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Question about Legacy of the Dragonborn


nufndash

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Posted

I have heard such great reviews of this mod so I thought I would try it.  So far all I have been doing is traveling to places I have already been to retrieve this and that, and it is getting really boring.  I was wondering if anyone else has tried it.  I admit being able to display all the stuff you find is cool, but is that basically it for the mod?  It feels a lot like Notice Board.

Posted

Mostly, but there's a main quest line in it as well where you form your guild and do stuff. Moonpath to Elsweyr is in it as well, but I never really liked that mod (though the airship is alright). Its focus is mostly on completing your collection and tracking your accomplishments, so don't expect something like The Forgotten City, Carved Brink, etc.

Posted

It has a very comfy house with automatic sorting, that house alone is enough to call it a good mod.

It's main focus is of course assembling an artifact collection, which you don't have to do through mod's quests, simply wander around and place what you find on display, your display count influences how much money you get from donations (pretty nice income later on), and certain amount of displays is required to advance storyline, which I'm not going to spoil you, but it's okay'ish.

At the end of storyline you get a very powerful armor set and weapon, which grants custom effects from itself on top of being enchantable.

As the person before me mentioned, Moonpath to Elsweyr is included (but not necessary to complete the mod),but I didn't spend much time there personally.

The nature of this mod requires a significant time investment, as you can imagine from having to collect artifacts from all over Skyim.. and other places if you install certain mods.

Posted
1 hour ago, Yakub said:

call it a good mod. 

lol no; the mod is put together tape and glue and has more hanging strings than every sexlab mod combined. Having a save fail with this mod installed is a question of when, not if.

Posted
2 hours ago, 27X said:

lol no; the mod is put together tape and glue and has more hanging strings than every sexlab mod combined. Having a save fail with this mod installed is a question of when, not if.

Uggg. not another one of those.  Thanks for the heads up.  I am probably already to the point of no return, I have been all over skyrim with this mod, I am assuming removing it would be disastrous.  I think I have played only one or two large mods that have been flawless start to finish, Maids II and Rigmor of Burma.  

Posted
7 hours ago, 27X said:

lol no; the mod is put together tape and glue and has more hanging strings than every sexlab mod combined. Having a save fail with this mod installed is a question of when, not if.

I never had problems with it

Posted
On 4/30/2019 at 12:45 AM, Yakub said:

I never had problems with it

Which means absolutely nothing, factually speaking. 'Works for me' is about as objective as 'green is the best color'. LoTD having more hanging strings than every sex animation made for SL is a fact, not an opinion.

Posted
2 hours ago, 27X said:

LoTD having more hanging strings than every sex animation in made for SL is a fact, not an opinion.

Perhaps it is but is it relevant? If it worked for Yakub (also a fact) then it worked for Yakub, 'hanging strings' and all.

Posted
20 hours ago, 27X said:

question of when, not if.

Maybe try your typical semantics somewhere more effective.

Posted
18 hours ago, nufndash said:

Rigmor of Burma.  

have you ever been to Burma? :classic_laugh:

Spoiler

Burma-Road-to-Mandalay-01.jpg

me already. :classic_wink:
surely you mean Bruma.

Spoiler

Beyond_Skyrim_Bruma-590x332.jpg

 

only a fun :classic_smile:

Posted

I have to agree with @27X. I tried Legacy and had no end of memory issues, orphaned scripts, and bloated save files even after using save cleaning tools. If your Skyrim isn't using many script-heavy mods it might work. Otherwise it's not worth the hassle.

Posted
44 minutes ago, winny257 said:

have you ever been to Burma? :classic_laugh:

  Reveal hidden contents

Burma-Road-to-Mandalay-01.jpg

me already. :classic_wink:
surely you mean Bruma.

  Reveal hidden contents

Beyond_Skyrim_Bruma-590x332.jpg

 

only a fun :classic_smile:

Rigmor of Myanmar? :elephant:

Posted
1 hour ago, winny257 said:

have you ever been to Burma? :classic_laugh:

  Hide contents

Burma-Road-to-Mandalay-01.jpg

me already. :classic_wink:
surely you mean Bruma.

  Hide contents

Beyond_Skyrim_Bruma-590x332.jpg

 

only a fun :classic_smile:

lol, now I need to find a hole to crawl into. 

Posted
1 hour ago, Ernest Lemmingway said:

I have to agree with @27X. I tried Legacy and had no end of memory issues, orphaned scripts, and bloated save files even after using save cleaning tools. If your Skyrim isn't using many script-heavy mods it might work. Otherwise it's not worth the hassle.

Well I'm dead in the water then, Script-Heavy Mods is my middle name.

Posted
On ‎5‎/‎1‎/‎2019 at 12:10 AM, nufndash said:

Well I'm dead in the water then, Script-Heavy Mods is my middle name.

Ask them to define 'script-heavy' and to explain why such mods are bad.

Posted

None of that define what qualifies as heavy.

 

(Nothing to do with Legacy of the Dragonborn but) Last week my game started running just over 700 and then just over 800 active scripts. I did what I often do in such circumstances: I ignored it. After several hours the game chewed its way through whatever it was and returned to the more usual active scripts total of less than 50. No CTDs and no lag except when I tried to run.

People talk all kinds of nonsense about scripts and so the myths get perpetuated.

 

 

Posted
28 minutes ago, Grey Cloud said:

People talk all kinds of nonsense about scripts and so the myths get perpetuated.

Exactly. I'm bored of saying that the heavy scripts not exist and not give any problem to the game.

Everybody can read my posts, download my tests and run it for convince yourself.

The game not have any of the problems explained in this post.

 

Posted

Forget I said a thing. I guess I'm so ignorant that anything I say is automatically invalid. Like "mods that cause dozens or hundreds of active scripts to run at once count as 'script-heavy.' Even if those scripts are all attached to different mods at the time they're being run and add up to such insane numbers."

Posted
13 hours ago, Ernest Lemmingway said:

Like "mods that cause dozens or hundreds of active scripts to run at once count as 'script-heavy.'

That has no relation. The 'heavy script' does not exist. The game supports hundreds and hundreds of active scripts, executing them all at the same time, without any problem. Get my ScriptTest and see it with your own eyes.

 

Some mods have problems, such as immersive beds, which are poorly programmed and have a mutex that locks internally at an infinite loop and accumulates thousands and thousands of scripts until the game breaks. A similar problem had Being Female until the last patch, because the magic filter accumulates thousands and thousands of scripts. They are specific problems in specific mods that can break the game.

 

The generalized idea that scripts break the game has no foundation. The only real problem is the management of the game's memory. Each script needs a small amount of memory. If the memory management utilities are not correctly configured, the game can not allocate memory for the script and does CTD.

That happened years ago, but all those problems have been solved.

 

It seems that some expert users and great modders still have the same problems that we all had years ago.

It seems that they have assumed that the game has problems that can not be solved and have stopped looking for solutions.

For years they have solved their problems by applying the old techniques and continue to recommend those old solutions and keep saying that the game has problems that, nowadays, it really does not have.

 

I have said it in all possible ways. Read my post, download my test and see it with your own eyes.
I'm offering the medicine but people must want take it.

Posted
On 5/2/2019 at 10:12 PM, Ernest Lemmingway said:

Forget I said a thing. I guess I'm so ignorant that anything I say is automatically invalid. Like "mods that cause dozens or hundreds of active scripts to run at once count as 'script-heavy.' Even if those scripts are all attached to different mods at the time they're being run and add up to such insane numbers."

From what I understood, the problems are not caused by are supposed to be caused not by script-heavy mods, but by script-intensive mods. Meaning it doesn't matter how many scripts the mod uses unless it uses them all at the same time. I know it's kind of nitpicky, but some people seem to be sensitive to it.

 

And even with script-intensive mods I'm still not sure what to think. I don't have the knowledge to make an educated decision and with the community being split about how it actually works, how am I (and how are we) supposed to choose right?

 

I'm about to start a new playthrough with LotD so I'll see how it goes. I might be playing with fire here, but I'm so tempted to use it as I love collecting stuff that I just want to take that risk.

Posted
1 minute ago, Tiress said:

how am I (and how are we) supposed to choose right?

Play the game. Worst case scenario is that it CTDs. More likely, nothing adverse will happen.

Posted
2 minutes ago, Grey Cloud said:

Play the game. Worst case scenario is that it CTDs. More likely, nothing adverse will happen.

It would be a nice change from modding to actually play the game at least. :D

Posted
1 hour ago, Tiress said:

From what I understood, the problems are not caused by script-heavy mods, but by script-intensive mods. Meaning it doesn't matter how many scripts the mod uses unless it uses them all at the same time. I know it's kind of nitpicky, but some people seem to be sensitive to it.

That "some people seem to be sensitive to it" are people with a bad game configuration.

The "script-heavy" or "script-intensive" not exist.

Quote

And even with script-intensive mods I'm still not sure what to think. I don't have the knowledge to make an educated decision and with the community being split about how it actually works, how am I (and how are we) supposed to choose right?

See it with your own eyes. Remove the fear and try it. Start with my ScriptTest in your current game. Install ScriptTest, load your normal savegame and look how works the game while you run my test.

If your game is correctly configured you can NOT see any diference when run 3200 events of type 1 = cell scan.

If you run type 2 = mathematical, you can NOT notice any diference below 200 events. You can notice a bit of lag with 400, a notable lag with 800, a lot of lag with 1600 and some seconds of lag with 3200.

 

The only diference is what make the script and how many external calls have. If the script not have external calls can not be suspended and can consume a lot of resources from the Script Engine. But normally, the mods are not made in that way. The script, normally, need data from CK o from others scripts and are constanly suspended and resumed. The script, normally, are made like my type 1 = cell scan.

 

If the game can run 3200 simultaneous cell scan... where is the problem??? 

Do you think a mod can have 3200 active scripts running all of them at the same time???

If you see that in a normal mod is because that mod have a problem because, of course, that is not normal.

 

The real limits of the game are too far and a lot of times we are limited by the capacity of the machine.

The game, really, not have any specific limit except 255 plugings. The rest of the limits are false or machine dependant.

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