Jump to content

Dose number of animations slow down sex scene start ?


Recommended Posts

Posted

FNIS info told i have over 20000 anim.
In game SLAL  info is 900+ human 700+ creatures
I wonder if this will slow down the start of the scene?It takes almost 30 seconds.(NPC is stand with me and juse wait something)

BTW,it takes 36 seconds to turn on MCM's "animation settings" page.(i see on the console)

I didn't have CTD.It's just that the start is unbearably slow.

 

Another question is Creature Framework not always display penis.And in mcm can manual trigger it display.

thank for any idear.

Posted

in my experience, it has more to do with animations and other scripts that have failed to terminate properly and are idling in the background orphaned.

 

When I encounter such lag, I go inside a player home, idle for a while (in my case, that means several game days, combining sleep and doing some crafting and inventory optimizing), make a new save, exit the game, clean the save file using fallrim tools, then reopen the game and newly cleaned save file. 

 

ymmv. But it's what has all but eliminated lag issues for me. 

Posted
30 minutes ago, anjenthedog said:

in my experience, it has more to do with animations and other scripts that have failed to terminate properly and are idling in the background orphaned.

 

When I encounter such lag, I go inside a player home, idle for a while (in my case, that means several game days, combining sleep and doing some crafting and inventory optimizing), make a new save, exit the game, clean the save file using fallrim tools, then reopen the game and newly cleaned save file. 

 

ymmv. But it's what has all but eliminated lag issues for me. 

THX,i will try just standing in home and wait few day.

BTW,do we have some way check how many scripts is running or idling in the background?

edit:i saw the number of scripts on Fallrim.
Is 6000 scripts too much? 

Posted

Um... idk about checking the number of scripts running...maybe? I personally don't know how anyway, or if someone told me how at some point, I don't remember how. 

 

But you can install Elephant's Script Latency Tester to monitor the lag in-game without having to resort to using console mode, fwiw. At least that will give you an idea of whether you're likely to experience lag problems. 

 

Oh, and for many of us, normal game lag is about 80msec. (ignoring times when you enter an MCM or other menu or inventory, etc, as that suspends the process and once out, the next one or two values displayed will be high due to that suspended time in-menu added to the count) . Anyway, when the avg count (while in game, in play)  displayed by Elephant hits ~100-120 msec, you might consider doing the fix, or at least dodging inside player home and idling/sleeping for 24 or 48 hours . If it averages above 120, you'd be wise to get inside and "cool down"

 

good luck

 

Posted
32 minutes ago, anjenthedog said:

Um... idk about checking the number of scripts running...maybe? I personally don't know how anyway, or if someone told me how at some point, I don't remember how. 

 

But you can install Elephant's Script Latency Tester to monitor the lag in-game without having to resort to using console mode, fwiw. At least that will give you an idea of whether you're likely to experience lag problems. 

 

Oh, and for many of us, normal game lag is about 80msec. (ignoring times when you enter an MCM or other menu or inventory, etc, as that suspends the process and once out, the next one or two values displayed will be high due to that suspended time in-menu added to the count) . Anyway, when the avg count (while in game, in play)  displayed by Elephant hits ~100-120 msec, you might consider doing the fix, or at least dodging inside player home and idling/sleeping for 24 or 48 hours . If it averages above 120, you'd be wise to get inside and "cool down"

 

good luck

 

Thanks bro.it's helpful enough.

Posted

FTR, that's not to say that sneaky mod problems can't cause lag too, but that's a much harder donkey's rear to pin ;)

 

So if the above ramblings don't help, you're probably going to have to dig into your mods. 

 

 

Posted

First verify that Sexlab mod has initialized without errors. Check sexlabutil.log file in SKSE folder. Located in your Documents Skyrim game folder where saves are also stored.

 

There should be no lag in any Sexlab MCM options. Only exception is in the Toggle Animations menu, when you try to get a list of available tags. Takes about 30 seconds to fill list.

 

The more animations you have, the slower it is for Sexlab mod or Sexlab related mods to find specific animation tags. Some Sexlab related mods are very slow to initiate animation.

 

But there are a lot of possible causes to lag, like using too many mods, not enough system memory or VRAM, mod conflicts due to bad load order etc.

 

About creature framework. What worked for me is using CF MCM option to reload mods. Takes about 60 seconds to complete. You can check by trying to access CF mod in the mod list. You will get a notification until reload is complete.

 

Posted
18 hours ago, anjenthedog said:

FTR, that's not to say that sneaky mod problems can't cause lag too, but that's a much harder donkey's rear to pin ;)

 

So if the above ramblings don't help, you're probably going to have to dig into your mods. 

 

 

After trying, my lag is mostly 80-90. But the scene startup speed is still so slow, so I build a new char.it's get better but still need 5-10 sec.

Maybe it's because I installed a new animation package on old save? I'm not sure.Fortunately, this is already within a tolerable range.?

16 hours ago, Shadowbroker3495 said:

First verify that Sexlab mod has initialized without errors. Check sexlabutil.log file in SKSE folder. Located in your Documents Skyrim game folder where saves are also stored.

 

There should be no lag in any Sexlab MCM options. Only exception is in the Toggle Animations menu, when you try to get a list of available tags. Takes about 30 seconds to fill list.

 

The more animations you have, the slower it is for Sexlab mod or Sexlab related mods to find specific animation tags. Some Sexlab related mods are very slow to initiate animation.

 

But there are a lot of possible causes to lag, like using too many mods, not enough system memory or VRAM, mod conflicts due to bad load order etc.

 

About creature framework. What worked for me is using CF MCM option to reload mods. Takes about 60 seconds to complete. You can check by trying to access CF mod in the mod list. You will get a notification until reload is complete.

 

I reduced the animation and the speed increased slightly.
But it is still much slower than in LE. (Perhaps because we can only install 500 animations at most in LE?)?
I have 32G RAM, 11G VRAM. So I think the hardware is not the problem.
I have 188 activated esp/esm, which shouldn't be too many.
The loading order is really annoying, and I am still trying to adjust their order. The LOOT tool is not very useful for me.
I went back to the old version of the creature framework and everything is fine now. Maybe the new version conflicts with some mod in my mod list.

Posted

Billy's SLAL mod has a good mix of human and creature animations. Anyway try to reduce number of animations even more temporarily to check performance.

 

About LE, yes most likely due to reduced number of animations. I don't have much experience with LE, since i switched to SE quickly, when i started modding.

 

Yes, excellent hardware for modding.

 

I agree. 188 mods is a very reasonable number + you have 32 GB memory.

 

So lag is most likely caused by mod conflict(s). Either you can try to search for load order examples or you can try to debug your mod setup.

 

Try to reduce number of mods to an absolute minimum, i.e. only patches, a few framework mods and 1 SLAL mod + 1 Sexlab related mod to trigger animation. Create new game and test animation. If no lag then enable more mods and test again. Repeat until you start getting lag and hopefully you will find the mod(s) causing the conflict.

 

While debugging i highly recommend using Live Another Life mod to avoid slow default game intro.

 

Posted
2 hours ago, Shadowbroker3495 said:

Billy's SLAL mod has a good mix of human and creature animations. Anyway try to reduce number of animations even more temporarily to check performance.

 

About LE, yes most likely due to reduced number of animations. I don't have much experience with LE, since i switched to SE quickly, when i started modding.

 

Yes, excellent hardware for modding.

 

I agree. 188 mods is a very reasonable number + you have 32 GB memory.

 

So lag is most likely caused by mod conflict(s). Either you can try to search for load order examples or you can try to debug your mod setup.

 

Try to reduce number of mods to an absolute minimum, i.e. only patches, a few framework mods and 1 SLAL mod + 1 Sexlab related mod to trigger animation. Create new game and test animation. If no lag then enable more mods and test again. Repeat until you start getting lag and hopefully you will find the mod(s) causing the conflict.

 

While debugging i highly recommend using Live Another Life mod to avoid slow default game intro.

 

I have Live Another Life MOD.It's absolutely a great MOD.But each time creat new save still need pay much time to set MCM cus many mod cant export setting like PSQ.

I think DD/ZAZ might be one reason of start lag.But i will not abandon those MOD, they are necessity for me.

Still trying to optimize anim list.I'm sure I has many redundant anim,filter them is a difficult choice.I'm greedy?.I will adjust the last content slowly.

Thank for replay. 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...