Lupine00 Posted February 28, 2020 Share Posted February 28, 2020 9 hours ago, 7osisg4d said: Now with your HH fix I no longer get the poor Aroused Creatures behavior! Really does sound like pure script lag. You might want to consider avoiding any high load mods. The SLA widget mod can be improved a lot by changing the options away from default. Creature Framework can also be improved by reducing radius, and so on. Link to comment
predragon Posted March 1, 2020 Share Posted March 1, 2020 I do not have a hud when I initiate is there something wrong? I do not have free cam setup. Link to comment
Ed86 Posted March 1, 2020 Author Share Posted March 1, 2020 On 2/26/2020 at 11:54 AM, Lupine00 said: I think some people would like more clarity about what the 'E' value in the on-screen widget is, and why it doesn't change. Fill bar => orgasm seems easy to understand, but the fixed 'E' number is not self-explanatory. does that satisfy your clarity needs? Link to comment
chipstick Posted March 2, 2020 Share Posted March 2, 2020 Hi Ed86, Is it safe to upgrade from 1.6.2 to 1.6.3 on an existing game? I've only just started using SLSO a few weeks ago. Really like it, particularly the changes based on character lewdness =^_^= Link to comment
Ed86 Posted March 2, 2020 Author Share Posted March 2, 2020 36 minutes ago, chipstick said: Hi Ed86, Is it safe to upgrade from 1.6.2 to 1.6.3 on an existing game? I've only just started using SLSO a few weeks ago. Really like it, particularly the changes based on character lewdness =^_^= yes 1 Link to comment
Lupine00 Posted March 2, 2020 Share Posted March 2, 2020 20 hours ago, Ed86 said: does that satisfy your clarity needs? Kinda sorta. It doesn't explain much about where E really comes from, but it does explain what it does. Presumably, there are a several factors that go into E calculation. Does it consider arousal? The main thing I want to do with SLAX is "responsive" arousal, so that arousal alters during the sex scene. e.g. You start the scene at low arousal, but fore-play scenes cause arousal to rise substantially. Then with each scene arousal increases further, until you have enough to enable orgasm, or you don't. I guess this is really not how SLSO works at this point. I suspected I would need to patch it somewhat. Then by factoring in "fetishes" that the characters have, arousal will proceed more dramatically, depending on whether those fetishes are present. This replaces the simple idea of LEWD with a character who may have a fetish for forced sex, or bondage (or who may really hate those things, which I call an aversion, though phobia might be a better term). I did have a prototype of some of this stuff, but canned it, as it was too much to put in a mod that a lot of people might use. Too heavy. My future plan it to put a framework to support it, but make the detailed scanning a plugin. Link to comment
wren888 Posted March 2, 2020 Share Posted March 2, 2020 I updated from V1.6.2 to V1.6.3. The widgets no longer appeared. I went back and did a clean save, then installed V1.6.3. Still no widgets. The widget toggle had no affect. Just to make sure, I clicked the key just above that toggled the SLSO pause on and off as well. I tried V1.6.3 on a new game. Still no widgets. I don't know if this had any bearing or not, but the odd thing was, even though I deleted my previous mod organizer overwrites and Bash patch, the new game with V1.6.3 just installed had my MSM choices from V1.6.2 still chosen. Then, I re-downloaded V1.6.3 and used it on a new game. The choices were set at the default settings, and the widgets showed up, but the widget toggle still doesn't work. I.e., it fails to turn the widgets off. I'm content, because I always have your mod on with the widgets showing. However, if others have a similar experience as I did, it might be a problem if they want to turn off the widgets temporarily for the purpose of screenshots or videos. Thanks for your excellent mod. --EDIT-- A clean save and installation of 1.6.3 also now works with my previous game as well as a new game. Link to comment
Ed86 Posted March 2, 2020 Author Share Posted March 2, 2020 20 minutes ago, Lupine00 said: Kinda sorta. It doesn't explain much about where E really comes from, but it does explain what it does. Presumably, there are a several factors that go into E calculation. Does it consider arousal? The main thing I want to do with SLAX is "responsive" arousal, so that arousal alters during the sex scene. e.g. You start the scene at low arousal, but fore-play scenes cause arousal to rise substantially. Then with each scene arousal increases further, until you have enough to enable orgasm, or you don't. I guess this is really now how SLSO works at this point. I suspected I would need to patch it somewhat. Then by factoring in "fetishes" that the characters have, arousal will proceed more dramatically, depending on whether those fetishes are present. This replaces the simple idea of LEWD with a character who may have a fetish for forced sex, or bondage (or who may really hate those things, which I call an aversion, though phobia might be a better term). I did have a prototype of some of this stuff, but canned it, as it was too much to put in a mod that a lot of people might use. Too heavy. My future plan it to put a framework to support it, but make the detailed scanning a plugin. there is no point in explaining where it comes from people cant read so much text ActorFullEnjoyment = (FullEnjoyment * MasturbationMod / ExhibitionistMod / GenderMod * sl_enjoymentrate * slaActorArousalMod) as int by default it does, you set it in mcm to something else that sounds wrong, arousal exists beyond sex, you cant drop it because sex starts Link to comment
Lupine00 Posted March 2, 2020 Share Posted March 2, 2020 59 minutes ago, Ed86 said: that sounds wrong, arousal exists beyond sex, you cant drop it because sex starts It doesn't drop. It goes up. It goes down after orgasms. Or do you mean in the case of aversion? What is so strange about arousal dropping when you realize you are about to be raped, and you don't like it? Or tied up and you fear it? Or whipped, when you hate the pain? In those cases, mixing is sex increases the horror, and any arousal that was present for other reasons would vanish. Try it yourself. Next time you are having a nice time, stop and think about US politics. Your arousal drops right? No? Oh well, no accounting for some people. When I say "consider arousal" I mean dynamically. In most scenes it is going to be increasing until orgasm. At which point is is reduced (and that even happens already). Sexy Bloomberg not withstanding. Link to comment
Ed86 Posted March 2, 2020 Author Share Posted March 2, 2020 3 hours ago, Lupine00 said: It doesn't drop. It goes up. It goes down after orgasms. Or do you mean in the case of aversion? What is so strange about arousal dropping when you realize you are about to be raped, and you don't like it? Or tied up and you fear it? Or whipped, when you hate the pain? In those cases, mixing is sex increases the horror, and any arousal that was present for other reasons would vanish. Try it yourself. Next time you are having a nice time, stop and think about US politics. Your arousal drops right? No? Oh well, no accounting for some people. When I say "consider arousal" I mean dynamically. In most scenes it is going to be increasing until orgasm. At which point is is reduced (and that even happens already). Sexy Bloomberg not withstanding. eh i though you want to drop it to 0 at sex start and then raise hm... us politics? im not a citizen of us but i guess should try next time Link to comment
chipstick Posted March 4, 2020 Share Posted March 4, 2020 On 3/2/2020 at 7:15 PM, Ed86 said: yes Neat. Thanks Ed86 Link to comment
DayTri Posted March 4, 2020 Share Posted March 4, 2020 On 3/2/2020 at 3:24 AM, Lupine00 said: Kinda sorta. It doesn't explain much about where E really comes from, but it does explain what it does. Presumably, there are a several factors that go into E calculation. Does it consider arousal? The main thing I want to do with SLAX is "responsive" arousal, so that arousal alters during the sex scene. e.g. You start the scene at low arousal, but fore-play scenes cause arousal to rise substantially. Then with each scene arousal increases further, until you have enough to enable orgasm, or you don't. I guess this is really not how SLSO works at this point. I suspected I would need to patch it somewhat. Then by factoring in "fetishes" that the characters have, arousal will proceed more dramatically, depending on whether those fetishes are present. This replaces the simple idea of LEWD with a character who may have a fetish for forced sex, or bondage (or who may really hate those things, which I call an aversion, though phobia might be a better term). I did have a prototype of some of this stuff, but canned it, as it was too much to put in a mod that a lot of people might use. Too heavy. My future plan it to put a framework to support it, but make the detailed scanning a plugin. To be honest this sounds like a lot of work for little pay-off, arousal does very little during the scene, and what it does is configurable, so most users are probably not going to know how and why it's changing during the scene. Why not dynamically modify enjoyment instead? OnAnimationStart, you can calculate some bonus enjoyment. Then either OnUpdate, or OnStageStart, add (or subtract) that enjoyment amount. That is much more visible to the user (it's displayed in a nice widget for the whole animation). This seems much more like what you want. Otherwise characters with strong aversions to certain things could still orgasm, still have high enjoyment, and therefore still play the "hot" voice or use the "enjoying it" dialogue from STA. If you want it to affect arousal too (so the effects last outside of the scene) you can modify the arousal once at the end of the scene, based on the aversion/fetish value. Maybe after high fetish scenes arousal is set to at least 50, after high aversion scenes it's set to at most 25, or something like that. This is a bit hacky, but I have an (unreleased) mod that: 1. Calculates bonus enjoyment based on a simple fetish system, and applies it as a bonus every stage 2. Sets arousal == enjoyment at the end of every scene. This works pretty well if you use the "flat bonus" arousal modifier type, it effectively makes arousal always equal to enjoyment. Link to comment
GenioMaestro Posted March 4, 2020 Share Posted March 4, 2020 On 2/28/2020 at 10:40 AM, Lupine00 said: You might want to consider avoiding any high load mods. Can i know what you consider a "high load mod"? Link to comment
Lupine00 Posted March 5, 2020 Share Posted March 5, 2020 11 hours ago, GenioMaestro said: Can i know what you consider a "high load mod"? Some depend on how you set them up. the SexLab Aroused Widget falls in that category. Generally high loadish... HDT HH Wet & Cold Birds of Skyrim and Flocks Maria Eden Slaverun Reloaded Barefoot Realism Devious Training DCL SD Plus (assuming you are enslaved) Creature Framework + MNC (less bad if you turn down the radius/update rate) PoP (after arrest) Naked Dungeons DEC SLD can also be a bit heavy if you turn the updates down to 1s - but there's no real need to do that, by default it's fine. Link to comment
GenioMaestro Posted March 5, 2020 Share Posted March 5, 2020 8 hours ago, Lupine00 said: (Let me order your list in other way) Quote HDT HH Birds of Skyrim and Flocks SD Plus (assuming you are enslaved) PoP (after arrest) I not use any of that mods and i can not talk directly about them. Quote Devious Training That need a special comment because a 1 month ago i contacted directly with skyrimfet explaining why Devious Training have problems and how solve it. That is a screenshot of my personal mail. Spoiler skyrimfet is working in a new version of Devious Training and I strongly recommend nobody use Devious Training until the new version is released. For other side, I have installed and working in my game 10 of yours theoretically high loadish mods without any problem. 8 hours ago, Lupine00 said: SexLab Aroused Monitor Widget Wet & Cold Maria Eden Slaverun Reloaded Barefoot Realism DCUR Creature Framework + MNC Naked Dungeons DEC SLDisparity Of course, joined whit another 240 mods when a lot of them has been cataloged as Script Heavy or Script Intensive or problematic. Take a look to my plugins list: Spoiler 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Legendary Edition Patch.esp 6 6 Skyrim Project Optimization - Full Version.esm 7 7 Falskaar.esm 8 8 ApachiiHairFemales.esm 9 9 ApachiiHair.esm 10 a SMSkyrim.esp 11 b ZaZAnimationPack.esm 12 c SexLab.esm 13 d BDSMMechanics.esm 14 e BeeingFemale.esm 15 f SexLabAroused.esm 16 10 Devious Devices - Assets.esm 17 11 MariaBase.esm 18 12 MiasLair.esp 19 13 Campfire.esm 20 14 CreatureFramework.esm 21 15 Devious Devices - Integration.esm 22 16 Devious Devices - Expansion.esm 23 17 EagleEyePerk.esm 24 18 Heretical Resources.esm 25 19 moonpath.esm 26 1a UndergroundBathhouse.esm 27 1b ITortureFramework.esm 28 1c PSQ PlayerSuccubusQuest.esm 29 1d paradise_halls.esm 30 1e Schlongs of Skyrim - Core.esm 31 1f Skyrim - Utility Mod.esm 32 20 Cutting Room Floor.esp 33 21 Weapons & Armor Fixes_Remade.esp 34 22 Clothing & Clutter Fixes.esp 35 23 ABBA.esp 36 24 LootandDegradation.esp 37 25 iEquip.esp 38 26 SexLabAddActor.esp 39 27 AI Package Manager.esp 40 28 360WalkandRunPlus-RunBackwardSpeedAdjust.esp 41 29 AHZmoreHUD.esp 42 2a UIExtensions.esp 43 2b AddItemMenu2.esp 44 2c AMatterOfTime.esp 45 2d AllNudePlay.esp 46 2e Apropos.esp 47 2f Hair Physics Project.esp 48 30 Immersive Arousal.esp 49 31 BeeingFemaleBasicAddOn.esp 50 32 RaceMenuMorphsCBBE.esp 51 33 Cumshot.esp 52 34 CumshotSL.esp 53 35 SkyUI.esp 54 36 Customizable Camera.esp 55 37 DD_Helpers.esp 56 38 DW.esp 57 39 DisableHDREffects_MCM.esp 58 3a Elephant'sScriptLatencyTester.esp 59 3b EnhancedLightsandFX.esp 60 3c FNISSexyMove.esp 61 3d GY_NPC_Enemy_Rep_DG.esp 62 3e HDT Female Hairstyles.esp 63 3f HDTTailsEquipable.esp 64 40 HelmetToggle2.02b.esp 65 41 PredatorsLostTribesV1.esp 66 42 LegacyoftheDragonborn.esp 67 43 SLAL_AnimationByBakaFactory.esp 68 44 3DNPC.esp 69 45 NPCs Protected and Uncapped.esp 70 46 WARZONES - Civil Unrest.esp 71 47 paradise_halls_SLExtension.esp 72 48 Skyrim Immersive Creatures.esp 73 49 Shout Like a Virgin.esp 74 4a ZaForswornStory.esp 75 4b SkyFalls + SkyMills + DG + DB.esp 76 4c OBIS.esp 77 4d SexLab_Solutions.esp 78 4e SkyrimURWL.esp 79 4f RealisticNeedsandDiseases.esp 80 50 Purewaters.esp 81 51 SexyBanditCaptives.esp 82 52 Skyrim Immersive Creatures - DLC2.esp 83 53 SexLab_DibellaCult.esp 84 54 SkyTEST-RealisticAnimals&Predators.esp 85 55 Cidhna Mine Expanded.esp 86 56 MrissiTailOfTroubles.esp 87 57 DFB - Random Encounters.esp 88 58 The Brotherhood of Old.esp 89 59 animal_mansion.esp 90 5a FalskaarRNDPatch.esp 91 5b AmazingFollowerTweaks.esp 92 5c JobsofSkyrim.esp 93 5d MilkModNEW.esp 94 5e EMCompViljaSkyrim.esp 95 5f Milk Addict.esp 96 60 Inconsequential NPCs.esp 97 61 Relationship Dialogue Overhaul.esp 98 62 BarefootRealism.esp 99 63 RDO - iAFT Patch.esp 100 64 ZIA_Complete Pack_V4.esp 101 65 troublesofheroine.esp 102 66 SkyrimUnhinged.esp 103 67 Dwarfsphere.esp 104 68 Immersive Encounters.esp 105 69 Realm of Lorkhan - Custom Alternate Start - Choose your own adventure.esp 106 6a SMIM-Merged-All.esp 107 6b Slaverun_Reloaded.esp 108 6c MoreNastyCritters.esp 109 6d SexLab UtilityPlus.esp 110 6e Immersive Wenches.esp 111 6f Deviously Cursed Loot.esp 112 70 The Manipulator.esp 113 71 dc-untamed-000.esp 114 72 SexLab Beastess.esp 115 73 SkyFalls DB + FS Small Waterfalls.esp 116 74 SexLabSkoomaWhore.esp 117 75 moonpath_questdata.esp 118 76 PAH_HomeSweetHome.esp 119 77 PAH_AndYouGetASlave.esp 120 78 Skyrim Shadow Striping Fix.esp 121 79 Immersive Patrols II.esp 122 7a MistySkye.esp 123 7b Frostfall.esp 124 7c SofiaFollower.esp 125 7d MariaProstitution.esp 126 7e SexLab-AmorousAdventures.esp 127 7f DeviousFollowers.esp 128 80 More Interesting Loot for Skyrim.esp 129 81 Hateful Wenches.esp 130 82 Devious Cidhna.esp 131 83 MilkMod_MilkPumpsBasic.esp SMSkyrim - Alternate Start + General Patch.esp 132 84 MariaDevices.esp 133 85 Recorder Follower Base.esp 134 86 MariaQuests.esp 135 87 Deviously Enslaved.esp 136 88 Schlongs of Skyrim.esp 137 89 Blacksmithforge water fix DB.esp 138 8a Blacksmithforge water fix Vanilla.esp 139 8b VorpalBlade.esp 140 8c Sassy.esp 141 8d SMSkyrim - 3DNPC Patch.esp 142 8e DragonPriestMasks.esp 143 8f SexLab Eager NPCs.esp 144 90 Brevi_MoonlightTales.esp 145 91 ESFCompanions.esp 146 92 Remodeled Armor - Vanilla Replacer.esp 147 93 Beastess Vampire.esp 148 94 Better Vampires.esp 149 95 Blacksmithforge water fix DG.esp 150 96 Companions No Werewolf Option.esp 151 97 EtR_HearthfireDungeonAddon.esp 152 98 ZIA_Daedric Pack_V4.esp 153 99 pahe_lakeview_manor_cell.esp 154 9a LunariWarriors.esp 155 9b Naked Dungeons.esp 156 9c slavers_spellbook.esp 157 9d DanarielStormbow.esp 158 9e Deadly Wenches.esp 159 9f VRJessi.esp 160 a0 Devious Devices - Equip.esp 161 a1 SexLab_DibellaCult_Sisters.esp 162 a2 ELFX - Moonpath.esp 163 a3 Forgotten Wenches.esp 164 a4 Giada.esp 165 a5 HentaiCreatures.esp 166 a6 Imaginator BETA.esp 167 a7 Japanese.esp 168 a8 JaxonzZoom.esp 169 a9 Judgment Wenches.esp 170 aa SLAL_K4Anims.esp 171 ab KS Hairdos - HDT.esp 172 ac KS Hairdo's.esp 173 ad aleGetNaked.esp 174 ae Liz Follower.esp 175 af M2M_Animations.esp 176 b0 SMSkyrim - Compressed.esp 177 b1 SMSkyrim - Encounters.esp 178 b2 paradise_halls_farengars_study.esp 179 b3 MilkModNEW CF.esp 180 b4 MilkModNEW HF.esp 181 b5 MilkModNEW Sanbox.esp 182 b6 MilkModNEW ZaZ Sanbox.esp 183 b7 Milker Movil Armor.esp 184 b8 mintylightningmod.esp 185 b9 Modern Brawl Bug Fix.esp 186 ba OBISDB.esp 187 bb OpenFaceGuardHelmets.esp 188 bc PC Head Tracking - MCM.esp 189 bd PC Head Tracking - Patch.esp 190 be InigoPerkPointGiver.esp 191 bf PermaZONESLegendaryBalanced.esp 192 c0 PetCollar.esp 193 c1 KomAnimObjects.esp 194 c2 KomAnimScaler.esp 195 c3 RDO - USLEEP Patch.esp 196 c4 Remodeled Armor - Underwear.esp 197 c5 Remodeled Armor - Vanilla Replacer - Dawnguard.esp 198 c6 Remodeled Armor - Vanilla Replacer - Dragonborn.esp 199 c7 skyrimespawn.esp 200 c8 RohZima_AnimObjects.esp 201 c9 RutahTattooPack.esp 202 ca SAP.esp 203 cb SL Deadly Drain.esp 204 cc SLA Monitor Widget.esp 205 cd NibblesAnimObjects.esp 206 ce SLAL_ProxyAnimObjects.esp 207 cf SLAL_SHanimAnimObj.esp 208 d0 SLAL_AnimationsByLeito.esp 209 d1 SLALAnimObjBillyy.esp 210 d2 SexLab TDF Aggressive Prostitution.esp 211 d3 pahe-tdf-patch.esp 212 d4 SLAnimLoader.esp 213 d5 SLPleasure.esp 214 d6 SLSW Addicted.esp 215 d7 pahe-DeviousDevices-addon-DDx-patch.esp 216 d8 SexLab Aroused Creatures.esp 217 d9 FWB_SexLabDisparity.esp 218 da SLSO.esp 219 db SexLabCumRegenerator.esp 220 dc SexLabSquirtR.esp 221 dd SexlabAmmoUnequip.esp 222 de Size Does Matter.esp 223 df SkyFalls + SkyMills Falskaar.esp 224 e0 SlaveTats.esp 225 e1 SlaveTatsEventsBridge.esp 226 e2 SlaveTatsMagicManager.esp 227 e3 TheCoenaculiCBBE.esp 228 e4 TheEyesOfBeauty.esp 229 e5 ub_npc_rework.esp 230 e6 beinz_plugin.esp 231 e7 UnreadBooksGlow.esp 232 e8 Weapons & Armor_TrueWeaponsLvlLists.esp 233 e9 WetandCold.esp 234 ea WetFunction.esp 235 eb SOSRaceMenu.esp 236 ec ZIA_Ancient Pack_V4.esp 237 ed SC07SexLabRandomAttack.esp 238 ee Circular_Reference.esp 239 ef FNIS.esp 240 f0 MassMatchMakerSE.esp 241 f1 Memory_Test.esp 242 f2 multi_cloak.esp 243 f3 RaceMenu.esp 244 f4 RaceMenuPlugin.esp 245 f5 ScriptTest.esp 246 f6 SexLabTools.esp 247 f7 SOS_Merge.esp 248 f8 XPMSE.esp 249 f9 ELFXEnhancer.esp 250 fa Bashed Patch, 0.esp The mods marked in red are in your list, the mods marked in yellow cause a big overload in the game, the mods marked in green run a lot of scripts. If my counts are correct, i have 15 in red, 14 in yellow and 29 in green. That give me 58 mods that, theoretically, must give me a lot of problems. But my game not have any problem of any kind. I can play for 4, 5 or 6 consecutive hours in full hd 1920x1080 with average 50 FPS in a 6 years old machine. The latency reported by Elephant Script Latency Tester is below 100 ms 90% of the time. Do you know why? Because the high loadish mods, or Script Heavy mods or Script Intensive mods NOT EXIST. I fight against this stupid mantra for years. I develop and publish specific mods, as Script Test and MultiCloack, to demonstrate it without any kind of doubt. Please, download my mods, analyze them and run it in your own game to discover that is IMPOSIBLE cause problems to the Script Engine running 1 script or 50 script or 200 scripts, not matter what make that scripts. The only way to create problems in the Script Engine is ACUMULATE scripts to the infinite and that only happen when the mod has been bad developed, bad designed or bad implemented. That happen in some specific mods, like Go to Bed, Locational Damage, Devious Training, the cum inflation feature of PSQ or the magic processor of BeingFemale... Letting apart the exact problem caused by exact mods, the game and the Script Engine not have any problem to run all the mods with all the scripts that you want. Link to comment
DayTri Posted March 5, 2020 Share Posted March 5, 2020 4 hours ago, GenioMaestro said: I not use any of that mods and i can not talk directly about them. ... Do you know why? Because the high loadish mods, or Script Heavy mods or Script Intensive mods NOT EXIST. I fight against this stupid mantra for years. I develop and publish specific mods, as Script Test and MultiCloack, to demonstrate it without any kind of doubt. Please, download my mods, analyze them and run it in your own game to discover that is IMPOSIBLE cause problems to the Script Engine running 1 script or 50 script or 200 scripts, not matter what make that scripts. The only way to create problems in the Script Engine is ACUMULATE scripts to the infinite and that only happen when the mod has been bad developed, bad designed or bad implemented. That happen in some specific mods, like Go to Bed, Locational Damage, Devious Training, the cum inflation feature of PSQ or the magic processor of BeingFemale... Letting apart the exact problem caused by exact mods, the game and the Script Engine not have any problem to run all the mods with all the scripts that you want. But Lupine only mentioned "script lag", not stack dumps or FPS reduction. I remember reading your posts before about stack dumps and lag, and they were really good. But I think in your post you mentioned that scripts can delay the execution of other scripts? Quote "My events are running constantly and the game may take a few seconds to find a free execution slot and that may delay the execution of others scripts a lot." That was from one of your tests, so if some mods are running lots of events, it could also cause other scripts to delay execution right? Link to comment
GenioMaestro Posted March 5, 2020 Share Posted March 5, 2020 56 minutes ago, DayTri said: you mentioned that scripts can delay the execution of other scripts? 56 minutes ago, DayTri said: That was from one of your tests, so if some mods are running lots of events, it could also cause other scripts to delay execution right? Yes and yes. But do you know how many scripts are need to you have a noticeable script lag? NO? Install Script Test and see it with yours own eyes. Launch Test Type 2 = Mathematical and open any MCM while the test is running. Or launch spells with scripts to determine the script lag imposed by my test. I can execute 200 Mathematical Events without any problem, that is noticeable Script Lag = 0 With 400 Mathematical Events I start notice a script lag that can be below 1 second. With 800 Mathematical Events I have a very noticeable script lag from 1 to 5 seconds. With 1600 Mathematical Events the script lag is tremendous, from 10 to 30 seconds. With 3200 Mathematical Events the game is unmanageable and can need minutes to execute a script. Do you know a mod that need execute 200 simultaneous scripts? That mod need execute theirs script in a constant way without stop? NO? Then where is the problem? My game, and your game, and any Skyrim... can execute 200 Mathematical Events that are executed in constant way, without stop, without any problem. But at the same time, while my 200 Mathematical Events are executed, the game can execute any other script from any other mod without show any kind of scrip lag. That means, without any doubt, that the game can execute, at the same time, all the scripts of all the mods installed multiplied by 4 or 6 and, probably, the game would still have free time to execute more scripts. Is IMPOSSIBLE saturate the Script Engine by running normal scripts. You need run more than 200 simultaneous special scripts, designed by me to create problems in the game, before notice the most minimum script lag. The only way to have script lag is use a bad developed mod, that generate scripts as crazy. In that situation, the game can start the accumulation of scripts, and that cause all the problems because the game must execute each one of that scripts, not matter how many they are. Can be 200, 400, 800... or 5600 as i see in some post. That is what REALLY cause problems in the game. 1 Link to comment
Lupine00 Posted March 6, 2020 Share Posted March 6, 2020 12 hours ago, GenioMaestro said: Do you know a mod that need execute 200 simultaneous scripts? Oh, here we go... Not all scripts are made equal. There is considerable difference between intense mathematical processing, and processing that has an interplay with latent functions and events. Similarly, there is a difference between loading from multiple small simple scripts and small numbers of high-memory consuming scripts... And then, yes, we do also have mods that add hundreds of scripts inappropriately - cloaks were the favorite for this. SLD processes thousands of arithmetic operations, but this has almost no impact on script load and happens very quickly in terms of start to finish time. OTOH, simply requesting information on the item worn in a single slot can take multiple frames to reschedule. It spends much longer determining slot use than it does processing thousands of weighting interpolations and compositions. But hey, lets all take one narrow piece of evidence and extend its meaning far beyond its actual applicability in a sort of noisy attention seeking performance. I'm checking out now. This discussion just turned into nonsense. In a logical sense. We figured out that X implies Y. That doesn't mean we can infer the entire rest of the alphabet here. 1 Link to comment
Lupine00 Posted March 6, 2020 Share Posted March 6, 2020 On a different topic ... sexually broken ... When I play normally (not broken), I click like crazy and use up all my stamina as fast as I can. My character has high stamina, and SLS also helps stamina regen in some situations, so it comes back quite quickly. Somebody almost always gets an orgasm that way. I find when I have no mana (which often results from MME skooma effect), that the "sexually broken" behavior just doesn't try very hard. It barely uses any of my stamina. It seems reasonable that if you are "broken", you would go all out and burn stamina until you don't have enough for another action ... then once there's enough stamina, act again, immediately. Instead, almost the opposite happens. When I have no mana, I get to sit and watch an almost full stamina bar, and a sex scene that can drag on without much change for several minutes, while the auto-pilot only "clicks" once every five seconds or so. In that case the scene often ends without anyone getting an orgasm, while my stamina bar sat full and unused. 1 Link to comment
Ed86 Posted March 6, 2020 Author Share Posted March 6, 2020 well i guess you have a lot of Quote a bad developed mod slso scripts update every second(or so they should) Link to comment
GenioMaestro Posted March 6, 2020 Share Posted March 6, 2020 4 hours ago, Lupine00 said: Not all scripts are made equal. There is considerable difference between intense mathematical processing, and processing that has an interplay with latent functions and events. Of course, that is the BIG difference between Test Type 1 = Cell Scan and Test Type 2 = Mathematical. The game can execute 3200 simultaneous Cell Scan without show the most minimum script lag but when execute 400 Mathematical Test the game start having script lag. Use Script Test to see it whit your own eyes. 4 hours ago, Lupine00 said: Similarly, there is a difference between loading from multiple small simple scripts and small numbers of high-memory consuming scripts... Not, here we not have any difference. For the game, execute hundreds of small script is exactly the same as execute a big script that need a lot of memory and time. You can run CumShot2 whit drop objects and see how the game create hundreds of small script, one for each drop, without any problem. In the same way, any big mod have big script, that are executed and loaded dynamically, and the game not have any problem. 4 hours ago, Lupine00 said: And then, yes, we do also have mods that add hundreds of scripts inappropriately - cloaks were the favorite for this. That are caused by mods bad developed, bad designed and bad implemented. If a mod have a cloak to add a spell to each nearby NPC and we enter, through a loading door, in a cell that have 50 NPC's the game must create and execute 50 new scripts. That is not a problem for the game. The problem happen when the mod run the cloak again BEFORE the older script end their execution. In that case, we have 50 OLD running script plus another 50 NEW scripts. That is ACCUMULATION. If the mod apply the cloak again the count up to 150, and next to 200, 250, 300, 400, 600, 1000, 1500, 5000... That is the REAL problem = bad developed mods whit a bad designed and bad implementation. The cloaks in the game works perfectly and not have any problem. Download MultiCloak and make test in your own game to see it in your own game whit yours own eyes. 4 hours ago, Lupine00 said: simply requesting information on the item worn in a single slot can take multiple frames to reschedule How many frames need a script to be executed is indifferent. That only determine how many time we must wait to have the result of the script. Some functions in Papyrus are tremendously slow but we can make absolutely nothing, except develop a DLL in C++ to make exactly the same. We can have thousand and thousand of script in suspend state waiting the answer from the game about the worn object without have any kind of overload in the game. 4 hours ago, Lupine00 said: In a logical sense. We figured out that X implies Y. That not have any kind of logic from any point. If you imagine that X implies Y, you can imagine a lot of incorrect thing. The only way to know, whit a 100% of security, that X implies Y is demonstrate that, REALLY, X implies Y. Please, stop imaging things. 4 hours ago, Lupine00 said: That doesn't mean we can infer the entire rest of the alphabet here. Of course, because each letter of the alphabet is different. When we combine the different letters in different ways we have different results. That is the difference between good developed mods and bad developed mods. Link to comment
Lupine00 Posted March 6, 2020 Share Posted March 6, 2020 4 hours ago, GenioMaestro said: Not, here we not have any difference. It's rubbish. Running multiple high memory consumers will run you out of stack and crash the script. 4 hours ago, GenioMaestro said: We can have thousand and thousand of script in suspend state waiting the answer from the game about the worn object without have any kind of overload in the game. Yes, that's the actual script lag we're talking about. You defined script lag - visible delay in processing - as something else you made up, which is useless to measure. Good job! If my script takes 10 seconds to get a result, if it takes 20 seconds to start my sexlab animation ... THAT IS LAG. If the player hits a hot key, and a minute later, the PC kneels ... THAT IS LAG. It doesn't matter that you ran 400 mathematical tests every frame in that time. That is meaningless to the player and meaningless to the mod that needed to be responsive but WAS NOT. SLD is one of the very few mods that does any meaningful maths, and it does most of it in C++, so again, math tests prove nothing useful about real world mods. They just reveal an interesting but mostly irrelevant property of the script engine. As you yourself pointed out, we don't make 400 scripts (doing math tests), we make a couple of dozen scripts doing things that may, or may not have high latency - and may or may not cause the script to be suspended and not rescheduled (for some time, or ... ever). See what I said in the first place. Script lag comes from rescheduling delays, not computational load. There are virtually no mods that have any computational load. Of the mods that do, I can think of SMP and SLD, and neither does the math in Papryrus. Most people know this. Why are you talking like it's a revelation we all need to realize? It's really tiresome when you spout things that are (mostly) correct, but utterly irrelevant to the point in hand, and written in that super-patronising mansplaining voice where you tell me how cloaks work. I know how cloaks work, I raised the actual example for you. So, repeating it back at me like I don't understand? Is that designed to troll me, or what? I really am exasperated with this twaddle now, because as usual, it just feels like trolling (whatever you may intend). Link to comment
GenioMaestro Posted March 6, 2020 Share Posted March 6, 2020 2 hours ago, Lupine00 said: It's rubbish. Running multiple high memory consumers will run you out of stack and crash the script. You can demonstrate that in any way? Because i can demonstrate the opposite. 2 hours ago, Lupine00 said: Yes, that's the actual script lag we're talking about. Again, you are totally confused and you are mixing the delay with the lag. The two concepts are totally different but related. The two things happen at the same time and have similar effects. I can admit that a normal user can not differentiate it but you, as professional developer, must not mix it. The delay is the time need to execute the script without be affected by the execution of others script. The lag is the exceed of time need to execute the script caused by the execution of others script. You can see and understand the difference? Do you know what mean that words? Mean that we go to have delay ALWAYS. We can make absolutely nothing to remove the delay because every script need a specific time to be executed. Papyrus is not C++. Papyrus can not execute 1000 functions in one millisecond. Papyrus need 1000 frames to execute 1000 functions and, at 60 FPS, that means 60 frames, or what is the same ONE entire second. If we develop a script that require ONE entire second to be executed, every time the script is executed, need ONE entire second to be executed. That is the processing time and is called delay. The only way to reduce the delay is make a good script or use a DLL in C++. 2 hours ago, Lupine00 said: Script lag comes from rescheduling delays, not computational load. THAT IS TOTALLY FALSE and i write it RED CAPS intentionally. That is one of yours BIG misconceptions. When you make are rescheduling, for example making a RegisterForSingleUpdate(0) you are delaying you script one entire frame. At 60 FPS, the delay is 16 ms, at 30 FPS the delay is 32 ms. THAT IS DELAY NOT LAG Is the time required to execute the script. The lag is practically nonexistent in Skyrim. At 60 FPS, the minimum script lag reported by Elephant Script Latency is 32 milliseconds because need two frames to make the computation, one to start the process and another to compute and show the results, and that is exactly 16+16 = 32 milliseconds. If we not execute any other script, the latency go to be 32 milliseconds ALWAYS. If we have a script that need 500 ms to be executed and we not execute any other script, the time REQUIRED to execute that script go to be 500 ms ALWAYS. That is the time required to execute the script and is called DELAY. We can not reduce that time in any way until we change the lines of code. When the game start executing others scripts the latency reported by Elephant can up to 100 milliseconds. The maximum difference is 100-32 = 68 milliseconds. Do you think a human person can notice a difference of 68 milliseconds? Execute our script, that need 500 ms, in 568 ms is not a noticeable difference. The maximum Script lag that you can have in Skyrim is near 100 millisecond but the maximum delay that you can have is defined by what the scripts do and how the scripts are written and can be a lot of seconds. If you really have script lag, or excessive delay when execute scripts, is because something is not correctly configured in your game or because you are using a mod that is causing problems in the game. That is, REALLY, the only way to have Script lag is having thousands and thousands of Active Scripts created by a bad script from a bad mod. I repeat: Is IMPOSIBLE saturate the Script Engine executing normal scripts. The only way is ACUMULATE thousands and thousands of scripts and that only can be made by a bad mod with a bad script. The problem never, absolutely never, can be caused by have a lot of mods that execute scripts. I show my pluging list, is tremendously overcharged, I not like half of the mods i have installed. I have it installed and running, only and exclusively, to demonstrate that have a lot of mods with scripts that execute hundreds and hundreds of script each minute is NOT a problem to the game. Take a look to my last session, you can see how i can play two consecutive hours with 250 plugings, exactly the same pluging list i posted yesterday, whitout any CTD and with a latency below 100 ms the 90% of the time, of course, while i kill a lot of NPC's, run DCUR events and play sexlab animations. Papyrus 2 horas con Latency.0.rar Link to comment
2Dimm Posted March 9, 2020 Share Posted March 9, 2020 "This mod tries to fix above problem by modifying sslThreadController script to only play "OrgasmStart" and "OrgasmEnd" events when player has "Separate Orgasms" option disabled." "3)goto sexlab mcm enable separate orgasms" after all this years i still dont know if we are supposed to enable or disable the separte orgasm option in the sexlab mcm since the description contradicts itself, can anyone enlighten me? i think i'm just dumb and i guess its supposed to be enabled? Link to comment
jpee1965 Posted March 12, 2020 Share Posted March 12, 2020 On 3/8/2020 at 10:26 PM, 2Dimm said: "This mod tries to fix above problem by modifying sslThreadController script to only play "OrgasmStart" and "OrgasmEnd" events when player has "Separate Orgasms" option disabled." "3)goto sexlab mcm enable separate orgasms" after all this years i still dont know if we are supposed to enable or disable the separte orgasm option in the sexlab mcm since the description contradicts itself, can anyone enlighten me? i think i'm just dumb and i guess its supposed to be enabled? 3)goto sexlab mcm enable separate orgasms Link to comment
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