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Posted

don't be too concerned about weapon mods you already have. if your game hasn't fucked up yet, and the posts tab on nexus isnt full of people crying about how it locks up their game, then its going to be fine. i personally have about 30 weapon mods that are all injecting into the leveled lists via script so they dont conflict.

 

without having any real technical info or source to stare at i think something else more obscure is going on. leveled leveled lists is more or less the backbone of the entire game, if it was broken nobody would be able to play it.

 

off hand, it honestly sounds like you may have created a recursion of some sort.

Posted

Are you certain its because of any mod that injects items into the LL via script? If it is, that's kinda concerning, but what is the reason for it to overload the CPU and memory anyway? It might be a rogue mod that might've done the injection in a dodgy way? Definitely needs some investigating...

Posted

EDIT- Disregard until further notice. Just noticed my "test" esp was NOT isolated, I had WeaponsmithExtended2 still active in my load order, After deactivating it, i no longer get the memory leak. Now am beginning to think it may have something to do with Weaponsmith and its masters, in combination with my mod.

Posted

just came to say i injected a leveled list in a leveled last last night for pocket sand without issue.

 

but also running weaponsmith et al without issue as well.

Posted

I'm not sure whether your concern is with loading, or evaluating these lists as they are two different things.

 

Leveled Lists are essentially trees. What happens when loot is evaluated (usually when the actor is spawned) is it has to traverse that tree and evaluate percentages for each item in the list. If you have leveled lists containing more leveled lists, or happen to add a large tree to the bottom of an existing tree, you've just made that tree much larger. This becomes very problematic if you have a leveled list that links to a previous leveled list in the chain, i.e. a cyclic reference. If the game has no cyclic reference protection it would just lock the game up indefinitely, but since leveled lists are percentage based you may just happen to encounter a probability evaluation that decides not to enter the cyclic reference and ends the cycle.

 

By moving your changes from the script (or essentially the save game) to plugin you're trading load time for startup time. Loading from plugin is adding to these lists at startup, before you load a save game. If you had script-added lists, loading a save has to revert all previously added entries, then re-add all the ones from the new save. Loading leveled lists from a save is barely more expensive than loading from a plugin so this shouldn't really be an issue. The main difference to note here is the fact that loading another save has to unload and reload contents to the leveled lists, you pay this expense every time you load another save, rather than once at startup.

 

This has absolutely nothing to do with Papyrus after you've called AddForm on the LeveledList. Once it's in the list the next time the game is saved, it's now baked into the save.

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