (use Fus Ro Da to move a bunch of objects around, or a quest changes an actor's faction stats, stuff like that). Having more "stuff" in your game can contribute to save bloat, but I'd be more worried about mods that use cloak spells to make lots of changes across the board to actors, like SOS for example that attaches factions and armor to every NPC you walk by, and of mods that maintain tons of active script instances. 

 

But again, I have a ton of mods that put changed forms into the save file and my size isn't anywhere near 128. The only reason I use the experimental feature is that in a "real" playthrough I will eventually break 64 MB as my world transforms more and more through my in-game actions. 

i was going to share my load order with you but i am currently waiting for faster hdt - smp to update to skse 2.2.3 so i can get back to playing skyrim, my purpose for sharing was to ask if you would recognize any mod that could cause save bloat even that you have given me this information but I believe that due to your experience it would be easier to identify if there would be any mod that could take this (although I have this concern, it never happened to me to have a save bloat and my endgame with those numbers of mods that I mentioned gave a save of 12 - 20 mb. ).

but I have two questions for now:
1 - I have two mods that I'm interested in putting in my next playthrough which are northpoint and gray cowl, both add new quests along with a huge amount of new lands. These mods that add quest and new lands should I be careful? like not just the ones I mentioned but the beyond skyrim lands mods and missives / notice board quests.

2 - I want to put two mods in my next playthrough which are the slaverun and sexlab approach from baka but I didn't want slaverun mod npcs like pike and other unique npcs to interact with my protagonist. Would there be any command that I could put in the mod to differentiate between unique npcs and misc npcs? ( misc npcs like farmers, noble and others npcs that don't have name ).

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8 hours ago, MidNightQuiet said:

1 - I have two mods that I'm interested in putting in my next playthrough which are northpoint and gray cowl, both add new quests along with a huge amount of new lands. These mods that add quest and new lands should I be careful? like not just the ones I mentioned but the beyond skyrim lands mods and missives / notice board quests.

 

Mods like this can sometimes cause save size increase, but the bigger concern is the reference limit cap. Either way, you can largely mitigate both issues by ensuring the "new lands" mod loads as a master file. This has to do with differences between how Skyrim handles temporary references on plugins vs. how it handles them on masters. You can read about the technical aspect of this here.

 

I use a bunch of new lands mods already and I'm planning to eventually add more; I haven't noticed any major performance issues with these. With Northpoint specifically, you should be aware that the version of that mod currently on the Nexus has some defects. Fortunately, you can fix them pretty easily, but you should review the bugs tab to get an idea of what you'll be dealing with. 

 

8 hours ago, MidNightQuiet said:

2 - I want to put two mods in my next playthrough which are the slaverun and sexlab approach from baka but I didn't want slaverun mod npcs like pike and other unique npcs to interact with my protagonist. Would there be any command that I could put in the mod to differentiate between unique npcs and misc npcs? ( misc npcs like farmers, noble and others npcs that don't have name ).

 

I'm not currently using Sexlab Approach, so I would recommend asking on that mod's support thread. Many mods like this have some kind of mechanism to exclude specific NPCs, such as a faction you can add to NPCs to prevent them from participating or an MCM control, but like I said I don't have any recent experience with this one so I can't really say.

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1 hour ago, gregaaz said:

 

Mods like this can sometimes cause save size increase, but the bigger concern is the reference limit cap. Either way, you can largely mitigate both issues by ensuring the "new lands" mod loads as a master file. This has to do with differences between how Skyrim handles temporary references on plugins vs. how it handles them on masters. You can read about the technical aspect of this here.

 

I use a bunch of new lands mods already and I'm planning to eventually add more; I haven't noticed any major performance issues with these. With Northpoint specifically, you should be aware that the version of that mod currently on the Nexus has some defects. Fortunately, you can fix them pretty easily, but you should review the bugs tab to get an idea of what you'll be dealing with. 

 

 

I'm not currently using Sexlab Approach, so I would recommend asking on that mod's support thread. Many mods like this have some kind of mechanism to exclude specific NPCs, such as a faction you can add to NPCs to prevent them from participating or an MCM control, but like I said I don't have any recent experience with this one so I can't really say.

I should be returning to play skyrim ae with my mods load order in full between January - March next year. There I do the tests and I will report anything if goes wrong with you. But from what I understand, so I should be careful to see if these land mods are masters ( ESM ) if they are, then it's okay right? and about the sexlab approach together with slaverun, I remembered now that there is an option '' toggle unique npcs '' in the sexlab approach, I will try, when I play skyrim again, to leave this option disabled to see if only the misc npcs are attracted by the mod sexlab approach, mods that add misc npcs would be populated skyrim, i think they have no problem in the system.

 

i need those lands mods because with missives and notice boards, the game never become boring after all, after done all quest from the new land mod, i will have the missives and notice boards to give misc quest in that area for that area dont become a dead place.

 

Anyway, thanks for all the help gregaaz :) 

Edited by MidNightQuiet
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19 minutes ago, MidNightQuiet said:

I should be returning to play skyrim ae with my mods load order in full between January - March next year. There I do the tests and I will report anything if goes wrong with you. But from what I understand, so I should be careful to see if these land mods are masters ( ESM ) if they are, then it's okay right?

 

They don't even have to be ESM format, they just need an ESM flag in their file header, which will cause it to load first with the ESM files. Be aware that sometimes there are technical reasons why this won't work, such as file dependencies. In those cases, its probably fine for them to be individually loaded as normal files - as long as we're not talking about one of the big offenders like Forgotten Dungeons, one or two big plugins won't sink you on their own.

 

19 minutes ago, MidNightQuiet said:

and about the sexlab approach together with slaverun, I remembered now that there is an option '' toggle unique npcs '' in the sexlab approach, I will try, when I play skyrim again, to leave this option disabled to see if only the misc npcs are attracted by the mod sexlab approach, mods that add misc npcs would be populated skyrim, i think they have no problem in the system.

 

Sounds like a good plan.

 

19 minutes ago, MidNightQuiet said:

i need those lands mods because with missives and notice boards, the game never become boring after all, after done all quest from the new land mod, i will have the missives and notice boards to give misc quest in that area for that area dont become a dead place.

 

Haha, that's the same reason I use them. New land mods + Legacy of the Dragonborn results in some fun treasure hunts too. Once they sent me to "find" (read: steal) a jeweled candlestick from the campus store in Phenderix Magic World. I ended up just installing PSDI and buying it from the store owner, but it was still a fun 'business trip' to an area I haven't spent much time in.

 

19 minutes ago, MidNightQuiet said:

 

Anyway, thanks for all the help gregaaz :) 

 

Always happy to help!

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