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Events/Animations/polling? is really slow after a day of game play


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Posted

Every time I try to play with mods no matter what mods I use game starts to get slow. And i mean Animation start is delayed like 5-10minutes. Events are looping/waiting 5-10minutes. So it becomes impossible to play. What I would guess that too much processes are being done on that specific save (save too big?) but im sure there should be a way to avoid this?

What i tried:
Everytime i start new save.
Everytime after i load my mods that i want i never change/add mods.
I don't change mod order at all.

Everything works as expected for a day or two. And then i need to start over because its becomes implayably slow. :(

Posted (edited)

I've used ReSaver for this, though I think I've only used it once and it was for my own mod. If I remember correctly, it's the Script Instances that are the issue. Also it may be worth checking thread counts for each instance. Generally I'd say if there's a lot of instances, or a lot of threads being used up, that's a hint to look into. I'm sure someone else here will have more experience, but maybe this is a start.

 

Edit: As an example, looking at a random save I have. I can see that Missives appears to be creating hundereds of script instances, but this is probably not a problem because none of them seem to have threads attached to them. At least my game is running fine despite this, is what I'm saying.

Edited by traison
Posted

Off the top of my head,

1) go into your MCMs and disable logging wherever you find it. (unless you need to monitor said mod)

2) in your MCMs try to space out the sampling loops when they're offered (update time). If you have a half dozen mods all vying for that same 10 second polling, I suspect that leads to bottlenecks. And avoid trying to have everything sample in as "realtime" a manner as possible. 

3) save often, and when things slow down perceptibly, get inside a player home, create a new save, exit the game, use fallrim if you choose, and then re-enter the game. It's a nuisance, but far less than dealing with sluggish scripts. imo/ime

 

 

Posted (edited)

Sounds like an actual case of script lag ?

 

There are a few scripts in the vanilla game that can go haywire and cause this. The most notorious one is the insect spawn script. This mod covers those.

 

https://www.nexusmods.com/skyrimspecialedition/mods/54061

 

 

There are modded scripts that can also do this. Either because they are poorly written or because of some unforeseeable conflict. 

 

You can post a picture of your save's data in resaver if you want. It will give people here more data to work with. During gameplay You should see a relatively small number of "active scripts." I don't think I've seen more than 50 outside of the startup sequence in any of my saves. The number of script instances is unimportant, it's all about active scripts when it comes to something like this.

 

EDIT: It's also not just about the number of active scripts, but what they are doing. This will still be good information to see though.

 

Like this:

Spoiler

image.png.1abec28a9c54650d533fc3c9812a0a80.png

 

Edited by yorpers
Posted

Hello,

I was not expecting so much attention :) thanks for replies. Will be trying some things mentioned and of course i'm adding screen for ReSaver:

Spoiler

image.png.5308e0c25f0265ed2bafda71b9e9dd46.png


In addition I found on FallrimTools description that quickSave should not be used. I was not aware of that. (all auto saves disabled). When inspecting active scripts (28) i see that most of them have "Attachment ID: null" or are SUSPENDED. I will try to play around with this save to see what can be achieved.

Posted

79,000 script instances? RIP save.

 

As for quick saves, yes, I hear that a lot as well but lets put it this way: I've played skyrim for 10 years using quicksaves except for at key points (say every hour). Played through the game a hundered times. Can't say I've ever had a problem caused by quicksaving. Certainly never had a corrupted save. It might be true what they say, but it's not the whole truth.

Posted
4 hours ago, Minis91 said:

Hello,

I was not expecting so much attention :) thanks for replies. Will be trying some things mentioned and of course i'm adding screen for ReSaver:

  Reveal hidden contents

image.png.5308e0c25f0265ed2bafda71b9e9dd46.png


In addition I found on FallrimTools description that quickSave should not be used. I was not aware of that. (all auto saves disabled). When inspecting active scripts (28) i see that most of them have "Attachment ID: null" or are SUSPENDED. I will try to play around with this save to see what can be achieved.

I'd recommend working from manual saves only. I don't trust the interim quicksaves or autosaves.

 

Personally, I would not fiddle with entries not declared by Fallrim as problematic. Being in an idle state doesn't mean they're not supposed to be there.

 

Here's what my most recent save looks like. Please note the "script Instances" value, and of course, note fallrim's initial user message. There ain't zip wrong with my save file. 

Spoiler

falrim_report_example.jpg.641478c183c2772eca8464c0928d23b3.jpg

 

Posted (edited)

167,000 instances? This can only mean one thing. I'VE NOT MODDED MY SKYRIM ENOUGH!

 

Seriously though, I'd go through those script instances and see if many of them have threads attached to them. ReSaver shows this in the right pane as you click through them. But let be realistic, no one is going to go through nearly 80,000 items. I just can't think of any other way to find the mod/script causing issues.

 

Edit: Wait, does the Active Scripts tree item in ReSaver show all scripts with threads attached? If it does then that's your answer right there.

Edited by traison
Posted
1 hour ago, anjenthedog said:

Personally, I would not fiddle with entries not declared by Fallrim as problematic. Being in an idle state doesn't mean they're not supposed to be there.

Agree with this. Also, if you mess around with the save in resaver only do so as a last resort and make a copy of it. Changing data in a save is never a good idea unless you have a backup. 

 

 

 

One more thing to further clarify active scripts VS script instances...script instances are the actual total number of scripts that can theoretically run, where active ones are well...active. Active scripts can be the same exact script running multiple times. Instances are all the different ones your engine has loaded up to be able to run from the base game and your mods. That's why the number of instances makes no difference at all, they are just sitting there waiting to happen; and when they do happen the overwhelming majority fire off one time and then never get used again.

 

As far as your problem goes, I would be curious to see what that function message is and what the active scripts actually are. If you just want to upload a copy of your save, you might as well. In general it sounds like you have either a cloaking effect causing 'OnHit' effects, or a looping script(s) or a combination of both. Meaning very likely you have one or two problematic mods causing this issue.

 

Posted
38 minutes ago, yorpers said:

As far as your problem goes, I would be curious to see what that function message is and what the active scripts actually are. If you just want to upload a copy of your save, you might as well. In general it sounds like you have either a cloaking effect causing 'OnHit' effects, or a looping script(s) or a combination of both. Meaning very likely you have one or two problematic mods causing this issue.

 


I'm not sure if ReSaver can't open that "function message" or its too large to show any info regarding to that. I can't even highlight it in the list :)

Regarding that specific save I was able to lower active scripts count to ~5-7 at times. But it is still unplayable. i think the problem is that a lot of events happen at the same time. For example something might happen every hour. Or at least its polled every time. Another thins is cloaking. 

From this topic i took a lot for future. Having multiple heavy mods means at least default configuration should be changes not to interfere with each other. Makes sense. 

As for a save. I can upload it somehow if there are anyone interested for research :)

Posted

Many saves can't be fixed. It's just the way it is. Perhaps if you were some insider with the free time and knowledge to know the gritty details, but afaik there are very few who have the skills.

 

Sometimes it's most economically to pitch the save and step back a few until you find one that's stable.

 

And no, wadr, I've seen enough of other's saves already. 

Posted
14 minutes ago, Minis91 said:

Regarding that specific save I was able to lower active scripts count to ~5-7 at times. But it is still unplayable. i think the problem is that a lot of events happen at the same time. For example something might happen every hour. Or at least its polled every time. Another thins is cloaking. 

Here is a small list of mods you can use to reduce the cloaking and polling effects in your game. This may increase lag for the first 10 seconds or so after you load a save, but should be much more stable afterwards.

 

 

 

21 minutes ago, Minis91 said:

As for a save. I can upload it somehow if there are anyone interested for research :)

You can DM me the save and its skse co-save or upload it here. You should just be able to drag and drop it like a photograph then insert it, I think. I can't guarantee I'll be able to make anything of it, but I may be able to see something running that I have had a problem with in the past.

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