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Script heavy mods?


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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

 

I've had up to 140 active files with no problems so far. Once I get above 170 though then I start to have problems. Learning the shouts in High Grothgar takes 5 minutes between each event. He says Ro, gestures at the ground and you see a wave thing, 5 minutes later the mark appears on the ground and I get learn the second word. 5 minutes between each of the phantom/whatevers you have to shout at. 5 minutes to learn Whirlwind Sprint, 5 minutes of waiting for the NPC to demonstrate it, 5 minutes of waiting for my turn to use the shout, then 5 minutes to get back through the gate to continue on. I don't use anything texture replacers. i tried SMIM and the recommended mods to go with it but the fps hit was way too big for my limited pc. All the settings in Skyrim are either turned off or set to the minimum. Have to play Skyrim at low setting since it'll be a few years before i can afford a pc that can play Skyrim at better settings.

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

BBLS and Leveler's Tower are the heaviest scripted home mods you'll find. :o BBLS is just dirty as can be and LT is really outdated. I know I won't use them again, and that sucks because they are pretty cool. Have you checked your papyrus logs to see what they put in there? Check it out sometime.

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

BBLS and Leveler's Tower are the heaviest scripted home mods you'll find. :o BBLS is just dirty as can be and LT is really outdated. I know I won't use them again, and that sucks because they are pretty cool. Have you checked your papyrus logs to see what they put in there? Check it out sometime.

 

 

Haven Bag is my main player home for now but was thinking of adding in Dev Aveza, an airship home you can fly anywhere. Need the rope arrow from Sneak Tools for the places with no open spots for landing the airship.

Posted

I figured I'd clean things up, so using ModOrganizer's 'data' tab, identified all the mods/scripts that were not necessary as unofficial patches, skse, etc and added to a secondary category for these mods called "scripts" where any mod over 4 scripts was placed. Then disabled them for the test. Still have almost 300 mods running (180 esp), but removed about 60 mods with the 4+ script rule for tests. Have all the populated skyrim mods active, immersive patrols, immersive wenches, etc as none use scripts, so skyrim is still very active place, combat npc vs npc continuous. (been having issues with Bandit Patrols so it is disabled). Have almost all the heavy texture mods installed and active. Tons of armor, weapon mods active, housing mods without scripts, most of S.T.E.P installed unless it didn't fit 4 script rule.  HDT effects disabled. ENB moded with all the relevant landscape/environment mods (though current GPU is slow, waiting for nvidia maxwell..). 

 

Ran a level 1 character everywhere, from one end of skyrim to the other, for a few hours trying to crash the game, the only thing I could achieving was a Papyrus Log of under 10kb in size (120 lines). No 'stutters', no crashes, coming from a game that would likely stutter continuously and have crashed several times with script activity high.

 

I am now completely convinced that if your game crashes, it highly likely a 'script' issue. Of those 60 scripted mods removed, it's likely that only a small portion are responsible for the game vs hardware overload. The question is, which are the culprits...  

Posted

I figured I'd clean things up, so using ModOrganizer's 'data' tab, identified all the mods/scripts that were not necessary as unofficial patches, skse, etc and added to a secondary category for these mods called "scripts" where any mod over 4 scripts was placed. Then disabled them for the test. Still have almost 300 mods running (180 esp), but removed about 60 mods with the 4+ script rule for tests. Have all the populated skyrim mods active, immersive patrols, immersive wenches, etc as none use scripts, so skyrim is still very active place, combat npc vs npc continuous. (been having issues with Bandit Patrols so it is disabled). Have almost all the heavy texture mods installed and active. Tons of armor, weapon mods active, housing mods without scripts, most of S.T.E.P installed unless it didn't fit 4 script rule.  HDT effects disabled. ENB moded with all the relevant landscape/environment mods (though current GPU is slow, waiting for nvidia maxwell..). 

 

Ran a level 1 character everywhere, from one end of skyrim to the other, for a few hours trying to crash the game, the only thing I could achieving was a Papyrus Log of under 10kb in size (120 lines). No 'stutters', no crashes, coming from a game that would likely stutter continuously and have crash several times with script activity high.

 

I am now completely convinced that if your game crashes, it highly likely a 'script' issue. Off those 60 scripted mods removed, it's likely that only a small portion are responsible for the game vs hardware overload. The question is, which are the culprits...  

 

Number of scripts mean nothing, there are over 3500 scripts between the 3 dlc's alone. I have the all the source scripts installed for SexLab and SKSE and have nearly 11,000 scripts in the source folder (excluding the bsa's) currently. I get 30 fps outdoors but have an ENB with most everything turned on and running HDT and running decent textures and can go for several hours without crashing.

 

As for checking the number of scripts that are in a mod, does MO look in the bsa files for them?

 

Edit: reason I ask about MO is there are only about 1000 compiled scripts in the scripts folder, everything else is in the source folder so those other 10,000+ are in BSA's

Posted

MO unpacks BSA.

 

edit, my point I guess, is 'unvetted' scripts can have issues. Unofficial patches/scripts repair broken vanilla if I'm not mistaken, and are pretty well vetted.

 

edit, edit, I'm amazed how well a clean 20fps skyrim feels with no stutters, lagging events, syrupy ui interaction; it is far more enjoyable and immersive than a 50fps script lagging skyrim that CTDs like clockwork. AMD 7850 vs R9 280X as reference. 

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