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FPS Drop Since Switching to MO


CryptHammer

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Posted

I used to use NMM for skyrim mods, but after doing some reading and learning of the far superior capabilities of MO, I decided to fully reinstall Skyrim, and began using MO for all of my mods. So far, I've been thoroughly impressed at MO's modularity. However, when I used NMM, I got a consistent 60 fps in all environments. When I switched to MO, I installed all the same mods I had prior, which included Sexlab Framework 1.62, SOS, SLA redux, SLA creatures, ZAZ Animation Pack, More Nasty Critters, Death Alternative, Devious Devices, Deviously Helpless, Defeat, SD+, and Captured Dreams, and all necessary mods for the aforementioned. Like I had all of these installed with NMM and got a solid 60 fps all the time. I also installed one additional mod after switching to MO- deviously cursed loot. I did not have dcl installed while using NMM. After starting a new game in Skyrim, excited to hopefully have a stable Skyrim built, I noticed very quickly massive fps drops, down to between 7-10 fps at some points. It slowly decreased over the course of play, and fps always started at 60. I figured it was due to high script load, so I uninstalled it and went back to the same mods i had with NMM (the ones listed above, and their dependencies). Nonetheless, i ended up with the same fps drops, though this time to about 20 fps.

 

Here's my mod load order:

 

Skyrim.esm

Update.esm

Dawnguard.esm

Hearthfires.esm

Dragonborn.esm

Unofficial Skyrim Legendary Edition Patch.esp

Sexlab.esm

Schlongs of Skyrim - Core.esm

hdtHighHeel.esm

SexlabAroused.esm

ZazAnimationPack.esm

CreatureFramework.esm

DeviousDevices - Assets.esm

DeviousDevices - Integration.esm

daymoyl.esm

DeviousDevices - Expansion.esm

HighResTexturePack01.esp

HighResTexturePack02.esp

HighResTexturePack03.esp

Unofficial High Resolution Patch.esp

SkyUI.esp

dD - Realistic Ragdoll Force - Realistic.esp

FNIS.esp

Schlongs of Skyrim.esp

SexlabNudeCreatures.esp

SexlabNudeCreaturesDB.esp

SexlabNudeCreaturesDG.esp

RaceMenu.esp

RaceMenuPlugin.esp

RaceMenuMorphsUUNP.esp

Remodeled Armor - Underwear.esp

Remodeled Armor - Vanilla Replacer - Dawnguard.esp

Remodeled Armor - Vanilla Replacer - Dragonborn.esp

Remodeled Armor - Vanilla Replacer.esp

12FemaleBrows.esp

Anal Torch.esp

KS Hairdos - HDT.esp

Sexlab_SOS-Stapon.esp

SOS - Smurf Average Addon.esp

SOS - VectorPlexus Muscular Addon.esp

SOS - VectorPlexus Regular Addon.esp

Sexlab Aroused Creatures.esp

SleepTight.esp

MoreNastyCritters.esp

DeviouslyHelpless.esp

RLO - Exteriors.esp

RLO - Interiors.esp

SoS - The Wilds.esp

SoS - Civilization.esp

SoS - The Dungeons.esp

Captured Dreams.esp

Jennifer.esp

sanguinesDebauchery.esp

Sexlab_Dialogues.esp

SOS - Shop.esp

FNISspells.esp

Devious Deviants.esp

zarias_restraints.esp

SexLabDefeat.esp

RLO - Effects.esp

RLO - Illuminated Spells.esp

UIExtensions.esp

AddItemMenu.esp

Extended Slider Colors.esp

Alternate Start - Live Another Life.esp

ccas_starts.esp

 

My system specs are as follows:

 

ASUS ROG g751j laptop

Intel core i7-4720HQ CPU @ 2.60 GHz 2.59 GHz

16 GB RAM

Nvidia Geforce 965m

Windows 8.1 64 bit

 

I sorted this using the built-in sort function in MO, and FNIS is run after any new mod is installed, regardless of the type.

 

As i say, in system specs, I've got the firepower. It feels like heavy script load, but I don't know what to do to fix it, or why it would occur with MO and not NMM. Any help would be greatly appreciated.

Posted

Probably not going to help you much but move morenastycritters.esp above sexlabnudecreatures.esp, loot always puts it somewhere below but it is supposed to go above them, there is nothing that really grabs the there is something wrong button, though it could be worth taking a look at your ini files as mo uses seperate ini files for each profile, so it could be there are changes from the ini settings you had with nmm and the current ones mo/skyrim is using.

 

Other thing I can not see is is xpmse though I am unaware if the esp for that is actually required or only needed for the styles or not.

 

Also with mo your left pane also matters so it may be worth taking a look at that and seeing if you have something there in affect loading in the wrong order, best way I find for that is sort the left pane by priority so that the base game stuff is at the top then see where everything else is based on various things, making sure patches and overwrite go below the mod the patch or overwrite and the skse stuff going just below the main game stuff.

Posted

Probably not going to help you much but move morenastycritters.esp above sexlabnudecreatures.esp, loot always puts it somewhere below but it is supposed to go above them, there is nothing that really grabs the there is something wrong button, though it could be worth taking a look at your ini files as mo uses seperate ini files for each profile, so it could be there are changes from the ini settings you had with nmm and the current ones mo/skyrim is using.

 

Other thing I can not see is is xpmse though I am unaware if the esp for that is actually required or only needed for the styles or not.

 

You're right is definitely the skeleton he forgot to install if he goes to 10 fps. And the esp is not required.

Posted

I doubt he got what you mean by the left  pan sorting order :)

 

Here is my 2 cents ... New MO users :
every time upi see the + sign next to a mod name in the left pan of MO .. that means this mod is over writing another mod or basic files included in Game..  every time you see a (-)  sogn it means this mod has some files that are overwritien by other mods and so on ..

a +_  sign means that this mod contain files that are overwriting others and files that are overwrittin by others ..

-How to tell which files ?  .. right click on mod name ... properties --- conflicts!

-How to fix it ...  actually the important stuff is fixed by MO .. it gives you a an error baloon ( a yellow mark on top of page 3d icon on the right  calling it ..mod load order errors and suggesting to fix it for you)  Or you can manually drag the  Mod you want to give priority to hiugher than the others conflicting .

-examples .. sexlab defeat and sexlab rools ..  they have a common .swf file .. I personally like the tools on top ( my priority are set up to down not default)  MO always wants defeat overriding because  the version is higher .. so had to manually override the file ( through explorer)

-  the problem is this post  is probably  because the xpmse skeleton is the first mod to be installed meaning it is supposed to be the lowest priority among 4 or 5  VERY COMMON MODS .. body mods and fnis and such  and MO  is oblivious to that conflict because there simply no version number assoicated with conflicting files ... they are simple .hx fils  unfortinatly  one single animation refrence to a non existing bone  on one actor in one cell would result in a 2 or 3 FPS loss  :) 

imagine if u have 10 actors all missing a bone that hdt or sexy move or what ever mod is refrencing :)!

Posted

If the skeleton mod isn't the issue I'd also suggest looking at the INIs that MO is using. I think it copies in the existing ones when first installed but I don't know what NMM does with them or where it might put them, if any place non-standard.

Posted

Alright well guys, I feel like a complete retard. I somehow installed hdt extensions, but not xpmse (even though I keep both of them in the same folder). My mistake. I think I understand what you're saying about the left pane. For reference, I did not port settings from NMM to MO. When I switched to MO, I completely uninstalled every mod in NMM, uninstalled NMM itself, uninstalled and reinstalled Skyrim, then installed MO and all of my mods. I'm going to sort the left pane with dependencies having priority over mods that require that dependency (i.e. FNIS before Sexlab framework because Sexlab framework has FNIS as a requirement). If this is the wrong idea, then I could use a little more explanation on the left pane. Again, thanks so much for pointing out the problem, and I apologize for not checking that first. Thanks for not being assholes ;)

Posted

Alright well guys, I feel like a complete retard. I somehow installed hdt extensions, but not xpmse (even though I keep both of them in the same folder). My mistake. I think I understand what you're saying about the left pane. For reference, I did not port settings from NMM to MO. When I switched to MO, I completely uninstalled every mod in NMM, uninstalled NMM itself, uninstalled and reinstalled Skyrim, then installed MO and all of my mods. I'm going to sort the left pane with dependencies having priority over mods that require that dependency (i.e. FNIS before Sexlab framework because Sexlab framework has FNIS as a requirement). If this is the wrong idea, then I could use a little more explanation on the left pane. Again, thanks so much for pointing out the problem, and I apologize for not checking that first. Thanks for not being assholes ;)

 

I would put FNIS dead last, Naturalistic HDT above it, and XPMSE third last.

example:

Bodyslide

XPMSE

Naturalistic HDT

FNIS

 

It's not mandatory to place mods that other mods require higher. Look at conflicting files and decide per each mod which files you want in the game. Also run xEdit and apply filter to show conflict losers to see how esp/esm interact, then either move their order or make a patch.

Posted

Alright well guys, I feel like a complete retard. I somehow installed hdt extensions, but not xpmse (even though I keep both of them in the same folder). My mistake. I think I understand what you're saying about the left pane. For reference, I did not port settings from NMM to MO. When I switched to MO, I completely uninstalled every mod in NMM, uninstalled NMM itself, uninstalled and reinstalled Skyrim, then installed MO and all of my mods. I'm going to sort the left pane with dependencies having priority over mods that require that dependency (i.e. FNIS before Sexlab framework because Sexlab framework has FNIS as a requirement). If this is the wrong idea, then I could use a little more explanation on the left pane. Again, thanks so much for pointing out the problem, and I apologize for not checking that first. Thanks for not being assholes ;)

 

Consider the left pane to be the install order of the mods, where if sorted from 0 at the top, to the overwrite folder which should always be at the bottom of the left pane, each files is in effect installed with any mods below it overwriting all those above it, all the other should be moveable up and down by dragging them, above or below

 

If you select one of the mods in the left pane, and look at your scroll bar for that pane, there should be both green and red colours on it, if you then scroll the pane up and down, any red mods are above the one you select and any green ones are below, either colour shows that those mods have conflicts for the same path/filename with the mod you have selected

Posted

Thanks for all the tips on MO, it definitely has a learning curve. Currently, everything is working fine since i reorganized my mod list and installes xpmse. No framerate drops, and most of the animations play properly. Only problem I've had is a few binding problems, i.e. yoke around neck but arms at sides, armbinder on but arms at sides. I set the zaz mcm option to use armbinder bound animation when no other is specified, but it results in a bound animation after sex if she has any kind of arm restraint on (restrictive gloves, for example). What is the purpose of Wrye Bash? I've heard of it, but not heard a purpose for it. If I bash a patch (that sounds so weird), will I have to start a new game? Again, you guys are awesome. Thanks for helping a nublet like me out.

Posted

Thanks for all the tips on MO, it definitely has a learning curve. Currently, everything is working fine since i reorganized my mod list and installes xpmse. No framerate drops, and most of the animations play properly. Only problem I've had is a few binding problems, i.e. yoke around neck but arms at sides, armbinder on but arms at sides. I set the zaz mcm option to use armbinder bound animation when no other is specified, but it results in a bound animation after sex if she has any kind of arm restraint on (restrictive gloves, for example). What is the purpose of Wrye Bash? I've heard of it, but not heard a purpose for it. If I bash a patch (that sounds so weird), will I have to start a new game? Again, you guys are awesome. Thanks for helping a nublet like me out.

 

The yoke/armbinder with arms dropping still happens to me - it's where an animation (idle etc) takes over and ignores the bound tag.

wrye bash's bashed patch primarily allows mods that alter the same levelled lists to play nice together.  Does other stuff, but that's the main thing u want.

 

We all start somewhere :)

 

Posted

About wrye bash :

The only value for it today is meging of records from all mods pre play  thus the game does not have to do it real time ...  sometimes it also saves you some esp slots( u can disable it after merge ) since u r capped at 255 .

it does this by creating an esp  file named bash patch0.esp that should be loaded last it also has a quick fix for mod depenancies as well as a good interface for mod data ... and the best way to handle saves in my opinion .. it quickly copies , deletes , tell u dependancies and more of those saves you can even rename saves using it :)

And about FNIS in MO :

 

MO uses profiles ...  if you are only going to use one profile .. that is always play the same mods configuration .. Ignore the rest of this post.

 

I create a folders with the same names of the profile i am using ...
for example .. I have  the following profiles  in my MO :

default profile

modern profile

slab basic profile

Compiler profile

MIalair profile

SMskyrim profile

 

 

and i have same names folders in my \mod roganizer\mods..

in MO  I have each folder enabled only in the corresponding profile   and it is the highest priorty in that profile!

 

you know that message you get " there are files in your overwriting folder "  ???   my created folder is the distenation of those files.

that includes .. FNIS user created configs , wrye bash created compiled bash  ...  any creation kit  saved ESps and so on ...

this way my skyrin directory is clean except of ENB files and upgrading mods is  easy ... and in wors case scenarios just disable that folder  or clear it  and re run configs and bash for FNIS and wrye and you are as good as new.. mid play! this folder will also have you skse log files and all the good stuff u need to read sometimes in one place ..

I also put my tweak and skse plugins that i use for each profile in there ..

sexlab jsons there too as well ans fiss files once u put sks \plugins there MO will always write to it automatically for that profile!

 

 

 

Posted

Alright I've started with Wrye Bash, but from what I've been reading, it appeara to do the same job as MO, in addition to other things. Considering I have a working Skyrim game at the moment, I'm a little reluctant to play with the Jenga tower, so to speak. Is it still worth Bashing? According to the STEP project wiki, it looks like I need to move all of my mods to the Skyrim Mods/Bash Installers folder. Won't this be creating duplicates of all my mods? Again, sorry for being ignorant. I'm trying my hardest to do it right the first time, and if that means reinstalling Skyrim again and using Bash, I'll do it, but I want to make sure it's worth the trouble first.

Posted

I don't move my mods.  Install wrye bash (i do to it's own folder alongside MO ) - configure the drop down in MO to create a shortcut to the wrye bash exe - start wrye bash in MO - create the bashed patch - make sure it's active in left pane - LOOT will put it at bottom of right pane - the docs file that will appear in your overwrite, just double click on overwrite (at bottom of left pane) then drag/drop that folder back into the 'Bashed Patch' folder in the left pane - job done go play. :)

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