xxxamogusxxx Posted February 14 Posted February 14 (edited) Hey, is it possible to stop this mod from CONSTANTLY launching resolution script after each combat instance ends? Instead make it only apply IF and only if a knockdown based on condition happened? Edited February 14 by xxxamogusxxx
Dorabella Posted February 19 Posted February 19 58 minutes ago, linetsky said: Does it work with OStim Standalone? Optional (Soft Dependency) SL Framework (SE / LE) OStim (SE) Flowergirls (SE) REDUX >>> REMOVED Custom Skills Framework (SE) REDUX >>> RECOVER Simple Slavery (SE / LE) REDUX >>> New Follower Slavery (SE / LE) REDUX >>> New Paradise Halls (SE / LE) REDUX >>> New Devious Devices REDUX >>> New Zaz Animation
joncaznman Posted April 10 Posted April 10 Is there a way to disable spectators? The entire dungeon comes running when an assault happens, like 8 draugrs all come to watch. Kind of ruins the rest of the dungeon.
Juffo78 Posted June 11 Posted June 11 I tried Battlefuck some year ago. It worked like a charm, but had some downsides: My PC and companion fought a mini-boss, who was battlefucking my PC. Nothing stopped my companion bashing on the boss. It resulted in a funny bug: The bosses body floated laying over the floor, and he was unable to attack. Could this happen with this mod too? Or will sex not happen, when the players party outnumber the enemy ;-)?
zergface Posted July 9 Posted July 9 (edited) Tested, its bare bones and doesn't work very well, it even uses and asks as a requirement the super outdated obsolete version of OSTIM, dont use this thing. It spamms the looking for combat script and messages, over all tested it with npcs it worked mediocrely, tested with a werewolf and it didnt work at all, tested with a troll again didnt work, heads to whoever is planning to use this, dont. Even with the so called ostim sa update is not working. Edited July 9 by zergface
safado Posted Thursday at 05:00 AM Posted Thursday at 05:00 AM (edited) 34 minutes ago, grillby said: Hello, I'm not to confident that I will get an answer but if I can get some help with this that would be greatly appreciated. For whatever reason, either I did something without noticing it or something broke and did something it shouldn't have, my version of yamete redux is simply not working on one specific save. If I restart the game and start a new save it works completely fine no problem however if I load into my actual save and try to do anything with it nothing happens and when I goto its config menu in the mcm its completely blank. If I could get some help that could make it work again that would be great I am not super well versed in modding so if there is something I need to provide(screenshots/modlists) let me know. Likely papyrusVM is overloaded. Open the save file with FallrimTools - resaver if the active scripts count is higher than 100, then is overload. Anything that needs a script will hang on the queue until overload is resolved. Use tool to identifying which script is being spammed and terminate them or purge it esp source. Maybe is some orphans scripts from mid-game mod swaps. Mods that runs scripts when On-Hit event detected tend to spam papyrusVM, some mods that registers hotkey to 0 also can spam the papyrusvm when another mod calls simulated key press functions. Tool needs java, use the included bat file to run it, it sets more memory for it, may require run as admin in newer windows. Try moving your character to a small cell without NPC, that lowers papyrusvm demand, and create troubleshoot save. Do not retry anything that could trigger more script calls, try to set it in console (freezes more script calls) for at least 5 minutes, save and open new file in tool, if active script count increased then it could be a race condition from some of the scripts. If it decreases then try to set it on console for longer and wait for queue scripts to complete. SSE Display Tweaks has Hud feature that shows indication of Papyrus overload in game, needs to be manually configured in INI in OSD sections, helps by alerting when papyrusVM get it queue overfilled, going to console helps decreasing it. Papyrus Tweaks NG help with performance, and is event faster with "Speed up native calls" enabled. PapyrusVM and the graphics runs on same process thread, meaning faster frame-rate also is faster papyrusVM, also means papyrusvm will drain framerate during heavy script runs. Edited Thursday at 05:16 AM by safado
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now