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(SOLVED) Script-Heavy game and CTD issues


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Posted

So, long story short . . . 

 
ISSUE #1 (Status = SOLVED)

Something (probably a mod) is making my game so f***ing script heavy that it takes literally 30 secs to a whole minute for some scripts to work their magic. And when they finally do, they sometimes don't function properly.

 

ISSUE #2 (Status = SOLVED)

I will also have the occassional CTD when I get defeated (they only occur when I haven't pressed the [surrender]-option in DEFEAT, nor if I have pressed the [submit]-button, I believe it was from sexlab-submit, correct me if I'm wrong) 

 

 

 

IMPORTANT: 

Keep in mind that I do not use MO (and won't until FNIS-related issues have been provided with a workable solution). 

Also, I seem to have forgotten where to find my active mods-list txt-file. silly me ;)

 

 

Posted

First of all try to clean your savegame file.

SaveTools is a pretty good one.

 

Do a clean up of everything, do not overwrite your original save (just in case), and re-try.

 

 

 

P.S. Mod Organizer works just fine with FNIS. I never had a problem with it.

 

Posted

First of all try to clean your savegame file.

SaveTools is a pretty good one.

 

Do a clean up of everything, do not overwrite your original save (just in case), and re-try.

 

 

 

P.S. Mod Organizer works just fine with FNIS. I never had a problem with it.

Well I tested all possible solutions, but the animations never worked. When I ran FNIS (through and then outside of MO), it would admittedly work. However, the characters would revert to the T-shape once I got in-game.

 

I re-installed my game yesterday, didn't work out too well, so I deleted everything and reverted to one of my many pre-MO backups.

Posted

The T-Pose is usually due to a missing "behavior.hkx" file.

Be sure (If you generate FNIS for users in MO), that the resulting file goes in the correct location (It can be an "overwrite")

 

Posted

The T-Pose is usually due to a missing "behavior.hkx" file.

Be sure (If you generate FNIS for users in MO), that the resulting file goes in the correct location (It can be an "overwrite")

Nothing new. 

Posted

Don't know. Sorry.

I never had problems with the default installation.

 

Let me know if your script problem is solved after the cleaning of the savegame.

 

Of course if it goes down, but then goes up again, then there should be a mod that will be adding script instances.

The SaveTool can help you to identify it (but indirectly.)

 

Posted
 

Don't know. Sorry.

I never had problems with the default installation.

 

Let me know if your script problem is solved after the cleaning of the savegame.

 

Of course if it goes down, but then goes up again, then there should be a mod that will be adding script instances.

The SaveTool can help you to identify it (but indirectly.)

Thanks mate, will test the solution. 

 

On the other note: I don't have anything against MO, besides the FNIS-thing. 

It is a great software and I have a comprehensive understanding of how it works. 

It just took such a long time to re download all of the mods that I wanted, and now when I have already reverted back to an earlier backup, it just seems all too bothersome to re-do the same process all over again, with the possibility of ending up with the same negative results. 

 

Besides, NMM was never all that bad you know ;)

 

Posted

NMM is good until you try to remove a mod that was overwriting another mod...

Posted

NMM is good until you try to remove a mod that was overwriting another mod...

Ikr, but it's workable. 

 

Anyways, tested your solution. Scripts run like a charm. 

appreciative of your insight mate, appreciate it.

Posted

I've heard that increasing fUpdateBudgetMS and fExtraTaskletBudgetMS inside the skyrim.ini increases performance when running too many scripts. I usually set both of them to 1.6. You can find these lines under the [Papyrus] section.

Posted

I've heard that increasing fUpdateBudgetMS and fExtraTaskletBudgetMS inside the skyrim.ini increases performance when running too many scripts. I usually set both of them to 1.6. You can find these lines under the [Papyrus] section.

 

Hi. This can make things actually worst, depending on what scripts are doing.

 

Let me give some lights:

 

the Papyrus VM runs the scripts in threads. Each script gets a token of time to be executed.

When the time runs up, the script is put to sleep and another one is given a token.

 

If you increase the budget, a script can run longer. But other scripts will run slower.

 

Increasing the budget is good to support badly written scripts, heavy weight, that will consume too much power.

But then all other scripts (light weight) will take more time to start.

 

Increasing the budget is not a global solution. It can be used, but do not expect miracles from it.

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