Sacremas Posted July 3, 2015 Author Posted July 3, 2015 I'll be honest, I actually ended up removing both ERSO and Enhanced Mighty Dragons (well the version I have posted). I just didn't like the outcome. There were too many extra NPCs and they seemed just in the way with nothing to add, and I found that while I like the idea of an unleveled world like in the olden days, in actual play I didn't like it as much. It meant that starting in the Helgen area and going through the main quest and to all the places it sends you is the only way to play the game then, go anywhere else and you're dead and you won't be able to finish quests or kill anyone. Alternate starts became useless, and I found I actually like the effect of the world scalign with you and giving you a good experience all the time, it makes for a lot more replayability than a leveled world. The dragons I really like, I've used them before, but I took them out because some combination of Enhanced Mighty, Deadly, Dragon Combat Overhaul and ASIS scaled the hit poitns and damage of the dragons something insane, I spent 5-6 hours trying to kill Mirmulnir and I didn't stand a chance, I had Death Alternative installed and rarely finished bleeding out, I just got back up and shot more arrows, but I got killed and had to run back something liek 5-6 times and then he had healed entirely meanwhile. I think in the past I've only installed that once I already had pretty epic gear with bows doing a thousand damage per shot and the like, to a leveling pug however it's way too heavy, at least that combination of those mods. It might be it would have worked better with only Enhanced Mighty + Deadly and no Dragon Combat Overhaul or ASIS. This time around I'm trying Ultimate Dragons (animations, kill moves and special attacks) + Deadly Dragons (scaling, random encounters) + Dragon Engine (randomizes dragons, MIrmulnir was a frost dragon this time). It's running a LOT smoother than Dragon Combat Overhaul, but I havent' found a Deadly setting that actually makes them challenging but not too challenging. I still haven't been able to play through Serana romance in Amorous actually, this is the fourth character to die around the time my character is good enough to go get her and start Dawnguard. This time it was some combination of Epic Gameplay Overhaul, new Wet & Cold and iNeed and Frostfall, Epic Gameplay Overhaul I can't stress enough that you should stay away from, this time I took every precaution to slim down my game and adjust it so everything should work well, and when I opened my Papyrus I found it CHOCK FULL of constant (several times per second) error messages from one mod or another in the EGO family, and while it worked fine for the first 20-30 levels, after that I started crashing more and more often. iNeed and Wet & Cold I don't know, for my Ordinator play I'm going to drop them both and Frostfall and Hunterborn and instead wait for Frostfall 3 and Last Seed, and add those and Campfire when they come.
Old Book Posted July 3, 2015 Posted July 3, 2015 I'm looking forward to seeing your Ordinator set up once you've got it. I've been trying to play on Expert with Deadly Combat, Deadly Dragons and SkyTweak to buff bad guys, with Immersive Creatures set to Master, Deadly Wenches set to Master, and ASIS to give a good mix of tough and easy fights. It works pretty well. The nice thing about a de-leveled world is that you never quite know if you can handle a fight.I used Sands of Time for many playthroughs, but as much as I liked being able to fine-tune the challenge, I crashed all the time. The set up I have now barely crashes at all, though I do start to see problems as I add new mods.
yatol Posted July 3, 2015 Posted July 3, 2015 but I havent' found a Deadly setting that actually makes them challenging but not too challenging. you go to dragon race, and boost their unarmed damage (don't go crazy or they will two shot you) if destruction scale you can give them more than the basic 15, or some perks but if some mods give them some strong toys to try to make them dangerous, that will boost the toys too, and you will get destroyed
Sacremas Posted July 3, 2015 Author Posted July 3, 2015 but I havent' found a Deadly setting that actually makes them challenging but not too challenging. you go to dragon race, and boost their unarmed damage (don't go crazy or they will two shot you) if destruction scale you can give them more than the basic 15, or some perks but if some mods give them some strong toys to try to make them dangerous, that will boost the toys too, and you will get destroyed Err, yeah no that's not how you do it. Dragons get NO BENEFIT AT ALL from any skills you give them, you can give them a million magicka and a drestruction score of 10.000 and they will still use their regular shouts at the exact same magnitude as before. Not even one-handed and two-handed skils get used at all for their melee attacks. Perks likewise, dragons don't get benefit of any of them except perks that add magic resistance or the like. If you want to boost a dragon, you have to boost it's health, stamina (a dragon's shouts and special attacks depend on stamina) and armor rating, with fine tuning you can also change the magnitude of their breath weapons, their resistances like making them immunt to poison and disease, and the damage of their unarmed attacks, anything more than that and you need to add scripted new abilities to the dragons. Deadly Dragons does this, Ultimate Dragons does this, and Dragon Combat Overhaul does this. Enhanced Migthy Dragons boosts their armor, their health (Alduin ends up with about 25.000 health, he's got 2000 health in vanilla Skyrim) and increases the daamge of their natural weapons and damage of their breaths, these are things that can be altered in TES5Edit. Deadly Dragons allow you to on the fly (even while fighting a dragon) change how much magic damage it does, how much armor it has, how much health (you can give it x10.000 health and IIRC about x30 or so magic and melee damage and 999 armor and make it from resistant to all out immune to all magic.) For armor dragons follow the same scaling your combat mods put on you, if 750 armor caps you out (most overhauls does) then the dragon won't get benefit from more than 500 or so extra armor, because Deadly adds another 250 to all dragons. Skytweak can max out the armor of dragons automatically as your level increases, same with Steam Automatons, Ultimate Dragons can give it I think another x50 or so health (at this point unless you have weapons that do 10.000+ damage per hit you'll be beating on the thing for an hour, probably even then if you also gave it armor). Ultimate dragons add new abilities and kill move animations to the dragon and changes it's behaviour (Deadly Dragons can be set to change behaviour so it either flies more or less). Dragon Combat Overhaul is the best idea (execution is horrible due to script-sloppyness) but it adds entirely new spells to dragons, like letting them spit fireballs, use tons of shouts, change the weather, call a meteor swarm like Alduin does in the beginning, summon up to 4 additional dragons (Mirmulnir did once, that was an epic fight), enrage timers that make them do massive damage, change the dragon both so that it can fly with only 5 % of it's health left (vanilla, deadly and Ultimate the dragon will always land around 40-50 % health) but lets you shoot it's wings and make it crash, and it gives tons of new death animations on dragons (vanilla dragons all die the same way, DCO dragons can explode, just collapse and die, even do Alduin's death animation), and it also makes it much smarter so you might find the dragon fleeing from you if you've injured it a lot... only for it to come back with 2 more dragons it got from nearby roosters.
yatol Posted July 3, 2015 Posted July 3, 2015 Not even one-handed and two-handed skils get used at all for their melee attacks. dragons don't fight with a sword or an axe... they bite you or kick you, and that's unarmed damage (same for bears, wolves or a bandit that lost his weapon) if they use a spell, that can get boost by a perk, that perk will boost that spell, doesn't matter if it's a dragon or a mouse if a shout is associated to a magic school boost by that perk, shout get the boost too and giving 10 000 health to a dragon don't make the fight hard, it just make the fight long
Sacremas Posted July 3, 2015 Author Posted July 3, 2015 and giving 10 000 health to a dragon don't make the fight hard, it just make the fight long That part's definetly true, but it depends entirely on the kind of weapons you have. It's very easy in vanilla Skyrim to make a sword that does 20.000 damage or more per strike. Once you've learned Fortify Alchemy and Fortify Smithing and gotten ingredients for Fortity Enchanting and Fortify smithing potions, you kinda have to restrain yourself to some degree. Deadly Dragons and Deadly Monsters has the benefit for me that even if I go overboard and make my greatsword do 3000 damage per hit I can scale up enemy health correspondingly in-game without going TES5Edit or adding new mods to do it. I have run into a bug once however where the dragon in Blackreach had something like several million health, without having massive amounts of damage or the like. I ended up just console killing the bastard after beating on him for half an hour. I think it was due to a mod that put some items in his inventory as loot. Fun fact, place a legendary daedric armor giving +2000 health in the inventory of a rabbit, and the rabbit will auto-equip it and get full benefit. As for the perks buffing shouts, that's a nope, or it depends on the perk overhaul you are using. Vanilla skyrim perks you can give a dragon every single one and you'll barely notice a difference from anything but magic resistance, the destruction perks won't really do much at all. If your perk overhaul however added perks that increased elemental damage by +20 % or whatever, then adding such a perk to the dragon would increase it's breath attack if it corresponded. It's much easier to just increase it's magnitude directly however.
MallaVelve Posted July 3, 2015 Posted July 3, 2015 It's very easy in vanilla Skyrim to make a sword that does 20.000 damage or more per strike. Once you've learned Fortify Alchemy and Fortify Smithing and gotten ingredients for Fortity Enchanting and Fortify smithing potions, you kinda have to restrain yourself to some degree. You know, it's funny, even though this is well known, I have never done this. I just enchant gloves and boots with smith buff and call it a day. hardly ever use Alchemy buff potions.
Sacremas Posted July 3, 2015 Author Posted July 3, 2015 Yeah see that's the proper way to do it, if you want your game to stay balanced. But if you instead make Fortify Alchemy clothing, then put that on and brew a Fortify Enchanting potion, drink it and make new Fortify Alchemy items, then repeat a few times, then put on the end product and brew a fortify enchanting potion and fortify smithing potion, drink the fortify enchanting and make smithing gear, then drink the smtihing potion and try tempering your sword.... you might see a number that doesn't display any longer in SkyUI due to being too big. This can be done in vanilla Skyrim with no mods at all playing on a console. Some perk overhauls do try to kill it, SkyRe and Perkus Maximus both gets rid of Fortify Smithing and Fortify Alchemy effects entirely (changes them to something else), I wouldn't be surprised if Requiem does something similar, but SPERG and most others do not touch it. In fact SPERG allows you to craft directly boots that give +25 % smithing (you can't put fortify smithing on boots yourself without an uncapper), and a tunic that gives +25 % alchemy (and you can disenchant these two items to learn the properties that way if you haven't found it yet), and give a perk that boosts enchanting on clothing or jewelry, so it becomes even easier to do this in SPERG. I posted on Ordinator's Reddit page asking Enai to keep this in mind and perhaps find some way to deal with these effects. Or, you know, not and let the player govern themselves. Depends entirely on what direction he wants to go with the mod. Heads up, new Follower mod, just saw it on MxR, got something like 1500 voiced lines of dialogue, an ancient elf from the Merithic era (that would be pre-Ysgramor). I'm downloading her now to check her out, and will add her to my next play. http://www.nexusmods.com/skyrim/mods/66160/?
MallaVelve Posted July 3, 2015 Posted July 3, 2015 Yeah see that's the proper way to do it, if you want your game to stay balanced. But if you instead make Fortify Alchemy clothing, then put that on and brew a Fortify Enchanting potion, drink it and make new Fortify Alchemy items, then repeat a few times, then put on the end product and brew a fortify enchanting potion and fortify smithing potion, drink the fortify enchanting and make smithing gear, then drink the smtihing potion and try tempering your sword.... you might see a number that doesn't display any longer in SkyUI due to being too big. This can be done in vanilla Skyrim with no mods at all playing on a console. Some perk overhauls do try to kill it, SkyRe and Perkus Maximus both gets rid of Fortify Smithing and Fortify Alchemy effects entirely (changes them to something else), I wouldn't be surprised if Requiem does something similar, but SPERG and most others do not touch it. In fact SPERG allows you to craft directly boots that give +25 % smithing (you can't put fortify smithing on boots yourself without an uncapper), and a tunic that gives +25 % alchemy (and you can disenchant these two items to learn the properties that way if you haven't found it yet), and give a perk that boosts enchanting on clothing or jewelry, so it becomes even easier to do this in SPERG. I posted on Ordinator's Reddit page asking Enai to keep this in mind and perhaps find some way to deal with these effects. Or, you know, not and let the player govern themselves. Depends entirely on what direction he wants to go with the mod. Heads up, new Follower mod, just saw it on MxR, got something like 1500 voiced lines of dialogue, an ancient elf from the Merithic era (that would be pre-Ysgramor). I'm downloading her now to check her out, and will add her to my next play. http://www.nexusmods.com/skyrim/mods/66160/? Yeah, I just don't see the need to go to that extreme, I just keep it real (fake real) and leave it at that. Although I do think that the enchanting restriction is bogus. So I installed a mod that lets me put any enchantment on any piece of armor. I don't use one that lets me put 6 enchantments on each piece though. Thanks for the heads up on the follower!
Sacremas Posted July 5, 2015 Author Posted July 5, 2015 Here's a new very cool AI overhaul that's not a combat overhaul but rather a Immersion overhaul, letitng NPCs act like normal people and changing their normal sandboxing to a great degree. I'm adding this to my next play. http://www.nexusmods.com/skyrim/mods/65013/? Here's Shinji's video on it;
Sacremas Posted July 5, 2015 Author Posted July 5, 2015 Heads up, if you're loading the above mod into a heavily modded game like I use, the very first time you load a game the loading times will be TREMENDOUS! We're talking as much as 5-10 minutes looking at a loading screen potentially. Once that FIRST LOAD on a NEW GAME with this mod loaded is done, loading times will go back to normal. I tried this without any mods loaded except Live Another Life for quick start up and load time was between 30-60 seconds, I actually thought this was a never-ending loading screen on my full 180+ load order. Note that if you do Alt-Tab out of a loading screen the game WILL crash! So just start up first time with it in, and go do something else.
Old Book Posted July 5, 2015 Posted July 5, 2015 Heads up, if you're loading the above mod into a heavily modded game like I use, the very first time you load a game the loading times will be TREMENDOUS! We're talking as much as 5-10 minutes looking at a loading screen potentially. Once that FIRST LOAD on a NEW GAME with this mod loaded is done, loading times will go back to normal. I tried this without any mods loaded except Live Another Life for quick start up and load time was between 30-60 seconds, I actually thought this was a never-ending loading screen on my full 180+ load order. Note that if you do Alt-Tab out of a loading screen the game WILL crash! So just start up first time with it in, and go do something else. I noticed the same thing, and thought it was something wrong in my new set up.
Killing Joke Posted July 5, 2015 Posted July 5, 2015 This AI overhaul is gonna be part of those mods that will take place into every Skyrim installations along with USKP, SKSE and the like. I still wait before using it because it's still very young and comes with some issues like infinite aggro. But this mod is the next big thing.
Sacremas Posted July 5, 2015 Author Posted July 5, 2015 So... I was messing around a bitas you can see, mainly trying to make Sybille Stenthor look good for my Ordinator play of Amorous since for some odd reason no NPC overhauls touch her much, and most leave her with grayface bug. I ended up giving her BVFE Serana UNP's appearance and body via the NPC visual transfer editor (worked once I stopped being stupid) since we're using Seranaholic after all and I always liked BVFE Serana's look as well (she's a bit young looking now, but meh, she could have been bitten young). In the middle of my playing around in the LAL starting cell which quickly became crowded (in case you're wondering that's Alva to check another vampire, Faralda to check another mage, Brelyna just to check her, and Irileth because elves looked fugly my last play for some reason... and Valerica who I utterly despise by now after trying and failing to transfer her BVFE look over into my new ESP and endign up with freakish batface when I didn't end up with Wyndarliah of all people), but I accidenally started a fight with Irileth (you can see her glowing in the background) and I did TAI (toggle AI on her) to stop her and funny enough she was in the middle of casting a spell and the spell's effect froze in the air. I'm going to try to get a mage to fireball me next and try to TAI him while his spell is between us and see if it too gets frozen in the air... Hum, TAI on a dragon while it's setting some guards on fire? So many options guaranteed to break your game!
Sabielin Posted July 6, 2015 Posted July 6, 2015 Okay, so here's the thing--I load my game in a cell, it loads. I go outside? I crash. I start a new game which literally loads me already outside? I crash. If I load a saved game with me outside? I crash. If I'm in an inn, inside of a town and I go out to that town? I crash. Apparently something outside is not in compliance to my game. I do not know how to use spoiler tags so I will not post my papyrus data yet until someone teaches me so.
MallaVelve Posted July 6, 2015 Posted July 6, 2015 Type [spoiler*] what you want hidden goes here [/spoiler*] this is how....just remove the * and it becomes a spoiler tag.
Sacremas Posted July 6, 2015 Author Posted July 6, 2015 If you're crashing in the Skyrim worldspace then something corrupted that, and your parpyrus is not going to show anything. Here's what I want you to do, start up TES5Edit and load all your mods, then I want you to expand Skyrim.esm, scroll down to Worldspace, and click the Skyrim header. It'll be red (it's red even with just Dawnguard loaded because Dawnguard changes the Skyrim worldspace to add castle Vohikar etc). Click on Skyrim, and then you'll see the mods that have altered the Skyrim worldspace. Write them down, then try taking them out of your load order one by one until you stop crashing. (Note that the Official DLCs and Skyrim ESM is of course safe, as will something like Falskaar or another big mod be, whatever this is it's some unknown mod or this wouldn't be an issue). And then start a new game anyway because changing your worldspace after a corruption like this mid game will almost certainly cause you issues down the line, instead of crashing everywhere you'll instead just crash where that mod put it's worldspace alterations and near anything it modified. When testing this out please from the main menu bring up the console (the tilde key, on a Norwegian keyboard it's the key next to the 1), and type "coc riverwood" after starting up the game (don't load a save or start a new game). That will send you as a male Nord in iron armor (basically the guy from the trailers) outside Riverwood. Once you stop crashing you can put in all the mods that you took out before you took out the last one that was the cause. Also please post the name of whatever mod was doing this.
Sacremas Posted July 6, 2015 Author Posted July 6, 2015 Alternately if you don't find this (and perhaps before you do this) is to look at your load order for soemthing that loads a big cell area and affects other NPCs and changes them. Things like approach mods or things that put new behaviours on NPCs. It could be that it simply loads in too many NPCs and your Papyrus can't handle that and crashes you. In that case taking those mods out will fix it. Also make sure your uGridstoLoad is 5 or at the most 7, a too big ugrid can likewise cause this. Ugrid is the amount of world loaded into your view, if you set ugrid to 13 or 15 for example (go odd numbers for ugrids always) your distant detail will be fantastic, since it's not using other texture mods for distant details, it's actually showing you the distace with no blurring, but every single NPC including every creature and animal in a 360 degree around you as far as you can see will be active and doing their AI routines like attacking other animals, and that puts a MASSIVE strain on both your Papyrus and your processor and RAM. Above ugrids 9 or so your framerate will also die a slow death.
Sabielin Posted July 7, 2015 Posted July 7, 2015 Thanks a lot. Yes, it was the Sexlab Submit that did this. I thought to have gotten rid of it, but the remnants of it still lingered, I'll never install THAT again. My game was never this broken before since ever,
Sacremas Posted July 7, 2015 Author Posted July 7, 2015 I kinda doubt that was your issue since I've had Submit in my load order for a year or so and have no issues with it. Had no particular issues about previous version either, but WaxenFigure put out a new version. Look him up for his sig that contains the link.
Old Book Posted July 7, 2015 Posted July 7, 2015 Do not have sex on horseback with Immersive Horses installed. There's a chance that when the animations end, your character will jump off the horse and run away, and you'll be a horse. Your new horse body will be able to do everything horses normally can, which is not much. Important safety tip.Ok. I admit it. Best Bug Ever. I'm going to see if I can trigger it again.
Sacremas Posted July 7, 2015 Author Posted July 7, 2015 Actual, physical ROFLMAO there. Heh. Now you just need to add some Bestiality mods and you can continue your Amorous adventures as the Dragonborn Horsecocked... Horse. Might be hard to strike up a conversaiton though, when all you can say is "Nay". ---------------------------- Okay so I've been awake too long again, so this may alternately not make any sense, or just be too simplistic. Either way I thought I'd share. When modding your game and trying to put in new script mods and evaluating them, I want you to picture the Papyrus system as two narrow paralell ducts that you're trying to float small boats with a packet of information up on. Now you got Big Mod 1, and Big Mod 2, and Big Mod 3. Now if Big Mod 1 and Big Mod 2 were floated up at once, they'd have each a canal to go on, and your papryrus holds up, and your run fine. Unless you were sending a lot of smaller boats up all the time with tiny packet and update information that is (this is why it's important to watch out for mods like Enhanced Blood, not because it's bad but because the tiny thing it adds might block something more noticable), in which case you may not be able to send more than one at a time. Now if Big Mod 1 and Big Mod 2 don't run together, or runs together and you got nothing else, then you'll be fine with that, they're big mods but you can handle it just fine. Now you add Big Mod 3. It only runs some of the time, and shouldn't have been a problem, except if it decides to run at the same time the other two, or while there was already a clog filling with the smaller boats you were sending. If one of your little canals get clogged up, everything stops, and rather than crash your game outright the scripts Stack Dump to just get out of the canal and avoid you going CTD. Some mods refuse to get out of the canal and CTDs you regardless though. The effort of cleaning things out of your duct and getting things running will take up a lot more resources from you than just running the water down those two ducts did, and so you will lag in the process, probably badly, this is effort put on other aspects of your computer (the parts of the computer the game allows to run it at least, which our SKSE.ini and ENB kind of got around partially but not entirely, lets just say running downloads and music in the background and turning off the game music won't put any more strain on your computer most likely or lower what it can spend on the game unless you only have bare minimum system requirements in terms of RAM and processor), but not out of the duct system. Now here's an important addon to this; some mods, especially the big ones, kinda expect you to be able to run them if you install them, and so doesn't put in certain failsafes. Let's say in the duct example that the script that was floating up one of your canals was related to another script running at one end, and was to set off a third script at the end of the canal, which was siting there waiting, possibly even counting down how long it took to reach it. When the stack dump occurs mid-canal and the boat that the script was waiting for was cleared out... it never got any instructions to stand down. Ten hours of gameplay later, it's still running in the background in your save, counting down, waiting for that boat to reach it. Meanwhile your save game starts to grow as the script waits, and waits, and waits, and likely records what's going on to take that into account when it's boat reaches it, except it never does, so it never clears that information out of it's memory. What I described above is basically how the Epic Gameplay Overhaul works, it expects you to have the resources to run it's fire and ice or dragon combat or civil war sides or even stamina changes, and it's not told to stand now if you have a stack dump that kills one of it's scripts on the way to it. So the game keeps on burning the area after you've left it and even come back and reloaded the area, the dragon keeps enraging long after it's dead and consumed, etc. And I don't know how many other of the big popular mods out there automatically expects you to be able to run it. One thing I've noticed that is very common with modders is that they rarely use any other mods than their own, and their friend's mods. Few modders have a mod list higher than the 50s, and basically just automatically don't consider the fact that you might have a lot of other important things going on, because you installed their mod after all and so it must be the most important thing in your game. And this attitude basically is what leads to dead savegames. So yeah, when modding try to look at the contents of the mod you are installing, now I don't know shit about reading a script or figuring out how often it expects to run so this is something you must do by feel, and experience, even if it's other people's experience. Read the comment threads, if more than two people had problems with the mod and they didn't seem like knobheads then don't automatically remove it from your load order, rather consider it up against your load order as a whole. The Papyrus engine can really only run two threads at a time (please for the sake of volumetrics of sperm from Talos that got flushed up Barenziah's pipes give us a more robust scripting system with at least four threads next time Bethesda!), and so you need to try to be aware of what's going to run at once. You can have tens of thousands of scripts in your folders but if they all run two by two you're never going to have any issue, it's when they bully each other for space within the same second you have your issues. Like I said at the start, been awake for a while so not sure how much help this is or if it maybe became too simple. This is basically the way I've been trying to think to more easier sort through my mod list and decide on the "keep" and "discard" piles.
yatol Posted July 8, 2015 Posted July 8, 2015 When modding your game and trying to put in new script mods and evaluating them, I want you to picture the Papyrus system as two narrow paralell ducts that you're trying to float small boats with a packet of information up on. Now you got Big Mod 1, and Big Mod 2, and Big Mod 3. Now if Big Mod 1 and Big Mod 2 were floated up at once, they'd have each a canal to go on, and your papryrus holds up, and your run fine. Unless you were sending a lot of smaller boats up all the time with tiny packet and update information that is (this is why it's important to watch out for mods like Enhanced Blood, not because it's bad but because the tiny thing it adds might block something more noticable), in which case you may not be able to send more than one at a time. that's what everyone think but i doubt that's really the problem skyrim.esm is much heavier than those scripts and it get worse with mods didn't had any problem because of that yet when a spider throw poison, if level < x damage =a, if level < y damage = b, if perk = 1 duration/2, stuff like that that's reduce a lot in my load order requiem remove those things, damage = e and that's all (maybe, there's probably some left) i removed the requiem tempering for npc, having 7 slot for the same armor in the inventory... wasn't able to remove the bonus from stats from save so i left it like that, quest and perks are in the save, maybe because of that the global value check is useless (an option in the mcm menu that was probably deleted) i don't use asis/sic/obis extra spawn, and a lot of npc add by requiem -> deleted, fewer but stronger npc is better, and it put less stress on the engine etc etc that's didn't took care of stack dumps, 0 difference that's probably because some of the perks that were limiting npc were loading scripts i saw one by removing requiem of the indifferent a script say to turn left, another one say to turn right, engine don't understand and give up, problem is probably that and this can break the save because some scripts can't be allowed to fail for autoloot stack dumps, i removed sofia, screenshotsassist and bedroll useless checks on loot, problem solved don't even know why a bedroll or screenshot mod have to check what get in my inventory, but those dumps were probably because sofia had something to say on a loot and something else to say on another loot it was impossible to do the civil war, until i turn off mods like defeat or wet&cold, civil war scripts have to keep control of those npc can't do anything for the auto storage, even with just that, i'll get stack dump if i don't give it enought time to finish before using it again have new stack dumps with dyndolods, yet mods like jk or tamriel reload that add much more things... no problem (but those mods don't use a .pex that can fail)
fishburger67 Posted July 8, 2015 Posted July 8, 2015 When modding your game and trying to put in new script mods and evaluating them, I want you to picture the Papyrus system as two narrow paralell ducts that you're trying to float small boats with a packet of information up on. Now you got Big Mod 1, and Big Mod 2, and Big Mod 3. Now if Big Mod 1 and Big Mod 2 were floated up at once, they'd have each a canal to go on, and your papryrus holds up, and your run fine. Unless you were sending a lot of smaller boats up all the time with tiny packet and update information that is (this is why it's important to watch out for mods like Enhanced Blood, not because it's bad but because the tiny thing it adds might block something more noticable), in which case you may not be able to send more than one at a time. that's what everyone think but i doubt that's really the problem skyrim.esm is much heavier than those scripts and it get worse with mods didn't had any problem because of that yet when a spider throw poison, if level < x damage =a, if level < y damage = b, if perk = 1 duration/2, stuff like that that's reduce a lot in my load order requiem remove those things, damage = e and that's all (maybe, there's probably some left) i removed the requiem tempering for npc, having 7 slot for the same armor in the inventory... wasn't able to remove the bonus from stats from save so i left it like that, quest and perks are in the save, maybe because of that the global value check is useless (an option in the mcm menu that was probably deleted) i don't use asis/sic/obis extra spawn, and a lot of npc add by requiem -> deleted, fewer but stronger npc is better, and it put less stress on the engine etc etc that's didn't took care of stack dumps, 0 difference that's probably because some of the perks that were limiting npc were loading scripts i saw one by removing requiem of the indifferent a script say to turn left, another one say to turn right, engine don't understand and give up, problem is probably that and this can break the save because some scripts can't be allowed to fail for autoloot stack dumps, i removed sofia, screenshotsassist and bedroll useless checks on loot, problem solved don't even know why a bedroll or screenshot mod have to check what get in my inventory, but those dumps were probably because sofia had something to say on a loot and something else to say on another loot it was impossible to do the civil war, until i turn off mods like defeat or wet&cold, civil war scripts have to keep control of those npc can't do anything for the auto storage, even with just that, i'll get stack dump if i don't give it enought time to finish before using it again have new stack dumps with dyndolods, yet mods like jk or tamriel reload that add much more things... no problem (but those mods don't use a .pex that can fail) What Sacremas is telling you is exactly correct. The Skyrim game engine uses at most 4 cores (assuming that you have at least a 4 core cpu) to run. It allocates those cores as required. The papyrus engine normally uses 1 core with the vanilla game and sometimes 2 if there are lots of scripts to run. The stack dumps you are seeing are because the you have too many mods trying to run scripts at the same time. If a script doesn't complete, Skyrim stack dumps to your log. You can generally run unless the problem is too big in which case you CTD. Any mod that uses cloak spells (for large areas) or frequent cell scans are particularly problematic as they keep scripts running nearly continuously. Wet & Cold is a big one (or at least it was). The more of these mods that you run the more certainty you face eventual problems. You can check out which of your mods are causing you the most problems with this tool http://www.nexusmods.com/skyrim/mods/6491/?
Sacremas Posted July 8, 2015 Author Posted July 8, 2015 Thanks Fish. I was almost getting unsure of myself there. Also VERY few perks in ANY perk overhaul will affect this script situation at all, so there's nothing to worry about. There are exceptions of course, SPERG's frost magic perk puts a cloak effect on you that lowers the cold resistance of everyone in the area around you, this is a script, if you go into SPERG's MCM and turn off the cloak entirely you'll still get the benefit of the frost resistance, that's not a script. Crits, crit damage, extra summon slots, extra rune slots, these don't work on scripts as far as I know. Chain casting and combo casting spells however do. Deadly Mutilation gives a very low impact, no more than a finisher move mod like VioLens, but Deadly Spell Impacts which puts a spell imact whenever you cast a spell into a wall or floor puts a script active that monitors all your spellcasting. 2 monsters with a cloak spell active is going to cause the same problems as 20 monsters in the same room, if you put 50 monsters without that cloak (like a fear effect or lingering spell effect like plague, or a heroism effect that buffs nearby monsters) in the same room, you're not going to see as much as you will with 2 monsters with a cloak. So yeah, you've been looking at and removing the wrong things basically, and it hasn't helped your game at all, it's just cut you off from enjoying some of your mods fully. Take a look at this mod, Revenge of the Enemies; http://www.nexusmods.com/skyrim/mods/40491/? When fighting a vampire, he might turn into a cloud of bats and use new spells, when fighting Falmer they might decide to turn invisible and sneak attack you, when fighting a dragon priest it could cause a homing slow-moving projectile of utter devastation guaranteed to kill you, or set the entire area on fire, or summon 5-6 other monsters to help it, and when fighting Ulfric Stormcloak or Miraak they'll have entirely new shouts to use an NONE OF THESE EFFECTS USE ANY SCRIPTS, meaning you are going to see no effect of it in your paprys at all, and it'll even run fine while you're stack dumpign from something else entirely. This just gives you some idea of what can be accomplished without putting a strain on your system at all.
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