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Script overload - Papyrus performance benchmark/profiler?


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At the moment, I'm running a lot of mods using scripts - from LL and from Nexus. I can see how more sluggish mod activation gets - not only SL scenes, but mods that are supposed to trigger other mods like SD+ or POP activation. Some mods have a setting in their MCM to script activation frequency, and I've seen a "low performance mode" in one.

 

But I'm hard pressed to tell which mods take a high load by constant background activation and/or heavy script engine use. If I turn on debugging in the respective MCM, I can see how often some mods activate - but that doesn't necessarily mean that they generate a high scripting load, it could be just check & exit.

 

So as a mere user, I have to try to disable the most script-heavy mods, which add the least to my game experience. And yes, the indirect way is to disable mods and feel the the performance. But this is time-consuming, plus there is no objective way to tell - like start a new game and do some automated benchmark (or is there?)?

 

=> Is there an easy and direct way to profile/benchmark the mods/scripts to tell what mods take performance away, i.e. script activation frequency and/or script execution time?

 

I'm seeing that there is a "bEnableProfiling" setting in the ini file: https://www.creationkit.com/index.php?title=INI_Settings_(Papyrus)  - did someone succeed to use this and isolate script-heavy mods, for example with a tool like https://www.nexusmods.com/skyrimspecialedition/mods/39107 and https://www.nexusmods.com/skyrim/articles/52764?

 

Thanks for any help with script lag, and sorry if this question has been asked before (I'm sure it has) but I haven't found a user-friendly method yet.

Edited by BillyG
Link to comment
18 minutes ago, BillyG said:

I'm running a lot of mods using scripts - from LL and from Nexus.

So is everybody else. Skyrim needs and uses scripts in order to function.

 

What makes you think the problem is scripts?

How do you define "high scripting load".

 

Several other things can contribute to lag and poor performance.

Is your game's memory configured correctly?

Are your ini settings optimised?

How many mods are you running?

Is your hardware up to running that amount of mods?

What size textures do you use?

 

Link to comment
27 minutes ago, Grey Cloud said:

What makes you think the problem is scripts?

How do you define "high scripting load".

 

Thanks for your answer so far. I define high scripting load by how long it takes after SD+ activation (by a mod like defeat) to get to the "you've been enslaved" box, or how long it takes after a guard arresting my pc to get to the POP activation. I can tell there is a direct connection between this lag and the amount of mods I activate - but I cannot specifically pin this to scripting of course.

 

There is quite a lag in SL animation activation, too, that depends on how many mods I activate - but because this is linked to the whole SL animation stuff it seems to be even more tricky than general mods like SD+ or POP.

 

27 minutes ago, Grey Cloud said:

Is your game's memory configured correctly?

 

What's "correct" in this context? I've got 16GB, and my task manager shows this is only used when in heavily modded cities.

 

27 minutes ago, Grey Cloud said:

Are your ini settings optimised?

 

Spoiler

[Archive]

bLoadArchiveInMemory=1

sArchiveToLoadInMemoryList=Skyrim - Animations.bsa

sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa

sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa

 

[Audio]

fMenuModeFadeInTime=1.0

fMenuModeFadeOutTime=3.0

fMusicDuckingSeconds=6.0

fMusicUnDuckingSeconds=8.0

 

[Bethesda.net]

bEnablePlatform=0

 

[Camera]

fMouseWheelZoomSpeed=10.00

 

[Combat]

f1PArrowTiltUpAngle=0.7

f1PBoltTiltUpAngle=0.7

f3PArrowTiltUpAngle=2.5

fMagnetismLookingMult=0.0

fMagnetismStrafeHeadingMult=0.0

 

[Controls]

fMouseHeadingSensitivityMax=0.0625

fMouseHeadingXScale=0.0200

fMouseHeadingYScale=0.8500

 

[Decals]

uMaxSkinDecalPerActor=60

 

[Display]

bEnableSnowMask=0

bEnableSnowRimLighting=0

bLockFrameRate=0

bVolumetricLightingDisableInterior=1

fDDOFFocusCenterweightExt=2

fDecalLifetime=30

fDOFMaxDepthParticipation=10000

fDynamicDOFFarBlur=0.4

fFirstSliceDistance=2000

fGlobalBrightnessBoost=0.0000

fGlobalContrastBoost=0.0000

fGlobalSaturationBoost=0.0000

fLightLODRange=4586

fShadowDirectionalBiasScale=0.3

fSnowGeometrySpecPower=3.00

fSnowNormalSpecPower=2.00

fSnowRimLightIntensity=0.30

fSparklesDensity=0.85

fSparklesSize=6.00

fSunShadowUpdateTime=1

fSunUpdateThreshold=0.5

sScreenShotBaseName=C:\Games\Skyrim\ScreenShot

 

[General]

bAlwaysActive=1

bBackgroundLoadVMData=1

bBorderRegionsEnabled=0

bModManagerMenuEnabled=0

fFlickeringLightDistance=0

iFPSClamp=0

sIntroSequence=

sLanguage=ENGLISH

sMainMenuMusic=\Data\Music\Special\MUS_MainTheme.xwm

sTestFile1=Dawnguard.esm

sTestFile2=HearthFires.esm

sTestFile3=Dragonborn.esm

uExterior Cell Buffer=36

uGridsToLoad=5

 

[GeneralWarnings]

SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

 

[Grass]

bAllowCreateGrass=1

bAllowLoadGrass=0

bDrawShaderGrass=1

bEnableGrassFade=0

fGrassFadeRange=2325

fGrassMaxStartFadeDistance=7000.0000

fGrassMinStartFadeDistance=0.0000

fGrassWindMagnitudeMax=0

fGrassWindMagnitudeMin=0

iGrassCellRadius=2

iMaxGrassTypesPerTexure=2

iMinGrassSize=40

 

[HAVOK]

fMaxTime=0.03333333

fMaxTimeComplex=0.06666667

 

[Imagespace]

iRadialBlurLevel=2

 

[Interface]

bShowTutorials=0

 

[Launcher]

bEnableFileSelection=1

 

[LightingShader]

fDecalLODFadeEnd=0.15

fDecalLODFadeStart=0.1

fEnvmapLODFadeEnd=0.25

fEnvmapLODFadeStart=0.2

 

[LOD]

fDistanceMultiplier=1.00

 

[MapMenu]

bWorldMapNoSkyDepthBlur=1

fMapWorldMaxPitch=90

fMapWorldMinPitch=0

fMapWorldYawRange=400

fWorldMapDepthBlurScale=0

fWorldMapMaximumDepthBlur=0

fWorldMapNearDepthBlurScale=0

 

[Menu]

iConsoleSizeScreenPercent=40

iConsoleTextSize=20

 

[Papyrus]

fUpdateBudgetMS=1.6

fExtraTaskletBudgetMS=1.6

fPostLoadUpdateTimeMS=1000.0

bEnableLogging=0

bEnableTrace=0

bLoadDebugInformation=0

 

[SaveGame]

iAutoSaveCount=3

 

[Trees]

bEnableTreeAnimations=0

bEnableTrees=0

fUpdateBudget=0

 

[Water]

bReflectLODLand=0

bReflectLODObjects=0

bReflectLODTrees=0

bReflectSky=0

 

[Weather]

bPrecipitation=1

 

 

27 minutes ago, Grey Cloud said:

How many mods are you running?

 

Spoiler

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Special Edition Patch.esp
Skyrim Project Optimization - No Homes - Full Version.esm
ClimatesOfTamriel.esm
SexLab.esm
Devious Devices - Assets.esm
SexLabAroused.esm
Expressive Facegen Morphs.esl
FISS.esp
hdtHighHeel.esm
Heels Sound.esm
High Poly Head.esm
Resources - The Great Cities.esp
Schlongs of Skyrim - Core.esm
SLAL_AnimObj_Nymra.esl
MajesticMountains_Landscape.esm
3DNPC.esp
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
Devious Devices - Contraptions.esm
RaceCompatibility.esm
ZaZAnimationPack.esm
Skyrim - Utility Mod.esm
RealisticWaterTwo - Resources.esm
IFPVDetector.esl
SmoothCam.esl
SkyUI_SE.esp
Immersive Sounds - Compendium.esp
3jiouAnimSLAL.esp
[NINI] Venus Cage [SE].esp
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Weapons Armor Clothing & Clutter Fixes.esp
Relationship Dialogue Overhaul.esp
Cutting Room Floor.esp
CollegeOfWinterholdImmersive.esp
The Great Cities - Minor Cities and Towns.esp
JKs Skyrim.esp
COTN - Dawnstar.esp
OCW_Obscure's_CollegeofWinterhold.esp
UltimateCollege.esp
Landscape Fixes For Grass Mods.esp
COTN - Morthal.esp
SD Cages.esp
EEKs Whiterun Interiors.esp
COTN - Winterhold.esp
The Great Cities of JK's North - Patch.esp
ImprovedRoads.esp
Devious Devices - Lore Patch.esp
Devious Devices For Him.esp
Serana Dialogue Edit.esp
UIExtensions.esp
AddItemMenuSE.esp
AMatterOfTime.esp
AnubAnimObj.esp
CobaltAnimations.esp
CoT-BugFixesSE.esp
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DDOverhaulAdditionsFixesOCDBloat.esp
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Devious Devices SE patch.esp
KS Hairdo's.esp
DeviouslyHelpless.esp
FadeTattoos.esp
FiveHealthPerLevel.esp
Immersive Jail Bars.esp
kal_LolaAddon_Voices1.esp
kart_COR_facepaint.esp
Kaw's Claws.esp
KSHairdosSMP.esp
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KSWigsSMP.esp
MfgFix.esp
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SexLab Vanilla Voices.esp
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SexLabStories_SE_Voice.esp
Sextreme-All-SSE.esp
SimpleSlavery_Voices1.esp
SimplyKnock.esp
Simply Knock - Tower Stone Fix.esp
SINful CBP.esp
Skyrim Save System Overhaul.esp
SLAL_AnimationByBakaFactory.esp
SLAL_AnimationsByLeito.esp
SLAL_K4Anims.esp
SLAL_ProxyAnimObjects.esp
SLALAnimObj.esp
SLALAnimObjBillyy.esp
SLAnimLoader.esp
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Spank That Ass.esp
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AI Overhaul.esp
Sounds of Skyrim - Complete Edition.esp
JK's Warmaiden's.esp
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JKs Skyrim_Dawn of Skyrim_Patch.esp
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UCOW Smash Fix.esp
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The JK's Interior of EEK's Belethor's General Goods.esp
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Helgen Reborn.esp
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DoS + JKs - Unofficial Patch.esp
Remodel Armor AIO + Underwear.esp
Remodeled Armor - Vanilla Replacer.esp
SOSnBDRevealingArmors.esp
Better Dynamic Snow SE.esp
Odin - Skyrim Magic Overhaul.esp
SexLab-Stories.esp
SeranaDialogAddon.esp
COR_AllRace.esp
JK's Mistveil Keep.esp
JK's Temple of Mara.esp
SexLab_Solutions.esp
hydra_slavegirls.esp
SexLab_DibellaCult.esp
SLUTS.esp
WACCF_Armor and Clothing Extension.esp
Cidhna Mine Expanded.esp
Point The Way.esp
The Great Cities of JK's North - AI Overhaul Patch.esp
Populated Lands Roads Paths Legendary.esp
Captured Dreams.esp
JK's The Winking Skeever.esp
PopulatedCitiesTownsVillagesOpenLite .esp
SexLab-StoriesDevious.esp
sanguinesDebauchery.esp
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CFTO.esp
Deviously Cursed Loot.esp
SkyrimSewers.esp
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Devious Lore.esp
JK's Bee and Barb.esp
Slaves of Tamriel.esp
BluePalaceTerrace-JKs Skyrim-Patch.esp
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JKs Skyrim - AI Overhaul Patch.esp
MiasLair.esp
JK's Candlehearth Hall.esp
JK's The Bannered Mare.esp
The JK's Interior of EEK's Bannered Mare.esp
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UltimateCollege_AIOv_Patch.esp
SexLab_Dialogues.esp
SLUTS_CFTOpatch.esp
Landscape For Grass Mods JK'S Skyrim.esp
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The JK's Interior of EEK's Arcadia's Cauldron.esp
COTN Morthal - 3DNPC Patch.esp
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Public Whore.esp
UltimateCollege_CRF_Patch.esp
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DeviouslyPink.esp
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The Great Cities of JK's North - Arthmoor and Rodryk Dragon Bridge Patch.esp
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HelgenReborn+CFTO.esp
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thair.esp
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NewmillerDonMichHeels.esp
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FNIS.esp
Nemesis PCEA.esp
MBO.esp
Vokrii - Minimalistic Perks of Skyrim.esp
Vokrii - Apply Spell Conditions Fix.esp
Odin - Vokrii Compatibility Patch.esp
Vokrii - WACCF Patch.esp
Alternate Start - Live Another Life.esp
ccas_starts.esp
MoreDeviousStarts.esp
Alternate Start -- New Beginnings.esp
Alternate Start - Child of Coldharbour.esp
Alternate Start - Dragonborn.esp
ccas_starts_voice.esp
COTN Dawnstar - Alternate Start LAL Patch.esp
Landscape Fixes For Grass mods - Alternate start Locations.esp
COTN Morthal - Alternate Start Patch.esp
COTN Winterhold - Alternate Start Patch.esp
Deviously Cursed Loot LAL AddOn.esp
EEKs Whiterun Int - Alternative Start patch v1.3.esp
JKs_The_Winking_Skeever_AlternateStartMods.esp
Open Cities Skyrim.esp
JK - DoS - OCS Patch.esp
EEKs Whiterun Interiors - OCS.esp
Dawn of Skyrim Director's Cut - OCS Patch.esp
JKs Skyrim_Open Cities_Patch.esp
Enhanced Solitude OC Patch.esp
JK's Temple of Mara Open Cities Patch.esp
AIOHisyOCS.esp
BluePalaceTerrace-OCS-patch.esp
OCS + Skyrim Sewers.esp
JK's Winking Skeever OCS Patch.esp
JK's The Drunken Huntsman OCS Patch.esp
JK's Candlehearth Hall OCS Patch.esp
JK's Mistveil Keep Open Cities Patch.esp
JK's Bee & Barb OCS Patch.esp
CWIOpenCitiesSEPatch.esp
JK's Bannered Mare OCS Patch.esp
OCW_CellSettings.esp
RealisticWaterTwo.esp
JKs Skyrim_RWT_Patch.esp
RealisticWaterTwo - Open Cities Patch.esp
Great Town of Ivarstead - RW2 Patch.esp
RW2 Waterflow Disabler.esp
WACCF_BashedPatchLvlListFix.esp
Smashed Patch.esp

 

Some of these are just to get a look, when I've settled for a mod configuration I'll proably have to deactivate hq mode like landscape and so on. Heavily modded cities like in Solitude are esp. performance consuming. The lag I've described doesn't seem to depend on those tough, they drag down fps, but not the mod lag which occur in general areas indoors and outdoors. Again, this is subjective, I don't know how to profile/benchmark this.

 

27 minutes ago, Grey Cloud said:

Is your hardware up to running that amount of mods?

 

No, it isn't, that's why I'm trying to isolate mods that generate the script(?) lag and deactivate them if they don't add significantly to my gameplay.

 

Please do note that my question is not about "Should I run a lot of mods with low-spec hardware" or "Should I buy something new", but "How do I isolate the mods that drag down performance the most" - esp. when these mods are only useful in specific situations, but might be active and performance-degrading constantly.

 

27 minutes ago, Grey Cloud said:

What size textures do you use?

 

I've downsized some clothes-armor textures to 1024 with CAO, but am still in the "looking at mods" phase so I didn't downsize all of them yet.

 

 

Edited by BillyG
Link to comment
49 minutes ago, BillyG said:

Thanks for any help with script lag, and sorry if this question has been asked before (I'm sure it has) but I haven't found a user-friendly method yet.

 

Step 1:

Install Elephant's Script Latency Tester

https://www.nexusmods.com/skyrim/mods/62671 

https://www.nexusmods.com/skyrimspecialedition/mods/24124 

 

If your average script latency is below 100 ms forget any script problem.

 

Step 2:

Install Resaver

https://www.nexusmods.com/skyrim/mods/76776/

https://www.nexusmods.com/skyrimspecialedition/mods/5031

 

Open your savegame with ReSaver and look the Active Scripts section.

If you are below 100 script forget any script problem.

Edited by alex77r4
Link to comment

Framerate 59fps and displaytweaks handles the script timeslot.

Vsync enabled (physics)

 

fUpdateBudgetMS = lastCycleTime * (UpdateBudgetBase / 16.66667)

 

check SLAL loader script is not overwritten (by MNC e.g.)

 

As @Grey Cloud said.

Lots of factors can cause the lag. A script lag appears if a script has not terminated (loop), e.g. 2 start on same actor.

Script lag is in most cases not the reason for lags, except smp loops, this might appear more often on heavy smp use mods.

Different skins for each actor and no mipmaps. I bet, this is probably more often the reason.

Link to comment
45 minutes ago, BillyG said:

What's "correct" in this context? I've got 16GB

Correct in this context is using the various tools which make Skyrim stable.

 

https://www.loverslab.com/topic/136543-mod-organizer-2-other-tools-from-zero-to-hey-sexlab-is-working/

 

https://www.loverslab.com/topic/118460-skyrim-se-for-beginners-v-319-3bbb-hdt-smp-hph/

 

Run Bethini on your ini files.

 

49 minutes ago, BillyG said:

Please do note that my question is not about "Should I run a lot of mods with low-spec hardware"

The correct way to approach the problem is to start with a few mods and build up to what your (properly configured) game will take. The incorrect way is to load a shed load of mods and then start to try and figure out what the problem is.

Skyrim SE is 5 years old it doesn't require the latest cracker-jack hardware.

 

And just how many plug-ins are there in that list? You do realise that there is a limit of 254?

 

I notice that you have a lot of mods which add a lot of extra NPCs to your game. Things like that can slow things down.

 

Just out of interest, what FPS are you getting?

 

Unless you get the basics right and have a stable vanilla game then fixating over scripts wont help.

 

 

Link to comment

 

57 minutes ago, T-lam said:

Framerate 59fps and displaytweaks handles the script timeslot.

Vsync enabled (physics)

 

Um, I've got displaytweaks installed - am I supposed to enable VSync because it helps with physics? I've got physics hair and some physics gear (Bodyslide) enabled at the moment.

 

Spoiler

BethINI.png.e298b9b7c2f1ac385a306726d66e0abd.png

 

 

36 minutes ago, Grey Cloud said:

Correct in this context is using the various tools which make Skyrim stable.

 

Thank you, I think got the basics covered including all the SKSE stuff. I didn't know the link with the list though, but was using STEP for the vanilla stuff. I'll have a look at the pysics guide that was linked above.

 

36 minutes ago, Grey Cloud said:

And just how many plug-ins are there in that list? You do realise that there is a limit of 254?

 

 

The esm/esl list is 200 atm, with about the same amount of esl. I do know about the limits because I used to put quite a lot of time into FONV modding, getting a stable game back then (which is quite an achievement with FO3/FONV).

 

What tool to you use to measure fps, or is there somthing built into Skyrim? The fps vastly differs, going down a lot esp in modded cities. The basic game without a lot of mods is rock stable and very playable. Otherwise I would have given up on trying to use Skyrim on this hardware - but it seems to run just fine, unlike FO4.

 

I don't really care about low-ish fps (it's a rpg to me, not a first-person shooter), but I do care about game-breaking problems like laggy mod activation - and I dunno if these problems are the same or depend on different mod types.

 

36 minutes ago, Grey Cloud said:

I notice that you have a lot of mods which add a lot of extra NPCs to your game. Things like that can slow things down.

 

You're takling of the follower mods (i.e. npc waiting for me in some inn), or the extra npc like populated roads/towns and 3dnpc? I know the "populated" mods are a performance hog, but I didn't connect that to the mod activation lag yet. Thanks!

 

I'm well aware, that step by step modding, carefully adding mods, and calm and steady evaluation of performance is the sure way to isolate problems. I do hope that there are some batch methods in additon to that like the links @alex77r4 gave above, because simply the one-by-one method, each with starting a new game and getting through LAL takes ages.

 

Edit: I'd be much more enthusiastic about the one-by-one method if I'd know a way to objectively benchmark how a mod changes performance. At the moment, all I can to is start a new game, get SD+, POP or SL activated, and roughly look at how long that takes.

 

 

Edited by BillyG
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24 minutes ago, BillyG said:

VSync because it helps with physics?

It's the timer. Flying npc or stuff like that can happen without binding smp to a reliable clock.

This is what vsync provides. Otherwise, smp glitches and loops causing scipt lags.

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You are obsessing about scripts.

 

46 minutes ago, BillyG said:

What tool to you use to measure fps, or is there somthing built into Skyrim?

Try the * key on the number pad. I use an ENB so I'm not sure if I get it from there but there are other ways.

 

47 minutes ago, BillyG said:

I don't really care about low-ish fps (it's a rpg to me, not a first-person shooter), but I do care about game-breaking problems like laggy mod activation - and I dunno if these problems are the same or depend on different mod types.

[Roughly speaking] Scripts run during a specific amount of time per frame. You get X amount of frames per second. Fewer frames per second means less time per second for scripts. Therefore any 'script lag' is a symptom not the cause.

 

Whenever you enter a new cell all the objects in that cell are loaded. If you have lots of NPCs for example then they all have to be loaded. This takes time (=resources).

 

Another cause of lag is textures lacking mipmaps.

 

52 minutes ago, BillyG said:

I'm well aware, that step by step modding, carefully adding mods, and calm and steady evaluation of performance is the sure way to isolate problems.

Then why didn't you do it?

 

53 minutes ago, BillyG said:

because simply the one-by-one method, each with starting a new game and getting through LAL takes ages.

If you use Vortex or MO then it is not a big issue. You don't have to do it a single mod at a time.

Does starting a new test game take longer than typing posts, waiting for replies, getting a solution and implementing it?

You are just making excuses because you are determined that the cause of the problem is scripts.

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4 minutes ago, Grey Cloud said:

If you use Vortex or MO then it is not a big issue. You don't have to do it a single mod at a time.

Does starting a new test game take longer than typing posts, waiting for replies, getting a solution and implementing it?

You are just making excuses because you are determined that the cause of the problem is scripts.

Thank you for your kind advice.

 

I you carefully read my above posts, am not determined on the script cause - this was simply a suspicion, because mods I know are scripted are lagging. As stated above I'll try the solutions to measure script lag, thanks to alex77r4. The advantage of reading through posts is that I learn more about mods and maybe can predict the causes of problems better in the future. Feel free not to chime in :-)

 

9 minutes ago, Grey Cloud said:

Then why didn't you do it?

 

Because of this - and it does take a very long time to start a new game on my hardware:

 

1 hour ago, BillyG said:

Edit: I'd be much more enthusiastic about the one-by-one method if I'd know a way to objectively benchmark how a mod changes performance. At the moment, all I can to is start a new game, get SD+, POP or SL activated, and roughly look at how long that takes.

 

37 minutes ago, T-lam said:

It's the timer. Flying npc or stuff like that can happen without binding smp to a reliable clock.

This is what vsync provides. Otherwise, smp glitches and loops causing scipt lags.

 

Thanks a lot, I didn't know of that connection yet.

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1 hour ago, BillyG said:

I you carefully read my above posts, am not determined on the script cause - this was simply a suspicion, because mods I know are scripted are lagging.

And it has been pointed out by myself and the others that there are other things that are at least as likely to be causing the lag.

Unless a mod is badly written, and the popular LL mods are generally not, then a script will fire up, do its thing and close (in milliseconds probably). It is not a case of script upon script running continuously and gradually overwhelming your game.

 

Here's a save for a level 57 character with 280 hours on the clock, 250-300 mods, 260 followers and around 25,000 NPCs:

Scripts 6129

ScriptInstances 189587

 

ActiveScripts 4    <------------- This is typical, I rarely, if ever see it go above 20. Single figures is the norm.

 

HDT-PE and HDT-SMP are both resource hogs. Badly configured SMP can do bad things to your game.

 

 

Edited by Grey Cloud
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