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Script heavy mods?


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Posted

Well for example Unofficial Skyrim Patch comes with 444 scripts to it's heavy as hell, but you wouldn't want to go without it, would you? :)

In the other hand a little mod with a couple of bad done scripts can screw your game... :o

Posted

It's irrelevant. The number of script doesn't make a mod script intensive of itself, you need to know what the scripts are doing. Say I have one script but it's registered for update every few milliseconds and loops over a bunch of stuff, or add an effect to any npc it encounters: that's heavier than a mod with thousands of topicinfo fragments that might fire one time each on each playthrough.

Posted

mainfct is right, the number doesn't matter. Skyrim forces the use of a separate script during dialogue or scenes instead of being able to add it to the primary script for a quest. I have made a number of scripts that do nothing but set the stage on a quest during dialogue. Scripts that constantly run can be an issue and slow things down but if they are made well they shouldn't be a problem. A script that has missing properties (items it uses) are the biggest problem as they can keep a script or quest from running.

Posted

So besides scripts needing to be done well, it's more about how often they run then how many there are? Was just curious since the one player house I use as storage for followers from mods comes with about 170 files in the Scripts folder.

Posted

So besides scripts needing to be done well, it's more about how often they run then how many there are? Was just curious since the one player house I use as storage for followers from mods comes with about 170 files in the Scripts folder.

 

A number of those are probably things that just do a single thing when you activate an item then end. There are very few things that can be done without a script in the CK it seems.

Posted

 

So besides scripts needing to be done well, it's more about how often they run then how many there are? Was just curious since the one player house I use as storage for followers from mods comes with about 170 files in the Scripts folder.

 

A number of those are probably things that just do a single thing when you activate an item then end. There are very few things that can be done without a script in the CK it seems.

 

 

I know atleast some of the scripts are probably running all the time. I like http://www.nexusmods.com/skyrim/mods/27361 cause the cavern as one of every ore vein and a teleport room to the major city in each hold. It can hold atleast 25 followers and they remove their clothes when they enter the sauna, any of the pools, lay down on any of the towels, sit beside any of the pools, enter the shower or lay down to sleep. I've never any problems with the mod, just curious since I've seen certain mods referred to as script-heavy and can/will destabilize your game.

Posted

A mod can be considered script-heavy only when it has files that inject a loop check in your game. A lot of script files doesn't mean they all run at the same time, and always.

Posted

I had a game that got as unstable as could be. I was using SoS, some extra NPC mods, When Vampires Attack and a few others that all had a tendency to check/mod nearby NPCs. That game became a crashfest. I could hardly get into a populated town and if vampires were attacking there was absolutely NO way I could enter the town without a mess. I eventually wiped my machine and reinstalled. :lol:

Posted

 

 

So besides scripts needing to be done well, it's more about how often they run then how many there are? Was just curious since the one player house I use as storage for followers from mods comes with about 170 files in the Scripts folder.

 

A number of those are probably things that just do a single thing when you activate an item then end. There are very few things that can be done without a script in the CK it seems.

 

 

I know atleast some of the scripts are probably running all the time. I like http://www.nexusmods.com/skyrim/mods/27361 cause the cavern as one of every ore vein and a teleport room to the major city in each hold. It can hold atleast 25 followers and they remove their clothes when they enter the sauna, any of the pools, lay down on any of the towels, sit beside any of the pools, enter the shower or lay down to sleep. I've never any problems with the mod, just curious since I've seen certain mods referred to as script-heavy and can/will destabilize your game.

 

 

A number of those things in that mod can be accomplished with idle markers and such so they don't require a script to constantly monitor every little thing. Things like undressing require a script but are triggered by entering / leaving an activation zone (placed on a sauna or pool) and don't constantly run as the zone controls when things happen. Wet and Cold would be one that runs constantly as it constantly monitors the environment and npc's and makes changes to them constantly.

Posted

 

 

 

So besides scripts needing to be done well, it's more about how often they run then how many there are? Was just curious since the one player house I use as storage for followers from mods comes with about 170 files in the Scripts folder.

 

A number of those are probably things that just do a single thing when you activate an item then end. There are very few things that can be done without a script in the CK it seems.

 

 

I know atleast some of the scripts are probably running all the time. I like http://www.nexusmods.com/skyrim/mods/27361 cause the cavern as one of every ore vein and a teleport room to the major city in each hold. It can hold atleast 25 followers and they remove their clothes when they enter the sauna, any of the pools, lay down on any of the towels, sit beside any of the pools, enter the shower or lay down to sleep. I've never any problems with the mod, just curious since I've seen certain mods referred to as script-heavy and can/will destabilize your game.

 

 

A number of those things in that mod can be accomplished with idle markers and such so they don't require a script to constantly monitor every little thing. Things like undressing require a script but are triggered by entering / leaving an activation zone (placed on a sauna or pool) and don't constantly run as the zone controls when things happen. Wet and Cold would be one that runs constantly as it constantly monitors the environment and npc's and makes changes to them constantly.

 

 

I've never gotten the point of FrostFall, Wet and Cold and all the mods that make it so tat your character needs to eat, drink, sleep, bathe and use the toilet. It's bad enough I have to do those things everyday.

 

That stuff you mentioned about the scripts triggering when entering an activation zone, it's stuff like this that make it too much for me to try modding. I'm more of an idea person coming up wit stuff then doing the things. Theres some mods I'd like to make my own version of but I wouldn't even know where to start. I can kinda understand some of modding but once I try to actually try to do stuff it immediately crashes and burns.

Guest xthejester
Posted

 

 

 

 

So besides scripts needing to be done well, it's more about how often they run then how many there are? Was just curious since the one player house I use as storage for followers from mods comes with about 170 files in the Scripts folder.

 

A number of those are probably things that just do a single thing when you activate an item then end. There are very few things that can be done without a script in the CK it seems.

 

 

I know atleast some of the scripts are probably running all the time. I like http://www.nexusmods.com/skyrim/mods/27361 cause the cavern as one of every ore vein and a teleport room to the major city in each hold. It can hold atleast 25 followers and they remove their clothes when they enter the sauna, any of the pools, lay down on any of the towels, sit beside any of the pools, enter the shower or lay down to sleep. I've never any problems with the mod, just curious since I've seen certain mods referred to as script-heavy and can/will destabilize your game.

 

 

A number of those things in that mod can be accomplished with idle markers and such so they don't require a script to constantly monitor every little thing. Things like undressing require a script but are triggered by entering / leaving an activation zone (placed on a sauna or pool) and don't constantly run as the zone controls when things happen. Wet and Cold would be one that runs constantly as it constantly monitors the environment and npc's and makes changes to them constantly.

 

 

I've never gotten the point of FrostFall, Wet and Cold and all the mods that make it so tat your character needs to eat, drink, sleep, bathe and use the toilet. It's bad enough I have to do those things everyday.

 

That stuff you mentioned about the scripts triggering when entering an activation zone, it's stuff like this that make it too much for me to try modding. I'm more of an idea person coming up wit stuff then doing the things. Theres some mods I'd like to make my own version of but I wouldn't even know where to start. I can kinda understand some of modding but once I try to actually try to do stuff it immediately crashes and burns.

 

 

I use those mods for the same reason I use the sexlab mods. For the immersive qualities they have. Needing to eat, drink, sleep, bath, and expel waste...as well as coping with the harsh environment...all add an incredibly rich dynamic to the game.

 

Now, instead of..."Go to Location X, kill NPC A, retrieve Item B, and return it to NPC C at Location D"...you have to prepare for the journey, plan your route, pack accordingly and budget your carry load.

 

If all you want to do is fast-travel everywhere, and nuke the mobs, get the loot, rinse, and repeat....immersion mods wont do much for you except slow you down.

 

Posted

When I started making Captured Dreams several months ago I didn't know anything about scripting. Luckily there are a number of people willing to answer questions here and I was able to learn quite a bit. It can be intimidating to try to learn to do things so I have taken it in steps, adding things bit by bit.

 

I agree that the immersion mods are not for everyone, personally I use RND and one that only allows fast travel on horseback or carriage. I have tried most of the others but they were too much of a hindrance to me. I use Convenient horses to be able to carry lots of stuff as I have the access to the horses inventory set so I can access it anywhere so I can load up quite a bit of stuff. I have played Skyrim enough that I don't really care about leveling and are more into playing the character than anything else.

Posted

 

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I've never gotten the point of FrostFall, Wet and Cold and all the mods that make it so tat your character needs to eat, drink, sleep, bathe and use the toilet. It's bad enough I have to do those things everyday.

 

That stuff you mentioned about the scripts triggering when entering an activation zone, it's stuff like this that make it too much for me to try modding. I'm more of an idea person coming up wit stuff then doing the things. Theres some mods I'd like to make my own version of but I wouldn't even know where to start. I can kinda understand some of modding but once I try to actually try to do stuff it immediately crashes and burns.

 

I think a lot of us make big efforts to try to put the rpg back into vanilla Skyrim. The survivalist style is a perfect fit for a giant sandbox game, no wonder it's popular really. I find a lot of them quite irritatingly naggy personally. I'm a fairly dedicated rper and often only play a toon to a certain level then consider their particular story told and then I move on. So I value those immersive rp moments like pitching a camp, sitting by a fire to cook a meal under the stars before bedding down for the night. It's all the better if you're being compelled to do it for game play reasons.

 

On the subject of how many is too many, I've just gone back to a relatively mod free (besides a gazillion texture ones) clean save having stripped out a bunch of stuff like RN&D and W&C. Instead of being a bad tempered, lice riddled, wheezy old donkey (Ah bless, love donkeys!), my game's like a thoroughbred Arabian race winner again. It's a good way to see just how much scripted mods, even the few I tend to run with,  are bogging down your game. 

 

My experience may not be representative, I'm pretty fastidious about running a tight ship, I'm verging on scriptophobic (sic) and I still get the odd trashed save. Scripted mods will cause most of us grief at some point, and I can't help but be sceptical when people claim they've never had problems. Actually I flat out don't believe them. 

Posted

.. a shame there isn't something available, a mod or app, that parses out general script activity to a report. Would help determine the overhead of mods, help mod authors rearrange assets more efficiently when using cloak/loop/proc activity in scripts. Likewise help modders determine their ceiling when using mods with script activity. 

 

In truth, there are even vanilla scripts when combined in mods per spell/cloak etc, that can add a lot of script lag and weight to a clients game. 

Posted

Budget your carry load? Thats why I use http://www.nexusmods.com/skyrim/mods/21454/, http://www.nexusmods.com/skyrim/mods/46142/ and http://www.nexusmods.com/skyrim/mods/16438/ as well as a few weightless mods. Way too much gold wasted when you have to leave 90% of your loot behind.

 

I used Vidanis Bag of Holding myself (http://www.nexusmods.com/skyrim/mods/9085/?) since I've never liked inventory mechanics based on weight.

 

Coupled with ingot recovery (melt down armour/weapons) makes leveling up stuff like blacksmithing a lot easier.

 

Posted

 

 

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I've never gotten the point of FrostFall, Wet and Cold and all the mods that make it so tat your character needs to eat, drink, sleep, bathe and use the toilet. It's bad enough I have to do those things everyday.

 

That stuff you mentioned about the scripts triggering when entering an activation zone, it's stuff like this that make it too much for me to try modding. I'm more of an idea person coming up wit stuff then doing the things. Theres some mods I'd like to make my own version of but I wouldn't even know where to start. I can kinda understand some of modding but once I try to actually try to do stuff it immediately crashes and burns.

 

I think a lot of us make big efforts to try to put the rpg back into vanilla Skyrim. The survivalist style is a perfect fit for a giant sandbox game, no wonder it's popular really. I find a lot of them quite irritatingly naggy personally. I'm a fairly dedicated rper and often only play a toon to a certain level then consider their particular story told and then I move on. So I value those immersive rp moments like pitching a camp, sitting by a fire to cook a meal under the stars before bedding down for the night. It's all the better if you're being compelled to do it for game play reasons.

 

On the subject of how many is too many, I've just gone back to a relatively mod free (besides a gazillion texture ones) clean save having stripped out a bunch of stuff like RN&D and W&C. Instead of being a bad tempered, lice riddled, wheezy old donkey (Ah bless, love donkeys!), my game's like a thoroughbred Arabian race winner again. It's a good way to see just how much scripted mods, even the few I tend to run with,  are bogging down your game. 

 

My experience may not be representative, I'm pretty fastidious about running a tight ship, I'm verging on scriptophobic (sic) and I still get the odd trashed save. Scripted mods will cause most of us grief at some point, and I can't help but be sceptical when people claim they've never had problems. Actually I flat out don't believe them. 

 

 

I won't say I have not had problems, there are a number of mods that I liked that I dropped because of the problems they made. For some reason anything involving snow just kills my game, even textures have given me problems. I still use RND and Camping Lite but beyond that it starts to get tedious after a while but there are times I am tempted to put some of them back.

 

Currently I get relatively few CTD's, maybe every few hours which considering I have 250 esm/esp's I am happy with that. I think the worst I saw was every few minutes and resulted in 5-6 mods I liked removed.

Posted

 

Budget your carry load? Thats why I use http://www.nexusmods.com/skyrim/mods/21454/, http://www.nexusmods.com/skyrim/mods/46142/ and http://www.nexusmods.com/skyrim/mods/16438/ as well as a few weightless mods. Way too much gold wasted when you have to leave 90% of your loot behind.

 

I used Vidanis Bag of Holding myself (http://www.nexusmods.com/skyrim/mods/9085/?) since I've never liked inventory mechanics based on weight.

 

Coupled with ingot recovery (melt down armour/weapons) makes leveling up stuff like blacksmithing a lot easier.

 

 

 

I use the Bag of Holding as well and the Haven bag gives instant access to all crafting stations.

 

So going by everything everybody has said in tis thread, which mods are most likely to destabilize Skyrim? I know I've heard atleast one of te Civil War overhauls can easily screw up stuff.

Posted

 

 

 

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I've never gotten the point of FrostFall, Wet and Cold and all the mods that make it so tat your character needs to eat, drink, sleep, bathe and use the toilet. It's bad enough I have to do those things everyday.

 

That stuff you mentioned about the scripts triggering when entering an activation zone, it's stuff like this that make it too much for me to try modding. I'm more of an idea person coming up wit stuff then doing the things. Theres some mods I'd like to make my own version of but I wouldn't even know where to start. I can kinda understand some of modding but once I try to actually try to do stuff it immediately crashes and burns.

 

I think a lot of us make big efforts to try to put the rpg back into vanilla Skyrim. The survivalist style is a perfect fit for a giant sandbox game, no wonder it's popular really. I find a lot of them quite irritatingly naggy personally. I'm a fairly dedicated rper and often only play a toon to a certain level then consider their particular story told and then I move on. So I value those immersive rp moments like pitching a camp, sitting by a fire to cook a meal under the stars before bedding down for the night. It's all the better if you're being compelled to do it for game play reasons.

 

On the subject of how many is too many, I've just gone back to a relatively mod free (besides a gazillion texture ones) clean save having stripped out a bunch of stuff like RN&D and W&C. Instead of being a bad tempered, lice riddled, wheezy old donkey (Ah bless, love donkeys!), my game's like a thoroughbred Arabian race winner again. It's a good way to see just how much scripted mods, even the few I tend to run with,  are bogging down your game. 

 

My experience may not be representative, I'm pretty fastidious about running a tight ship, I'm verging on scriptophobic (sic) and I still get the odd trashed save. Scripted mods will cause most of us grief at some point, and I can't help but be sceptical when people claim they've never had problems. Actually I flat out don't believe them. 

 

 

I won't say I have not had problems, there are a number of mods that I liked that I dropped because of the problems they made. For some reason anything involving snow just kills my game, even textures have given me problems. I still use RND and Camping Lite but beyond that it starts to get tedious after a while but there are times I am tempted to put some of them back.

 

Currently I get relatively few CTD's, maybe every few hours which considering I have 250 esm/esp's I am happy with that. I think the worst I saw was every few minutes and resulted in 5-6 mods I liked removed.

 

 

250? Once I get to about 170-180 .esm/.esp active files then I start to encounter problems with quests in Skyrim. I keep my Skyrim to 100-140 .esm/.esp files active for now. I've ad to drop some mods I liked as well cause of te bugs still present in them. Ever try Arcane Fist - http://www.nexusmods.com/skyrim/mods/16127/? Apparently the slow bug is still present. Last time I tried the mod even using te mod he recommended to compensate for te bug AND using the speedmulti command never worked for me. Been wondering if maybe that was cause I was running 170+ files at the time. I'd have less files active if Migty Magick Skyrim didn't have 10 seperate .esp files lol.

Posted

I have one spot in my game that, while it doesn't crash, it freezes for about 3-5 seconds when I first entire the cell... BBLS and 5 sexmods plus the music app... it can get real loopy(?) in there at times with all those scripts firing at once and even then, I very seldom crash and since the music doesn't drag when everything else does, I can deal with it :D  

But besides what I need to run sexlab and keep my Character up and running at top notch, I only have the Cheaters Tower running and only one of my Characters call it home... so generally speaking, my game runs very well considering I play 4-8 hours almost every day.

Posted

I run pretty heavy on the number of mods, many have been in my load order for some time and I just update them on occasion. As it is I pretty much do the opposite of what everyone says to do, I don't clean any of the mods in TES5Edit, I don't use BOSS anymore (any new mods are placed manually in the load order), my INI file has a number of modifications (especially the multithreaded commands) and I have not reinstalled in nearly a year. I don't have a lot of armor mods that have individual armors, no follower mods (other than AFT) and no houses.

 

I have not tried many mods that change combat much, most are AI changes or spells.

 

Active Mod Files:


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D3 NewmillerPiercings2.esp
D4 SkyHeels.esp
D5 Sweet&Sexy Lingerie.esp
D6 NewmillerPiercings3.esp
D7 Latex Armor.esp
D8 BBP Armors 3.esp
D9 BBP_ArmorPack.esp
DA BBP_ArmorPack2.esp
DB TS_ECatsuit&Ballet.esp
DC TS_FetishWardrobe.esp
DD TS_FetishWardrobe_Uncut.esp
DE Book Covers Skyrim.esp
DF DeviousRegulations.esp
E0 SkyUI.esp
E1 Captured Dreams.esp
++ Headbomb's Better Sorting - Miscellaneous.esp
++ LFox Blacksmiths Have Metals.esp
++ LFox Vendors Have Arrows.esp
++ Bobs Armory merge.esp
++ Proper Aiming.esp
++ SOS - Dawnguard Armors.esp
++ SOS - Dragonborn Armors.esp
E2 Simplechainarmor.esp
E3 Skyrim Expanded Loot Tables.esp
++ Skyrim Expanded Loot Table merge.esp
++ Remodeled Armor - Vanilla Replacer - Dawnguard.esp
++ Remodeled Armor - Vanilla Replacer - Dragonborn.esp
E4 Stormcloaks_n_Guards_with_Face.esp
E5 sextoys-calyps-2.esp
E6 Remodeled Armor - Vanilla Replacer.esp
E7 Strap.esp
E8 ItemRewardsForBounties.esp
E9 BAMM.esp
EA FISS.esp
EB XiNafay - Shoes.esp
EC SleepTight.esp
ED CrimeDecay.esp
EE ScarletDawnArmor.esp
EF Blaqk_Horizon's_Claymore_Gear.esp [Version 1.0]
F0 ShadowRose.esp
++ CD - Slave No Clothes.esp
++ CD - Newmiller Piercings addon.esp
++ CD - ShinyRubberCatsuits addon.esp
++ CD - Skyrim Strapon addon.esp
++ CD - Slave Leia addon.esp
++ CD - SVS Jewelry addon.esp
++ CD - TSECatsuits addon.esp
++ CD - TSFetish Wardrobe addon.esp
++ CD - Zarias Restraints addon.esp
++ CD - Calyps Sextoys addon.esp
++ CD-Tera Armors addon.esp
F1 TS_Whipcane.esp
F2 Cloaks.esp
F3 Cloaks - Dawnguard.esp
F4 Devious Devices - For the Masses II - DB.esp
F5 DD FtM DB - Cloaks patch.esp
F6 EnhancedCharacterEdit.esp
F7 enb_reference.esp
F8 Bashed Patch, 0.esp
F9 Draconic Bloodline.esp

 

Posted

I only have 2 armor mods installed (both heavy armor - Silver Dragon armor and Knights of Thorns) and am looking for some light armor mods that look just as awesome. I do have multiple follower mods active at times (mostly just for eyecandy in http://www.nexusmods.com/skyrim/mods/27361/) though am thinking of actually using followers sometimes but that would make Legendary difficulty easier then it already is. Never use Sexlab mods unless I feel the urge too cause even when my active mods are reduced to as low as 75-80 they still won't run correctly.

Posted

I just checked... I have 63 mods running at the moment lol... no houses, no followers (besides the BBLS ones) I mix and match armors so half of that 63 is armors... I really have nothing one would call script heavy...2K textures?... Dynavision? ... maybe Pure Water? I know they drop fps but I don't think they are classified as heavily scripted... could be wrong of course. Like I said though, i'm running rather flawlessly with what I have :P

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