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Excessive SLIF related stacks/frames


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Posted (edited)

I regularly see excessive stacks and frame in my saves (resaver load report), or at least far more than a few or even a few dozen (in the multiple hundreds with regularity and can even get into the thousands on occasion). SLIF always dominates the counts.

 

just an example. all or almost all of the slif entries are identical.

Spoiler

slifstacksnframes.jpg.09c92be6d494284de49f5e707b206217.jpg

 

Looking for ideas on how to reduce it. Maybe you encountered this before yourself. I must have some setting wrong or something.  I can "fix it" by a performing a tedious idling process, but it always comes back. Maybe there's a better way,. like fixing the root cause. 


So, if you have any advise I'm all ears. Or eyes anyway.

 

 

Edited by anjenthedog
typo and snapshot
Posted

Papyrus Tweaks with max iops set high, like 1500 or above. This however would qualify as sweeping the problem under the rug. Granted, the hardcoded limit is just bad... I mean I realize Bethesda can never admit being aware of bit titty mods, but surely they could invent some reason to expose that setting in an ini file. I'd say, as long as you don't let it get out of hand, like naively installing bloated mods and increasing the iops limit periodically to make room for more bloat this should be perfectly fine and reasonable - part of the natural evolution of the game you could say - we can't continue to be restrained by the limitations that made sense 20 years ago in Morrowind.

 

As for figuring out whether or not SLIF is bloatware or not, star by identifying which scripts the dumped stacks belong to. If its a cloak, maybe the range or the number of actors affected by it is too high. If its a spell (like an ability), maybe it doesn't clean itself up properly. What is the code doing where it is stuck, is it an endless loop? Can the loop be replaced by an OnUpdate loop instead? etc.

Posted (edited)

And I thought I was the only one having trouble with this. Skyrim version 1.6.640

 

I've sorced my excessive stacks and frames in my saves to come from the mods wet function redux and Scent of Sex SE. If I remove those the issues seems to go away.

 

It seems it just gets worse over time until I get over 1000 in stacks and frames. Then Scent of Sex will just stop working. Very annoying.

 

It's very funny when I ran the same modded setup on LE but never had anu issues like this. In fact, SE seems to be much more unstable and vulnerable than LE ever was. How people can praise SE for being stable and reliable is beyond me.

 

 

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Edited by Thor2000
Posted (edited)
14 minutes ago, Thor2000 said:

It's very funny when I ran the same modded setup on LE but never had anu issues like this. In fact, SE seems to be much more unstable and vulnerable than LE ever was.

 

That's because the ops (or instruction) limit was dropped to something like 1/10th in SE compared to LE. See my previous post for how to undo this.

 

Edit: Or maybe it's 400 times slower; regardless, bad decisions were made as usual.

Edited by traison
Posted
46 minutes ago, traison said:

 

That's because the ops (or instruction) limit was dropped to something like 1/10th in SE compared to LE. See my previous post for how to undo this.

 

Edit: Or maybe it's 400 times slower; regardless, bad decisions were made as usual.

Very interesting read. Explains why EVERYTHING takes so god damn long time in SE. Just registrating animations in SLAL takes a year of waiting... almost.

 

I've changed iMaxOpsPerFrame to 1500 now to see how it effects the game. Thanks Traison!

Posted (edited)
25 minutes ago, Thor2000 said:

Very interesting read. Explains why EVERYTHING takes so god damn long time in SE. Just registrating animations in SLAL takes a year of waiting... almost.

 

I've changed iMaxOpsPerFrame to 1500 now to see how it effects the game. Thanks Traison!

 

Speaking of things taking long. Next time you feel like buying a new HDD/SSD/NVME to speed up loading screens in Skyrim (or most modern games tbh) consider first disabling vsync. If your GPU can run at 200-300 fps during those loading screens, you may notice the loading time was cut in half. Its the same reason why games running at a lower frame rate feel sluggish and process user input slowly - its frame based timers. A noob design flaw if you ask me, but unfortuantely it's been the default since videogames caught the consolitis infection.

 

Edit: Oh uh, I should mention that more frames = more power = more heat. There's been situations in the past where people have made magic smoke for sitting in a game menu for too long. The game had a "bug" and forgot to vsync while in the menu. I found out this myself when I did something similar in my early days of directx development and accidentally ran something at well over 10,000 fps. I didn't make any smoke though. ?

Edited by traison
Posted
On 1/2/2024 at 10:32 AM, traison said:

 

That's because the ops (or instruction) limit was dropped to something like 1/10th in SE compared to LE. See my previous post for how to undo this.

 

Edit: Or maybe it's 400 times slower; regardless, bad decisions were made as usual.

Sorry Traison, but I guess I need it with a teaspoon. Is it so that many of my stacks and dumps problems may be solved if I manage to have my SkyrimSE run nicely above 60 fps? It seems that it's a advice in the thread you linked above.

Posted
17 minutes ago, Thor2000 said:

Sorry Traison, but I guess I need it with a teaspoon. Is it so that many of my stacks and dumps problems may be solved if I manage to have my SkyrimSE run nicely above 60 fps? It seems that it's a advice in the thread you linked above.

 

Thats going to depend on your mods. You could have just one mod with a while loop that never ends and that's your papyrus engine dead right there. More fps is going to be better obviously because the limit is literally "ops per frame", but it seems more reasonable to me to increase the ops limit (since we now have the option) than to Blair Witch in a corner somewhere with vsync off, frying eggs on my GPU while it's pushing 400 fps to my 60 hz monitor, just to get the papyrus ops queue sorted out temporarily.

Posted (edited)
22 hours ago, traison said:

 

Thats going to depend on your mods. You could have just one mod with a while loop that never ends and that's your papyrus engine dead right there. More fps is going to be better obviously because the limit is literally "ops per frame", but it seems more reasonable to me to increase the ops limit (since we now have the option) than to Blair Witch in a corner somewhere with vsync off, frying eggs on my GPU while it's pushing 400 fps to my 60 hz monitor, just to get the papyrus ops queue sorted out temporarily.

Thanks. I got to test this. However, first thing I'll do is to start a new game. I have a bunch of suspended stacks that mentions "PF_AbeloneCarryFirewood11x2_0010F5D6". Now I've edited that girl to have bathing package along with several others. So I might have fucked up something. Or it's just a coincident. I guess a new game will give me some hints.

 

edit: or it could be jk's skyrim. I know it replaces and moves a lot of stuff. Maybe Abelone is not able to carry her wood from A to B anymore :(

 

edit no2: I removed the bathing package from Abelone. Resaver was still complaining about stacks and frames as they was still increasing in my current game. I visited Dawnstar, talked to Abelone, made a new save, and voila: All stacks and dumps are removed from the save file. I feel like I won the lottery ?

Edited by Thor2000
Solution

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