CrimsonOmegaLance Posted September 8, 2015 Posted September 8, 2015 I recently reinstalled Skyrim and am putting together my mod list for my next playthrough. I've been reading through the technical support forum about script-heavy mods, and I was just wondering if I have too many. I don't want to get 20 hours into my game and find out I'm doomed. A couple of questions first off: Does Sexlab have a lot of scripts running even if nothing is going on? Like if I'm in combat and I don't have any combat-related Sexlab mods enabled? (I know I have defeat in this load order) My main script mods seem to be: Sexlab SL-Defeat Simple Magic Overhaul Dragon Combat Overhaul Ordinator Apocalypse spells More Skyrim Spawns(usually +1.3 spawns)/OBIS (+1 spawn)/Immersive Patrols AH Hotkeys Better Vampires SM Essential Player # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp Skyrim Project Optimization - Full Version.esm RaceCompatibility.esm hdtHighHeel.esm ClimatesOfTamriel.esm WinterholdDestruction.esm Havok Breast Physic.esm FM - HaafingarHall.esm ApachiiHair.esm ApachiiHairFemales.esm ApachiiHairMales.esm ETaC - RESOURCES.esm EFFCore.esm Wyrmstooth.esp Falskaar.esm Inn Girls Resources.esm SexLab.esm CreatureFramework.esm ZaZAnimationPack.esm Cutting Room Floor.esp Better Dynamic Snow.esp SulfurRocks.esp Cazy Hairs-by zzjay.esp RenHair.esp KS Hairdo's.esp RelightingSkyrim-FULL.esp SaturationBoost.esp TheEyesOfBeauty.esp AzarHairPonyTail 03 - Havok.esp SkyrimSpeeds01.esp ClimatesOfTamriel-Dawnguard-Patch.esp ClimatesOfTamriel-Dragonborn-Patch.esp dD - Enhanced Blood Main.esp dD-Dragonborn-Dawnguard-EBT Patch.esp dD - Realistic Ragdoll Force - Realistic.esp iHUD.esp MIDFollowMeCloser.esp No Skill Limit.esp Better Stealth AI for Followers.esp FollowerCompatibility.esp AutoPV.esp SkyUI.esp AchieveThat.esp chfshPlayerVoicesets.esp towBlockSteal.esp AlwaysPickUpBooks.esp FISS.esp UKCUtilities.esp JaxonzNameGen.esp Guard Dialogue Overhaul.esp Weapons & Armor Fixes_Remade.esp Don't Show Headgears Merged.esp ETaC - Complete.esp ETaC - Dragon Bridge South.esp Skyrim Bridges.esp Forgotten Dungeons.esp Forgotten DungeonsDLC.esp SkyFalls + SkyMills + DG + DB + FS + WT.esp SkyFalls DB + FS Small Waterfalls.esp Immersive Orc Strongholds.esp RealisticWaterTwo.esp Clothing & Clutter Fixes.esp Complete Crafting Overhaul_Remade.esp ExpandedWinterholdRuins.esp RealisticWaterTwoMerged.esp FCO - Follower Commentary Overhaul.esp DawnofSkyrim-AllMajorCities.esp TwoRings.esp Fantasy Soundtrack Project.esp Facelight.esp Reduced Distance NPC Greetings.esp Populated Skyrim Prisons Cells.esp Dual Wield Parrying_SKSE.esp LeftHandRingsMerged.esp Havok Breast Physic.esp RaceCompatibilityUSKPOverride.esp zzLSAR.esp DeadlyDragons.esp TTYM - Think to Yourself Messages.esp Immersive Weapons.esp WeaponsArmorFixes_ImmersiveWeapons_Patch.esp Immersive Whiterun.esp Immersive Solstheim.esp Dragon Soul Relinquishment.esp Inns and Taverns.esp Inconsequential NPCs.esp DeadlyMonsters.esp Dead Body Collision.esp Populated Forts Towers Places.esp SMIM-Merged-All.esp Populated Lands Roads Paths.esp DungeonQuestAwareness.esp mjhReducedGoldRewards.esp FM - HHall Exterior.esp Soulfire.esp UNPB BBP Conversions.esp AKHDTLeatherBoots.esp Accessorize.esp HDT TestSkirts.esp S&D black temptation.esp Arcane Rogue.esp Arcane Sister Outfit.esp Raven UKC.esp HorusGuildWars2.esp RaceMenu.esp RaceMenuPlugin.esp RaceMenuOverlayCompilation - UNP.esp DialogueTweaks.esp SGEyebrows.esp Havok Breast Physic Dawnguard.esp Havok Breast Physic Dragonborn.esp SeranaKate.esp Schlongs of Skyrim - Light.esp SOS Equipable Schlong.esp TradeBarter.esp BooksBooksBooks.esp Disparity.esp dD-No Spinning Death Animation.esp NPCPhotoBooth.esp RevampedExteriorFog.esp UnreadBooksGlow.esp SMEssentialPlayer.esp SMEssentialPlayerDawnGuard.esp ImmersiveLoversComfort.esp FM - UNP Merchants.esp Abigail The Maid.esp Toccata.esp Zt Followers-2.esp FollowerElf.esp BTRH_PrivateSquad.esp sextoys-calyps-2.esp BTRHF_PS_Able.esp FollowerEmily.esp Zt_followers.esp rk_Followers.esp YuiH StandAlone Follower S2.esp AsharaErinFollower.esp XN_Lili.esp DF_Dianest.esp Rowana Follower.esp Sunsakuka's Follower.esp FRGirls.esp Hedi.esp Lyla.esp Misha.esp 3DNPC.esp EFFDialogue.esp 3DNPC Alternative Locations.esp 3DNPC - Winterhold Mods Patch.esp 3DNPCEFF.esp Inconsequential NPCs - CRF Compatibility Patch.esp Gildergreen Regrown.esp HeljarchenFarm.esp Helgen Reborn.esp XPMSE.esp UIExtensions.esp Better Vampires.esp HouseOfHorrorsAlternateEnding.esp AK- Namira for Good Guys.esp The Paarthurnax Dilemma.esp AK- Boethiah Alternate.esp FNISspells.esp FasterArrows75.esp FireAndIceOverhaul.esp SkySight-Simply-Bigger-Trees-Slower-Branches.esp Girls Overhaul.esp AddItemMenu.esp SexLabMatchMaker.esp MoreNastyCritters.esp SexLabNudeCreatures.esp SexLabNudeCreaturesDG.esp SexLabNudeCreaturesDB.esp HentaiCreatures.esp NecroAnims.esp SexLab Romance.esp SexLab Brawling Rape.esp MF_RadiantProstitution.esp SexLab_Solutions.esp animal_mansion_redux.esp ZaForswornStory.esp summersetisles.esp Dark Dungeons for Skyrim-Dawnguard-Dragonborn.esp Improved Dragon Shouts.esp Improved Dragon Shouts - Dawnguard.esp Improved Dragon Shouts - Dragonborn.esp SkyrimMoreSpawns.esp Immersive Wenches.esp Deadly Wenches.esp OBIS.esp OBISDB.esp Immersive Patrols II.esp babes combined.esp Bandit Patrols.esp Helgen Babes.esp Cutting Room Babes.esp ETaCbabes.esp 3dnpcbabes.esp Scarcity - Less Loot Mod.esp SexLabDefeat.esp Apocalypse - The Spell Package.esp Ordinator - Perks of Skyrim.esp Apocalypse - Ordinator Compatibility Patch.esp Simple Spell Scaling.esp SimpleMagicOverhaul.esp AH Hotkeys.esp Dragon Combat Overhaul.esp CombatDramaOverhaul.esp VioLens.esp CollegeDaysWinterhold.esp SexLab-AmorousAdventures.esp Alternate Start - Live Another Life.esp Bashed Patch, 0.esp
WraithSlayer Posted September 8, 2015 Posted September 8, 2015 Ultimately, it comes down to your specs (faster CPU = more script code can be executed each frame), your Papyrus settings in Skyrim.ini (you can increase the time spent executing scripts at the expense of framerate, by setting fUpdateBudgetMS higher), and what's going on in the game world at the given time. These factors make it difficult to say whether you're going to run into issues, the best way to know for sure is to just try it for a while. To make sure everything's running smoothly, you can check your Papyrus log; it will contain suspended stack dumps if you have too many scripts trying to run at the same time. You can also use a script latency test (Convenient Horses has one built-in, don't know of any others) to check if scripts have too much of a delay; ideally, scripts shouldn't have more than 50-200 ms latency.
CrimsonOmegaLance Posted September 8, 2015 Author Posted September 8, 2015 Alright, thanks. I'll keep playing and see what turns up. I have a couple questions though. Do stack dumps look something like this: [09/07/2015 - 08:51:29PM] Dumping stack 67047: [09/07/2015 - 08:51:29PM] Frame count: 0 (Page count: 0) [09/07/2015 - 08:51:29PM] State: Waiting on other stack for call (Freeze state: Freezing) [09/07/2015 - 08:51:29PM] Type: Normal [09/07/2015 - 08:51:29PM] Return register: None [09/07/2015 - 08:51:29PM] Has stack callback: No [09/07/2015 - 08:51:29PM] Stack trace: [09/07/2015 - 08:51:29PM] [alias refPlayer on quest JaxonzArcheryUtil (37002DC2)].JaxonzArcheryUtilPlayerRef.OnHit() - (requested call) [09/07/2015 - 08:51:29PM] [param 0]: [Actor < (C80028E5)>] [09/07/2015 - 08:51:29PM] [param 1]: [sPELL < (00012FCD)>] [09/07/2015 - 08:51:29PM] [param 2]: [PROJECTILE < (00012FCF)>] [09/07/2015 - 08:51:29PM] [param 3]: False [09/07/2015 - 08:51:29PM] [param 4]: False [09/07/2015 - 08:51:29PM] [param 5]: False [09/07/2015 - 08:51:29PM] [param 6]: False Also, do you know why XPMSE is trying to put these scripts on a dead body? - Mod 60 is Dead Body Collision. [09/07/2015 - 08:52:57PM] Error: (6000E966): cannot find variable named FNIS_2hm_Select. stack: [ (6000E966)].Actor.SetAnimationVariableInt() - "<native>" Line ? <unknown self>.xpmselib.SetAltAnimation() - "XPMSELib.psc" Line 152 [None].XPMSEWeaponStyleEffect.SetAltAnimation() - "XPMSEWeaponStyleEffect.psc" Line 728 [None].XPMSEWeaponStyleEffect.SetAlternativeAnimation() - "XPMSEWeaponStyleEffect.psc" Line 722 [None].XPMSEWeaponStyleEffect.Cleanup() - "XPMSEWeaponStyleEffect.psc" Line 292 [None].XPMSEWeaponStyleEffect.OnCellDetach() - "XPMSEWeaponStyleEffect.psc" Line 195
WraithSlayer Posted September 8, 2015 Posted September 8, 2015 Suspended stack dumps look like this. XPMSE applies scripts to all actors in your general area, in order to set proper weapon scaling and other features. I had a similar issue with the XPMSE plugin, where it would generate a whole lot of Papyrus logs, so I just disabled the plugin, as I only installed the mod for the skeleton and wasn't planning on using the extra features anyway.
Groovtama Posted September 8, 2015 Posted September 8, 2015 Alright, thanks. I'll keep playing and see what turns up. I have a couple questions though. Do stack dumps look something like this: [09/07/2015 - 08:51:29PM] Dumping stack 67047: [09/07/2015 - 08:51:29PM] Frame count: 0 (Page count: 0) [09/07/2015 - 08:51:29PM] State: Waiting on other stack for call (Freeze state: Freezing) [09/07/2015 - 08:51:29PM] Type: Normal [09/07/2015 - 08:51:29PM] Return register: None [09/07/2015 - 08:51:29PM] Has stack callback: No [09/07/2015 - 08:51:29PM] Stack trace: [09/07/2015 - 08:51:29PM] [alias refPlayer on quest JaxonzArcheryUtil (37002DC2)].JaxonzArcheryUtilPlayerRef.OnHit() - (requested call) [09/07/2015 - 08:51:29PM] [param 0]: [Actor < (C80028E5)>] [09/07/2015 - 08:51:29PM] [param 1]: [sPELL < (00012FCD)>] [09/07/2015 - 08:51:29PM] [param 2]: [PROJECTILE < (00012FCF)>] [09/07/2015 - 08:51:29PM] [param 3]: False [09/07/2015 - 08:51:29PM] [param 4]: False [09/07/2015 - 08:51:29PM] [param 5]: False [09/07/2015 - 08:51:29PM] [param 6]: False Also, do you know why XPMSE is trying to put these scripts on a dead body? - Mod 60 is Dead Body Collision. [09/07/2015 - 08:52:57PM] Error: (6000E966): cannot find variable named FNIS_2hm_Select. stack: [ (6000E966)].Actor.SetAnimationVariableInt() - "<native>" Line ? <unknown self>.xpmselib.SetAltAnimation() - "XPMSELib.psc" Line 152 [None].XPMSEWeaponStyleEffect.SetAltAnimation() - "XPMSEWeaponStyleEffect.psc" Line 728 [None].XPMSEWeaponStyleEffect.SetAlternativeAnimation() - "XPMSEWeaponStyleEffect.psc" Line 722 [None].XPMSEWeaponStyleEffect.Cleanup() - "XPMSEWeaponStyleEffect.psc" Line 292 [None].XPMSEWeaponStyleEffect.OnCellDetach() - "XPMSEWeaponStyleEffect.psc" Line 195 The body is not dead it is in a detached cell and actors in a detach cell can't get their animation variables changed, that issue is long ago removed.
CrimsonOmegaLance Posted September 9, 2015 Author Posted September 9, 2015 Suspended stack dumps look like this. XPMSE applies scripts to all actors in your general area, in order to set proper weapon scaling and other features. I had a similar issue with the XPMSE plugin, where it would generate a whole lot of Papyrus logs, so I just disabled the plugin, as I only installed the mod for the skeleton and wasn't planning on using the extra features anyway. So I can just uncheck the XP32 plugin and the skeleton will still work fine?
Rooker Posted September 10, 2015 Posted September 10, 2015 If you haven't already, I think you need to clean immersive patrols with tes5edit. I seemed to remember it had several dirty edits. It also seems to have caused quite a few CTDs for me that mostly went away when I removed it, but that might be due to me having an underpowered PC.
CrimsonOmegaLance Posted September 11, 2015 Author Posted September 11, 2015 If you haven't already, I think you need to clean immersive patrols with tes5edit. I seemed to remember it had several dirty edits. It also seems to have caused quite a few CTDs for me that mostly went away when I removed it, but that might be due to me having an underpowered PC. Thanks, I'll try that out. And I'll remove it if I still end up crashing. I don't think its that critical to my playthrough.
Arhon Posted September 11, 2015 Posted September 11, 2015 Ultimately, it comes down to your specs (faster CPU = more script code can be executed each frame), Hmm I didn't know that about the CPU... Guess my Dual Core i5 CPU is slow since its 2 cores (or did I understand wrong? )
WraithSlayer Posted September 12, 2015 Posted September 12, 2015 Ultimately, it comes down to your specs (faster CPU = more script code can be executed each frame), Hmm I didn't know that about the CPU... Guess my Dual Core i5 CPU is slow since its 2 cores (or did I understand wrong? ) A higher number of cores can help, as Papyrus is multi-threaded if I recall correctly, but the benefits are mostly noticeable if you have a large amount of independent scripts that can be processed simultaneously by multiple cores. If you have fewer but more processing-intensive scripts, then multiple cores won't do as much difference, it's mostly a matter of raw clock speed and how efficient the processor's micro-architecture is.
Arhon Posted September 12, 2015 Posted September 12, 2015 Ultimately, it comes down to your specs (faster CPU = more script code can be executed each frame), Hmm I didn't know that about the CPU... Guess my Dual Core i5 CPU is slow since its 2 cores (or did I understand wrong? ) A higher number of cores can help, as Papyrus is multi-threaded if I recall correctly, but the benefits are mostly noticeable if you have a large amount of independent scripts that can be processed simultaneously by multiple cores. If you have fewer but more processing-intensive scripts, then multiple cores won't do as much difference, it's mostly a matter of raw clock speed and how efficient the processor's micro-architecture is. So help me to understand, Since I got an i5 dual core clocked at 3.33GhZ(never OC'ed it) its almost as good as a Quad Core clocked at same or below speed? Too my understanding a Dual Core has more power since its essentially process the scripts within 2 powerful Cores(4 threads) but a bit slower than a Quad Core. The main difference is that if your core is a Quad Core it can share the process to its 4 cores within 4-8 threads to do the same job simultaneously but at a faster rate because its sharing the process within 4 core instead of 2. Is that it ? I just don't know much about CPU that's why I am asking
WraithSlayer Posted September 13, 2015 Posted September 13, 2015 So help me to understand, Since I got an i5 dual core clocked at 3.33GhZ(never OC'ed it) its almost as good as a Quad Core clocked at same or below speed? Too my understanding a Dual Core has more power since its essentially process the scripts within 2 powerful Cores(4 threads) but a bit slower than a Quad Core. The main difference is that if your core is a Quad Core it can share the process to its 4 cores within 4-8 threads to do the same job simultaneously but at a faster rate because its sharing the process within 4 core instead of 2. Is that it ? I just don't know much about CPU that's why I am asking Think of a processor core as an assembly line in a factory. You can't have 2 assembly lines working on the exact same item at the same time, so if you have just one very complex item to build, then not even a million assembly lines are going to make it go any faster than having just 1. On the other hand, if you have lots of items you need to build, you can spread them out between your lines to maximize efficiency. Having just searched about it, it does seem like Papyrus is highly threaded. (each script instance generates its own thread, so a modded Skyrim will have dozens or even hundreds of script threads running at any given time, that can be distributed among the available cores) With that in mind, having a quad-core (that is, four physical cores, don't fall into Intel's Hyperthreading marketing schemes ) would most likely improve script performance considerably compared to a dual-core setup with equal per-core performance. But, again, it depends on kind of Papyrus scripts are running in your game: if you have 50 scripts that need only 1ms of processing time, then the total time to finish them all can be calculated by 50 ms / number_of_cores (well, with some leeway, because there are other apps and system tasks running too in your PC), but if you have 1 huge resource-hog script that takes 800 ms to go through, then that script is always going to be pretty slow regardless of how many cores are available.
Arhon Posted September 13, 2015 Posted September 13, 2015 So help me to understand, Since I got an i5 dual core clocked at 3.33GhZ(never OC'ed it) its almost as good as a Quad Core clocked at same or below speed? Too my understanding a Dual Core has more power since its essentially process the scripts within 2 powerful Cores(4 threads) but a bit slower than a Quad Core. The main difference is that if your core is a Quad Core it can share the process to its 4 cores within 4-8 threads to do the same job simultaneously but at a faster rate because its sharing the process within 4 core instead of 2. Is that it ? I just don't know much about CPU that's why I am asking Think of a processor core as an assembly line in a factory. You can't have 2 assembly lines working on the exact same item at the same time, so if you have just one very complex item to build, then not even a million assembly lines are going to make it go any faster than having just 1. On the other hand, if you have lots of items you need to build, you can spread them out between your lines to maximize efficiency. Having just searched about it, it does seem like Papyrus is highly threaded. (each script instance generates its own thread, so a modded Skyrim will have dozens or even hundreds of script threads running at any given time, that can be distributed among the available cores) With that in mind, having a quad-core (that is, four physical cores, don't fall into Intel's Hyperthreading marketing schemes ) would most likely improve script performance considerably compared to a dual-core setup with equal per-core performance. But, again, it depends on kind of Papyrus scripts are running in your game: if you have 50 scripts that need only 1ms of processing time, then the total time to finish them all can be calculated by 50 ms / number_of_cores (well, with some leeway, because there are other apps and system tasks running too in your PC), but if you have 1 huge resource-hog script that takes 800 ms to go through, then that script is always going to be pretty slow regardless of how many cores are available. I see I definitely understood better this time thanks Wraith Also Quad Core is more than enough really, 8 Core CPU are kind of useless currently since nearly(I said NEARLY not everything) nothing needs that much. Well I will be thinking of replacing my CPU(dual core i5) if it cant handle Fallout 4
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