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Modding Skyrim for an adult playthrough, however i need to clean Papyrus from any errors along the way to ensure that LL mods work flawlessly.


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Posted
On 7/29/2025 at 2:17 AM, traison said:

As for performance issues; Papyrus in SE/AE is 400 times slower than it was in LE. 

Why papyrus is so slow in SE/AE? Why is 400 times slower?

Posted (edited)
6 minutes ago, bush1tjnc said:

Why papyrus is so slow in SE/AE? Why is 400 times slower?

 

Going to have to ask Bethesda about that. But the technical explanation is that there's an artificial limit on how many operations Papyrus can perform each frame. Each function has some operation count cost, I assume. That ops budget was dropped to ~1/400th in SE.

 

Edit: I perhaps wouldn't be too surprised if it turned out one of them came over to LL, saw all the big titty, and decided to try to squeeze Papyrus as much as possible to hinder mods like SexLab from working properly. Create a situation where players have to decide whether to SexLab it up, or play the latest community made DLC. That would be kind of funny actually.

Edited by traison
  • 2 weeks later...
Posted

Hey!

It's only been a few days since i came back to finish the Skyrim build i was going for. Many errors popped up after updating everything, but i managed to fix some of them.

Had way too many SL animations, which were not even that good, so i managed to trim them down a bit. It definitely reflected positively, because it shortened my load time by very little, and the animations that SL picks now are actually of good quality. 

I still have the same problem i had before with SL Approach, where I'm getting the notification for many approaches, but only a few are actually playing out entirely. I really love this mod, I would fight to get it fully working. 

After updating the mods, I found out that SLSF Reloaded, does not gather any data from Sexual Fame. It just sits there. I deleted and installed again both of the mods, mostly because of another problem that i had with them just before (both of them did not work, and had a papyrus error about it), but now, I have no idea why SLSF Reloaded just doesn't do anything. All the cities in the "Available cities for fame" have false statement next to them. I dont remember if that was the case before. 

Im seeing an error for Public Whore in there too, but im clueless about it.

My biggest problem probably was many freezes that i experienced. I think they even started last year when i was last working on skyrim. But recently it started to become really annoying. They were not as often as it might sound, but still often enough to really get on my nerves. Thankfully Traison's reply to someone else on the site asking about game freezes, made my day - 

On 2/21/2023 at 11:30 AM, traison said:

A debugger is the only way I know of to debug a freeze. The reason why you're probably not finding anything on that subject is that it requires a rare skillset.


The couple of things i can say about them is that, mostly they were happening when I'm in the open world, but not always! The thing that always happened when a freeze occur was the last line in Papyrus: "[02/05/2026 - 01:39:40AM] SCO_:CellChangeBegin:OnEffectStart: on Prisoner". It was always this as the last line in the papyrus log.
Last night, mostly after i updated everything, I did not experience a freeze, but I'm pretty sure this can happen again out of nowhere.

After the last few days, I kinda feel (defeated) like i have not achieved anything with this build, Im nowhere near the end of the testing and building phase which i surely hoped to be after 360hrs of nothing but installing, testing, waiting for 3 min every start up (every time on a new save, having to play a little into the game to make sure that thing don't just look okay at the start but later on, they don't, this also includes setting up the MCM with all the menus that don't have Import Setting option which also takes forever) I feel like i have to micromanage absolutely everything - sometimes it works, other times - this one bug that happens only once throws a curve ball at everything again.

I would have liked to upload a log and a mod/load order, to get a better picture of the situation, but the site does not let me at this moment...

Anyway, happy to see you guys are still around here!

Posted (edited)
5 hours ago, JessicaLuvx said:

...installing, testing, waiting for 3 min every start up...

 

It's kinda sounding like you're changing many things at once. While it may not help in your specific situation, the way I minimize setup to test time is as follows:

  1. My own MCM menu has a setup section which autoconfigures other mods.
  2. When testing (or developing) a new mod I start a new game with it disabled, configure everything, save and install the mod. Few mods actually require a new game to be started though.
5 hours ago, JessicaLuvx said:

Traison's reply to someone else on the site asking about game freezes...

 

The thread that quote came from was (imo) leaning more towards actually figuring out a freeze. The far more reasonable approach to a freeze is to disable mods until the problem goes away. Unless I wanted to use such an issue to practice with, I'd disable mods as well. Debugging (as in, with a debugger) freezes can get complicated real quick.

Edited by traison
Posted
8 hours ago, JessicaLuvx said:

Had way too many SL animations, which were not even that good, so i managed to trim them down a bit. It definitely reflected positively, because it shortened my load time by very little, and the animations that SL picks now are actually of good quality. 

 

hey may I ask how you did that?

I also want to trim my animation list but haven't found any practical way to view the animation and do the trimming.

It's so bad I wonder how animation modders actually test them...

Posted
1 hour ago, Fraying9981 said:

I also want to trim my animation list but haven't found any practical way


Yeah, I went through all my animations manually. Removed duplicates, old/low quality packs, and overlapping “all-in-one” bundles. I didn’t cut a ton, but it’s cleaner now — still around ~1k registered though.
 

4 hours ago, traison said:

It's kinda sounding like you're changing many things at once. While it may not help in your specific situation, the way I minimize setup to test time is as follows:

  1. My own MCM menu has a setup section which autoconfigures other mods.


Haha yeah… that’s definitely beyond what a normal LL user can realistically do 😄 I wish I had that level of automation.

 

4 hours ago, traison said:

When testing (or developing) a new mod I start a new game with it disabled, configure everything, save and install the mod. Few mods actually require a new game to be started though.


This is where i can have a good key take away i suppose.

If I’m adding one new mod to an otherwise finished build, I should do is - start a new game - configure all existing mods/MCMs first - make a clean save - then install/enable the new mod and test. 

Funny how obvious it sounds now that you explained it. I’ll definitely start doing it that way.

Here is the log file i wanted to upload yesterday. Leaving a mod-list as well, just for reference.
Papyrus.0.logLuvxModlist.txt

Posted
50 minutes ago, JessicaLuvx said:

Yeah, I went through all my animations manually. Removed duplicates, old/low quality packs, and overlapping “all-in-one” bundles. I didn’t cut a ton, but it’s cleaner now — still around ~1k registered though.

 

Thanks for sharing! I hope there is a less manual way :D

  • 3 weeks later...
Posted (edited)

So here is an update: 
 

On 2/5/2026 at 10:37 AM, traison said:

It's kinda sounding like you're changing many things at once.


I took your advice quite literally and decided to roll back on most of the LL stuff i had. I removed every LL mod at the beginning, and that resulted in a faster start up (still not great tho about 2 min, give or take). Then i started to add things.

First it was Sex Lab 1.66b and Animation Loader v1.8. then i added Defeat, but i changed it to Baka defeat, not Bane's one.


Issue with Baka Defeat
 - During struggle animation, camera sometimes locks vertically only.

 - After successful struggle escape: Character only moves forward (WASD all move forward). Cannot attack or jump. Re-equipping weapon fixes movement.


There are no papyrus errors
Is this a known behavior?

 

 

 

Installed Advanced Nudity Detection (latest version 3.1.4)

This only happens when i activate the MCM setting - Dynamic Modesty

[02/22/2026 - 09:51:05AM] ERROR: Array index 6 is out of range (0-0)
stack:
        [AND_AdvancedNudityQuest (FE0B1836)].and_npc_modesty_manager.RegisterFemale() - "AND_NPC_Modesty_Manager.psc" Line 280
        [Active effect 4 on  (0010E2B6)].AND_NPC_ScanSpell.OnEffectStart() - "AND_NPC_ScanSpell.psc" Line 78
[02/22/2026 - 09:51:05AM] ERROR: Array index 6 is out of range (0-0)
stack:
        [AND_AdvancedNudityQuest (FE0B1836)].and_npc_modesty_manager.RegisterFemale() - "AND_NPC_Modesty_Manager.psc" Line 280
        [Active effect 4 on  (0010E2B6)].AND_NPC_ScanSpell.OnEffectStart() - "AND_NPC_ScanSpell.psc" Line 78
[02/22/2026 - 09:51:05AM] ERROR: Array index 6 is out of range (0-0)
stack:
        [AND_AdvancedNudityQuest (FE0B1836)].and_npc_modesty_manager.RegisterFemale() - "AND_NPC_Modesty_Manager.psc" Line 280
        [Active effect 4 on  (0010E2B6)].AND_NPC_ScanSpell.OnEffectStart() - "AND_NPC_ScanSpell.psc" Line 78

 

Here is a log: Papyrus.1.log
Is this harmless spam, or is it something that's failing to initialize properly?



Conditional HH, Creature Framework, SexLab Cum Overlays Extended.
I noticed when i was traveling through and SCOE checked for overlays or whatever, there was always a micro stutter happening at the same time. Which i believe had grown into the freezes that i reported on 5th of February with my previous set up. I did some searching and found SLACs 2 + SCO, which thankfully worked with BiS Renewed. So after changing SCOE to SLACs + SCO, there were no stutters anymore when i was traveling.

However, there is still stutter when a cum layer is applied during a sex lab scene... 

The other major mistake on my part was using Creature Framework v1.0.1. I just didnt realize that there is a newer version and the one i was using was from 2018. So I updated that mod to Creature Framework V3-2 and it was just as huge improvement as the SLACs one. Im actually so happy about improving these two.



SL Horrible Harassment 3.85 hotfix,
The struggle scene with the options to resist, do nothing and persuade, it was all okay, until the SexLab scene. SexLab scene was never triggering and after the struggle animations the characters just walk away, my PC was free to go, she was only being undressed.

There was no papyrus error or log. So I just rolled back to v3.84 and it worked.

 

 


SL Approach 3.60
Managed to see a lot of the approaches. However many of them dont end properly it seems. After an approach "ends" i have to wait about 30 seconds before the next one could even check if my PC is valid for approaches.

[02/22/2026 - 12:11:54PM] ERROR: Mismatched types assigning to variable named "::NoneVar"
stack:
    [alias PlayerAlias on quest SLApproach_Main (7A000D62)].SLApproachPlayerAliasScript.OnUpdate() - "SLApproachPlayerAliasScript.psc" Line 93

Forced Kiss approach issue - A guard approaches, tries to talk with me, I get instantly pulled out of the conversation, the animation never plays out and papyrus says the same this as the error above. Im leaving a log from the test of SL Approach, because i might be missing something more important. Papyrus.0.log
Back hug approach - I have not seen this one once, since last year. Maybe I have to be approached by other NPCs not just guards, I dont really know.

Im also thinking of isolating SL Approach on another MO2 profile, to see if its any different.




So would it be considered reasonable if I manage to fix these errors and only then move on to adding BaboDialogue?
Thanks!

Edited by JessicaLuvx
Posted (edited)
1 hour ago, JessicaLuvx said:

During struggle animation, camera sometimes locks vertically only.

 

That sounds like something built into the animation and/or behaviour files. Might need Havok tools to inspect/fix that.

 

1 hour ago, JessicaLuvx said:

Character only moves forward (WASD all move forward).

 

If you mean the camera is stuck and WASD makes your character face and move in the direction you're pressing, that's caused by pressing Activate while SetVehicle has been called (I suspect). I fixed this in my own version of SL simply by disabling the activation key when a scene starts:

;Game.DisablePlayerControls(true, true, false, false, false, false, false, false, 0)
Game.DisablePlayerControls(true, true, false, false, false, false, true, false, 0) ; Fixed

 

1 hour ago, JessicaLuvx said:

Is this harmless spam, or is it something that's failing to initialize properly?

 

As is mentioned in several places in my Reading Papyrus Logs paper, you need to either inspect the script or test in game to determine if something is a problem or not. To me that looks like a scripting error. It's assuming array index 6 exists, when the array length is 0: so not only did it not check the array length, it also assumed its length.

 

1 hour ago, JessicaLuvx said:

However, there is still stutter when a cum layer is applied during a sex lab scene...

 

4K textures? Reduce those to 1K.

 

1 hour ago, JessicaLuvx said:

After an approach "ends" i have to wait about 30 seconds before the next one...

 

Unless your Papyrus situation is horrible, that 30 seconds sounds more like a deliberate cooldown.

 

1 hour ago, JessicaLuvx said:

SL Approach 3.60

...

ERROR: Mismatched types assigning to variable named "::NoneVar"

 

I'm going to assume you mean Sexlab Approach Redux 3.60. Version 3.61 exists too.

 

As for the error, upload SLApproachPlayerAliasScript.psc since 3.60 doesn't seem to be available anymore.

 

1 hour ago, JessicaLuvx said:

So would it be considered reasonable if I manage to fix these errors and only then move on to adding BaboDialogue?

 

I suppose that depends on how many potential issues you want to deal with at once.

Edited by traison
Posted (edited)

Defeat Struggle Animation Camera Lock: The vertical camera lock does not happen every time. It seems somewhat inconsistent. I’m wondering if it could be related to True Directional Movement’s target lock feature, since that modifies camera and movement behavior. That’s just a hypothesis at this point.
 

 


Defeat movement bug after successfully struggling out.

2 hours ago, traison said:

If you mean the camera is stuck and WASD makes your character face and move in the direction you're pressing,

So the camera is not stuck. I can rotate, zoom and pan, but my character is always running in the direction it is facing. No matter of the position of the camera, nor whichever key I am pressing WASD.

 

 

AND

2 hours ago, traison said:

inspect the script or test in game to determine if something is a problem

I remember you guys saying this earlier in this post and i definitely have kept that in mind. However this particular error I did not troubleshoot it at all.

 

 

SL Approach Redux 3.60

2 hours ago, traison said:

that 30 seconds sounds more like a deliberate cooldown.

I also think that its deliberate, mainly because I saw in somewhere in its MCM explaining something similar, potentially exactly that. The reason why I decided to ask about it here is because, some of the approaches actually do end properly, with the notification Child:EndApproach (something like that) displayed exactly at the moment the approach ends and i dont get the error. The problematic ones, however, they end with the NPC just standing there untill i get the error in papyrus and only then the notification Child:EndApproach appears.

Here is the script

slapproachplayeraliasscript.psc

 


Also I didn't ask about this, I think it happened when i declined to have sex with an Approach-er.

[02/22/2026 - 11:53:17AM] ERROR: Incorrect number of arguments passed to function slapppcsexquestscript.Disagree(Actor akActor,bool Prostitution,bool SexOffer). Expected 3, got 2 instead!. 
stack:
    .SLApp_TIF_AfterSpank01.Fragment_0() - "SLApp_TIF_AfterSpank01.psc" Line 9

Edited by JessicaLuvx
Posted (edited)

This one!
Papyrus.0.log
[02/23/2026 - 12:13:05AM] VM is freezing...
[02/23/2026 - 12:13:05AM] VM is frozen
[02/23/2026 - 12:13:05AM] Saving game...
[02/23/2026 - 12:13:06AM] ERROR: Failed to write element 1 on array 0x999CD180 to save game
[02/23/2026 - 12:13:06AM] ERROR: Failed to write array 0x999CD180 to save game
[02/23/2026 - 12:13:06AM] ERROR: Unable to write arrays to save game
[02/23/2026 - 12:13:06AM] Errors occurred while saving the Papyrus save game data
[02/23/2026 - 12:13:06AM] VM is thawing...

Followed by - crash-2026-02-23-00-13-25.log on trying to load that save.



I think this happens now for a second time, after clearing Bleak Falls and going intto Fandels house to rest.

Edit: Something real suspicious is that my save file after leaving Bleak Falls is already 40MB. 

Edited by JessicaLuvx
  • 2 months later...
Posted

It's time for an update.

Here is what i have changed so far since i last posted here. 
 

On 2/23/2026 at 2:14 AM, JessicaLuvx said:

[02/23/2026 - 12:13:06AM] ERROR: Failed to write element 1 on array 0x999CD180 to save game
[02/23/2026 - 12:13:06AM] ERROR: Failed to write array 0x999CD180 to save game


The massive save file: I need to address it as it was the very last post. It was some additional icons that i installed for iWant Status Bars. I dont remember which mod it was exactly, as i was able to figure it out pretty soon after i posted that.


Defeat camera problem: I had SL Defeat Baka edition, only for the reason that it will be more compatible with Baka's mods.  However, I moved away from Bakafactory's "big" mods with the exception of BHUNP (obviously), Fill Her Up 1.96 and Horrible Harassment 3.84. I changed to SL Defeat SE.5.3.6 Bane, or moved back to it i should say. The camera lock while being downed is not present with that version. 

The problem that I've had with any version of Defeat that i have ever tried, even in previous years is the "Left for Dead" scenario. When this scenario is picked, sometimes, my character is instantly killed upon spawning on the outside world. The only fix i can do is to just to lower to 0 the probabilities of that scenario triggering - disabling the scenario.


Fill Her Up 1.96: The problem I shared with this one was that the mod was hanging on the animations, forcing me to open the console for them to continue, otherwise my character was stuck in the animation forever.
The Fix: I found this little script hang fix "CrosshairRefEventsFix_v0.0.1_For_Hanging_LL_Mods", which essentially fixed all related script hangs of this type, not only with Fill Her Up, but also potentially other LL mods. Big one for sure.



Horrible Harassment 3.85 hotfix: This one did not trigger sex scenes after an aggressor tries to rape my character.
The solution was to downgrade to 3.84 which works perfectly. The same solution was suggested on Bakafactory SubscribeStar. 

Why I moved away from Baka's "bigger" mods like BaboDialogue or Approach Redux? These mods are absolutely fantastic, but trying to set them up, test them and potentially fix any issues that will arise with my build, would take way too much time. Surely, i can dive into it and just do it, but there are other mods that i also would like to add/test, which will take significantly less time and effort. Baka's "big" mods a still, definitely on my to do list, they are just way down the line, looking at how ambitious they are.



Public Whore 1.2.4: Decided to poor some time into this one. 
Whiterun introductory quest: Found a bug when trying to help the shopkeeper, namely Belethor. The first NPC that has to visit his shop while my character is standing naked is Nazeem, which never happens. Character stuck at the counter, without the ability to move.
The Fix: I had PA44 or Pride of Skyrim - AIO Male High Poly Head Overhaul installed. Removing that helped with fixing the bug. Not 100% though. With that male overhaul, Nazeem never shows up at the store, no matter how many times I reload. With that overhaul gone, I still have to reload the game once to have him appear. In the support threat of PW there are a few people struggling with this, even saw the author of the mod himself confirming he doesn't know why that bug is present for some people. There might be one more mod in my loadoreder that is messing with the NPC data which could lead to that bug is my speculation (could be wrong).
Force-exit a dialogue of an approacher: This happens when my character is in a conversation with NPC1. During that time NPC2 is starting to approach my character (the Public Whore in the hold). NPC2 gets in conversation range of my character, but sits there until i finish the dialogue with NPC1. The moment i end the conversation with NPC1, i get a force-exit out of the conversation that im suppose to have with NPC2. No time to even look at the dialogue options, Essentially ignoring the conversation with NPC2 (same as Tab out of a conversation).
No idea for a solution.

Being Public Whore in two holds at the same time: 
I played through Windhelm introductory quest. All good there. I decided to run away from the hold (immersion reasons). Went to Whiterun and played the introductory quest there as well - became Public Whore there too. In Windhelm i had 3 days left to finish my job. In Whiterun i had 7. Upon an update of how long i have left the next day, the quest updated to 2 days left for both of holds.
I remember reading in the Support thread somewhere that its not really compatible to be public whore in multiple holds although not impossible.
I just cant fix this on my own.

This mod is a must for me. Crazy good idea, and the execution of that idea is not that far off. The only thing that could do really is just to patiently wait until @NymphoElf picks it up and makes into the bug free and plug and play level of his other mods. Knowing he is even planning to work on it, only makes me happy.



Speaking of NymphoElf:
Advanced Nudity Detection: I still have no idea if this is the result of a mistake of mine or its intended.

stack:
    [AND_AdvancedNudityQuest (FE10A836)].and_npc_modesty_manager.RegisterFemale() - "AND_NPC_Modesty_Manager.psc" Line 280
    [Active effect 4 on  (000E1BA9)].AND_NPC_ScanSpell.OnEffectStart() - "AND_NPC_ScanSpell.psc" Line 78
[05/07/2026 - 09:26:56AM] Error: Array index 59 is out of range (0-0)

Getting this line for every new NPC that is loaded in the exterior/interior cell. I've asked about this in this thread already, its a bit spammy on the papyrus log is the only reason why im asking.
The mod is working amazing in combination with Dynamic Female Modesty.



SLSF Reloaded: Another absolutely minor, possibly useless papyrus report in the log, but i feel obliged to ask.

These papyrus log lines below are generated about 10 to 20 seconds after a SexLab animation ends. Looking at it, i can only assume that if SLSF Reloaded actually knows what animation plays (by the looks of it, it doesnt get that info), it will add some kind of Fame towards my Fame stats. 

[05/07/2026 - 09:29:56AM] SEXLAB - Thread[0] Event Hook - AnimationStart
[05/07/2026 - 09:29:56AM] Error: Cannot call SexSceneEnded() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest SLSF_Reloaded_Main (FE02A808)].slsf_reloaded_playerscript.OnSexLabAnimationStart() - "SLSF_Reloaded_PlayerScript.psc" Line 75
[05/07/2026 - 09:29:56AM] Error: Cannot call AnimationAnalyze() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest SLSF_Reloaded_Main (FE02A808)].slsf_reloaded_playerscript.OnSexLabAnimationStart() - "SLSF_Reloaded_PlayerScript.psc" Line 76

Maybe i should fully ignore these and trust NymphoElf for the perfect rewrite of the SLSF mod.

Ill say it again: They are awesome! 





Here is what i have managed to learn in the 5 collective months that i recently started modding Skyrim again. (2 months at the end of last year and the past 3 months of this year)

1. Bodyslide and Outfit studio work - mainly i wanted to convert outfits to break the barrier of "is it BHUNP compatible?". Dint999 Demon Armor was a hell outfit for a first outfit conversion, but it showed me exactly what i wanted to know. Preserving body physics, animations and body collisions for cloth physics. (i already mentioned this in this thread)
Managed to get all the resources for Outfit Studio that were much needed for the work i was trying to put in - https://www.nexusmods.com/skyrimspecialedition/mods/143269
That unlocked my ability to convert High Heels as well as hands outfit parts.
Converted all my outfits to use Hands Redone version. Quite the tedious work, but i think its worth the time spent in Outfit Studio.

2. Creation Kit work - i had to get in and learn how to create custom patches for some of the mods that i use - Northern Roads with Lux/via/orbis suite. For example, Laura Bondage shop building had a clipping fence that was going through it. Yes this is not something big, moving the fence to match the building, but the work in CK unlocked my abilities to create patches specifically for my load order.
Northern Roads: This one is still trying to make my life hell. Some of the bridges and roads, dont have proper navmeshes. NPCs stuck and teleporting. Had to sit down, learn how to do a proper navmesh and actually fix some of the roads and bridges that had that problem, and they are alot. Now i dont have to remove the mod, just because of a navmesh issue...

3. I recompiled a script. Yes @traison basically handheld me all the way through, but its still an accomplishment. Thank you Traison!
I still have not touched anything script related. I know 0 about the subject. /cry

I dont remember exactly where on LL, but i think @Grey Cloud once said that, modding is a lot of reading and a lot of thinking/planning ahead. It only reinforced what i was already doing, but i wasn't sure exactly how much that it was helping.

 

Conclusion:
I want to apologize about the rant earlier in the thread about the 600hrs of nothing but testing and not much progress. I know it was based on emotions and that does not sit right in a pure technical thread. I fully understand that asking for a shorter start up time of a 700 plugin Skyrim is absolutely unreasonable. I only suggested it because, i felt the massive upgrade from the base Devious Devices escape system to Unforgiving Devices. I see the massive upgrade from the barely aligned SexLab animations to PPA and SMP Head. Having a game that starts in less than 30 seconds will be just as massive as the previously mentioned ones.
Im just thinking about it as if, i give this Skyrim build to a casual player, someone that has never modded, and for them, having to open a menu or restart the game for a small little "Nazeem didnt show up now an I'm stuck" would be game breaking. Thats how i try to approach it.. 

I want to learn more about Skyrim modding. I want to be able to contribute to the scene as much as I can. I want to be like NymphoElf and revive into perfect iterations, old mods with brilliant ideas. I want to be like Baka Huen and create my own stories, dungeons and what not. As a creator in a very different aspects of life (music and movies & TV) i feel the need to express myself just the same, but through a game. I want to be like Traison, with all of his never ending knowledge about Skyrim modding. 
I just feel extremely alone when it comes to Skyrim modding.

Thank you for all you've thought me and I Love you!

Posted
45 minutes ago, JessicaLuvx said:

Getting this line for every new NPC that is loaded in the exterior/interior cell. I've asked about this in this thread already, its a bit spammy on the papyrus log is the only reason why im asking.

 

Scripting error. Same as what was already discussed previously in this thread.

 

46 minutes ago, JessicaLuvx said:

Maybe i should fully ignore these and trust NymphoElf for the perfect rewrite of the SLSF mod.

 

Gut feeling tells me that's something looking for P+ functions. Can't tell for sure without seeing the source code for SLSF_Reloaded_PlayerScript.pex.

 

48 minutes ago, JessicaLuvx said:

Quite the tedious work, but i think its worth the time spent in Outfit Studio.

 

It's insane how much effort could have been saved by adding literally any form of automation to Outfit Studio. Even some of the menu items used for conversion do not have hotkeys assigned to them which feels like a deliberate insult. You could obviously wire up some messy PostMessage/SendMessage or AutoHotkey script on it, but I like my hacks more sophisticated than that.

 

52 minutes ago, JessicaLuvx said:

Now i dont have to remove the mod, just because of a navmesh issue...

 

Well done. Navmeshing wouldn't be so horrible if the controls in the CK weren't complete ass - having vertices actually move where the cursor is was too much to ask I suppose.

 

55 minutes ago, JessicaLuvx said:

I fully understand that asking for a shorter start up time of a 700 plugin Skyrim is absolutely unreasonable.

 

Well... there's these:

https://www.nexusmods.com/skyrimspecialedition/mods/173928

https://www.nexusmods.com/skyrimspecialedition/mods/18860

https://www.nexusmods.com/skyrimspecialedition/mods/178777

 

Wrapping mods in BSA archives apparently works wonders (most likely in MO2), but I haven't tried that mainly because this will mess with the load order of those files. Personally I'm a bit suspicious about the USVFS in MO2 but haven't had time to look into it. This might be the one area where Vortex can one-up MO2.

Posted
11 hours ago, traison said:

Scripting error. Same as what was already discussed previously in this thread.

 

I've double checked my scripts. It's not an error in the script itself. All of the script logic is solid and clearly works on single NPCs. It's a capability issue with Papyrus. Papyrus is slow, and trying to register more than a few NPCs in my system is simply too much for it to handle when who knows how many thousands of other scripted mods are also vying for processing power from the Papyrus VM at the same time, and the timing of the VM causes data collisions/race conditions in some instances which messes everything up. I can't do anything about it within Papyrus.

 

I'm working on an overhaul of AND to fix this problem, as well as some other bugs I've discovered during this process.

 

11 hours ago, traison said:

Gut feeling tells me that's something looking for P+ functions. Can't tell for sure without seeing the source code for SLSF_Reloaded_PlayerScript.pex.

 

It's not. I wrote SLSFR using base SexLab. This "error" is benign and unavoidable because I need to check if the player ended the animation early in order to stop fame processing.

 

P+ is slowly becoming more and more dominant, but I also don't particularly see a "need" to adopt P+ specifically. Everything I did in SLSFR should be compatible with both versions of SexLab. I've never been presented with hard proof otherwise.

Posted (edited)
3 hours ago, NymphoElf said:

...the timing of the VM causes data collisions/race conditions in some instances which messes everything up.

 

The only threadsafe synchronization object I'm aware of is quest states. I don't remember seeing anyone implement this as a DIY semaphore yet; how does SexLab do it? The workaround is usually to use something like a boolean to prevent code from stepping on eachothers toes - this only leaves the time between instructions as your window of disaster. And yes I realize checking if data is valid every time you want to do something is not the way to go, especially in a slow environment like Papyrus. I don't do it myself either.

 

I will put this quest state semaphore idea on my TODO list.

 

Edit: Oh, GotoState is not limited to quests. That should make supporting multiple semaphores even easier.

 

Edit again: Thinking someting like this. Not tested, not checked, not compiled. Free use, no credits needed.

Spoiler
Scriptname RzSemaphore Extends ObjectReference

bool Function __IsSet(int semaphore)
    Return Math.LogicalAnd(GetState() As int, semaphore) == semaphore
EndFunction

float Function __Now()
    Return Game.GetRealHoursPassed() * 3600
EndFunction

bool Function WaitOne(int semaphore, float timeout = -1.0, float resolution = 0.1)
    semaphore = Math.LeftShift(1, semaphore)
    float start = __Now()
    
    While (!__IsSet(semaphore))
        If (timeout >= 0)
            If ((__Now() - start) >= timeout)
                Return false
            EndIf
        EndIf
        
        Utility.Wait(resolution)
    EndWhile
    
    Return true
EndFunction

Function Set(int semaphore)
    semaphore = Math.LeftShift(1, semaphore)
    int state = GetState() As int
    state = Math.LogicalOr(state, semaphore)
    GotoState(state As string)
EndFunction

Function Reset(int semaphore)
    semaphore = Math.LeftShift(1, semaphore)
    int state = GetState() As int
    state = Math.LogicalAnd(state, Math.LogicalNot(semaphore))
    GotoState(state As string)
EndFunction

 

 

 

3 hours ago, NymphoElf said:

It's not. I wrote SLSFR using base SexLab. This "error" is benign and unavoidable because I need to check if the player ended the animation early in order to stop fame processing.

 

The function names looked very "P+"-ish, and they don't exist in SL, hence why I suggested it could be related to P+.

Edited by traison
Posted (edited)
39 minutes ago, traison said:

The function names looked very "P+"-ish, and they don't exist in SL, hence why I suggested it could be related to P+.

 

Yeah, those functions are in SLSFR, and they grab other functions from SL. If they're being called on a "None" object, then that means the SL Thread was cleared early somehow and is therefore in a "null" or empty state.

 

These are typically just odd edge-cases that are hard to account for and rarely cause any real issues.

SLSFR will be getting an overhaul once I'm done with AND's overhaul.

Edited by NymphoElf
Posted
18 hours ago, traison said:

Well... there's these:

Yea, these three you mentioned, significantly reduced my start up time. It went from ~3:15/3:30 to 2 min. That is massive! Big thanks! @traison


There are a couple of things that i forgot to mention in my recent big post, but Ill just mention one now though.

Played through Bandit Paradise. Everything with that mod was flawless... The issue is the following. When i got in a SL scene with 5+ NPCs the scene became really slow to react to my inputs. In papyrus logs, i got a message repeatedly spamming during that 5+ scene, something alog the lines of - Sex Lab Sync Lock. I had to spam the  space bar to move the scene forward. I dont have a log right now but, I should be able to provide a log, i just have a bit of a hard time triggering such a scene.

It also happened outside of the mod Bandit Paradise.

Has anyone ever got similar behavior? 

Posted
30 minutes ago, JessicaLuvx said:

When i got in a SL scene with 5+ NPCs the scene became really slow to react to my inputs.

 

That's just Papyrus lag. It does happen to me occasionally (as in once in ~2-3 months) as well, despite me having a high Papyrus ops limit, so I suspect there might be an issue somewhere: maybe in SL, maybe in the base game, maybe I made a boo-boo in one of my own mods. When it happens, one of the actors start jittering extremely fast to the point where they turn semi-transparent.

 

We got all these awesome mods but we need to keep in mind still that we're working with a 25+ year old engine here afterall. If you haven't increased your Papyrus ops limit yet then you should get on it asap. Just keep in mind that if you increase it to make room for spammy mods then all you're doing is sweeping the problem under the rug.

Posted

To be completely honest. I did increase the Papyrus ops limit to 10k. Mostly because we spoke about it and read your comments in other threads, with exactly this warning that you are giving.

2 minutes ago, traison said:

Just keep in mind that if you increase it to make room for spammy mods



Not exactly sure how i would spot if the 10k ops is the problem, but ive had it set to 10k since i started this modding again. In the beginning of the thread we spoke about it. I said i wanted to play it safe with 2k, but very shortly after i decided to just go 10k, mainly based how you are talking about it. 
I have kept that in mind though, about the spammy mods. 

 

Posted (edited)
1 hour ago, JessicaLuvx said:

Not exactly sure how i would spot if the 10k ops is the problem...

 

High Papyrus ops budget is a problem when your fps starts to drop because of Papyrus, until then you can run with a budget of a million of you want to. I personally found a few thousand to be nice: MCM was snappy and everything worked fine. Then I increased it to 10k because it could always be faster right? 10k for me pretty much just means initial setup is reasonably fast: importing SL settings takes about 3 seconds, SLAC loads a profile instantly, SLAL is done registering ~1500 animations before I'm done with the MCM menus, and so on.

Edited by traison
Posted

I can’t really say that I have seen FPS drops. The only thing i can think of is when I’m starting a conversation with my companion. My FPS drops in half then, mostly at the start and then it goes back up, kinda. In some places it stays halved. I’m using Improved Alternate Conversation Camera light, PC head-tracking and voice type, TDM.

 

Starting a conversation with any other NPC is as smooth as the rest of my game.  No FPS drops.

Posted (edited)
23 minutes ago, JessicaLuvx said:

...when I’m starting a conversation with my companion. My FPS drops in half then, mostly at the start and then it goes back up, kinda.

 

A couple of things I can think of for that:

  1. Antivirus scanning the audio files, assuming they're not pre-cached somehow.
  2. If you have some mod that zooms in for dialogue, CS causes fps to drop by about 50% when you're really close to a character.
  3. Recently it seems I've installed some mod that causes major performance issues. Symptoms being all sounds (weapons, footsteps, doors, ...) being delayed by about 5 seconds, then playing all at once every 5 seconds, and this never goes away. Restarting the game has a great chance of it not repeating, but the issue is still common: ~20% of game sessions.
  4. MO2's USVFS if it's not restarted in a long time (~4 weeks) will eventually degrade performance massively.
  5. Slow, deteriorated or broken storage device. Running Skyrim from a HDD may not be viable anymore.
  6. Windows being Windows. Maybe it needs to tell Bill Gates what you're doing.

 

Edit: Forgot to add that my current suspect for #3 is MDNM version 2.1.11 based on "trust me bruh".

 

23 minutes ago, JessicaLuvx said:

I’m using Improved Alternate Conversation Camera light, PC head-tracking and voice type, TDM.

 

Improved Alternate Conversation Camera AE-68210-1-2-0-1705625705

PC Head Tracking - MCM v4.8 SE-11993-v4-8-1629727400 (with AE patch)

True Directional Movement-51614-2-2-5-1698369428

Edited by traison
Posted
On 7/17/2025 at 12:36 AM, jfraser said:

Setting things up already takes way too long

You can say that again. I have a new machine since September last year. I spent two weeks installing just the basics following Aylis' guide. It's mid-May next year and I still am to set things the half-way I used to have on my old machine. I have been postponing it for that long, since I know how much work it takes and it just drains all my motivation. Took me 2 years to achieve a somewhat satisfactory result last time. This time it'll probably be even longer. At least the "basic" look I have now (1500 mods and 800+ plugins) looks much better than what I had previously with fourth of the load order.

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