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Posted

When i am using the mod SexoutSlavery ore any mod using sexoutslavery my fps drops to 5 fps ore lower all the outher mods work fine the game just freezes up when slavery is up if i deactivate slavery and the mods using slavery the game runs fine any solution for this

 

(sry for bad english not my native tong)

 

 

FalloutNV.esm

DeadMoney.esm

OldWorldBlues.esm

LonesomeRoad.esm

HonestHearts.esm

MikotoBeauty.esm

Sexout.esm

SexoutCommonResources.esm

SexoutPregnancyV3.esm

SexoutSlavery.esm

SexoutLegion.esm

The Mod Configuration Menu.esp

SexoutBrutalRapers.esp

SexoutZAZ.esp

SmallerTalk.esp

Type3MClothing_AddOn_only.esp

SexoutBreeder.esp

Companions Commander.esp

KDC_Companions_Removable_Armors.esp

SexoutFadeToBlack.esp

Ghost Variants Adjutant.esp

Ghost Variants Safe.esp

Ghost Variants.esp

Bouncing Natural Breasts.esp

MikotoBeauty.esp

SexoutSex.esp

SexoutDiscounts.esp

SexoutTestForSTDs.esp

SexoutLust.esp

bzBodySuits.esp

SexoutConsequences EX.esp

NVRefugee Outfits.esp

SunnyCompanion.esp

SexoutStore.esp

SexoutASB.esp

st.esp

SexoutWorkingGirl.esp

SexoutKings.esp

SexoutKhans.esp

SexoutNCR.esp

SexoutPowderGangers.esp

SexoutFiends.esp

Tryout - Hard Prison Time.esp

 

Total active plugins: 43

Total plugins: 43

Posted

I think I have a similar problem as 4real. I narrowed it down to SexoutSlavery.esm causing the problem. When I have it enabled in my load order my game starts to stutter.

 

It starts out slow but then after 5 minutes it would start freezing for roughly one second every few seconds.

I have been able to reproduce it with the following load order.

 

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

CaravanPack.esm

Sexout.esm

SexoutCommonResources.esm

SexoutSlavery.esm

 

I'm fresh out of ideas on how to fix it.

Posted

If slavery is using the built in sexout scanner and not clearing its formlists, it can cause that kind of behavior depending on how many unique NPCs you have encountered. I'll try to take a look this weekend and see if it's doing that or anything similar.

Posted

I, too, have the same issues and tracked it down to the same mod. Basically, on a fresh game start (not just a restart from the main menu) I have not FPS issues for the first 4 minutes (or so). after that, there's a noticeable stutter that begins, and gets progressively worse. After about 10 minutes, it's a 1/2 second pause every second or play and the only way to get rid of it is to quit back to the desktop and restart the game.

 

I've disabled slavery and legion .esms, and there's no issue.

Posted

Try disabling things other than SexoutSlavery.esm, as it is incredibly unlikely to be the issue by itself. It's much more likely to be Slavery in combination with another mod or even your game settings or system. Try lowering graphics settings and/or disabling unnecessary system processes.

 

I say this because A) I myself am at the moment running a 10+ hour save file, on which SexoutSlavery.esm has been active the entire time, with no FPS drop, and B) because this issue is obviously isolated. There have been over 12,000 downloads of SexoutSlavery, yet this issue has only been reported twice.

Posted

It's not my intention to criticise any of the mods here (I love 'em all!) only to confirm that I'm having a similar problem as the OP, and have narrowed it down to the same mods.

 

I'm aware of the 'isolated' nature of this problem - I scoured the forums for anything about this, and this thread was all I saw ... ;) So yes, no doubt, it has to do with the something conflicting with all of the other mods I have loaded (specific to my setup/load order). However, with all of the other mods I have installed, *they* all play nice together ;) 50+ hours, and counting, with this installation.

 

On a vanilla game with nothing 'sexual' (including no SI/HTM, SO) there's no issue. I added SI/HTM and played, also with no problems. Added SO -- still no problems. Then I added the SI Override plugin, Slavery and Tryout and the problems began. I removed SI/HTM (and the plugin) and the problems persisted. I removed all of the Tryout plugins, narrowing it down to the Legion.esm. Cheers if you followed that, my eyes went cross writing it....

 

End result: Slavery/Legion esm installed = lag (with or without SI/HTM and plugin). Disable both of those .esm, no problems.

 

Spent years spent optimising/configuring Beth engines (since Morrowind) so I'm fairly well-versed in how to make certain the Beth's engines run well (if you could call it that....). (Not saying that this *isn't* the problem, but I'm also looking elsewhere).

 

It's also possible that it's a problem when running on hardware below a certain spec. I'm running on a laptop: i5 2.53ghz, 8gb ram, SSD, with Radeon 5650. It could just be that this particular problem manifests below a certain threshold ... (i.e. My rig can't handle the truth!) None of that really shines a light on anything, without knowing the mods/load order, but just the same ...

 

Prideslayer has posited a reason why this might be happening, so I'm curious what his response is after he finds time to take a look.

 

Anyway ....

Posted

Spent years spent optimising/configuring Beth engines (since Morrowind) so I'm fairly well-versed in how to make certain the Beth's engines run well (if you could call it that....). (Not saying that this *isn't* the problem' date=' but I'm also looking elsewhere).

[/quote']

 

There is a lot of difference between the engines. I'm not saying that nothing from one applies to the others, but it's definitely possible that what's good for one is bad for another. I don't know what the optimization differences may be between them, since I have never had to "optimize" any of them, but based on the scripting "advice" I see from oblivion modders (some of them rather experienced) WRT FO3 and FONV, the differences don't amount to "nothing."

 

 

It's also possible that it's a problem when running on hardware below a certain spec. I'm running on a laptop: i5 2.53ghz' date=' 8gb ram, SSD, with Radeon 5650.

[/quote']

 

What OS? FNV4GB? "big" texture pack(s) installed?

 

You can probably confirm or deny it being simply a horsepower issue by dropping the resolution or other hardware settings down a notch.

 

Prideslayer has posited a reason why this might be happening' date=' so I'm curious what his response is after he finds time to take a look.

[/quote']

 

I haven't had time to look yet, but that possibility is really me grasping at straws. I know that if anything using the sexout scanner is not emptying its formlists, they are just going to grow and grow and grow. There are two ways this could potentially be a problem.

 

1. Depending on the efficiency of the lists in the engine (some kind of tree? No problem. Linked list or array? big problem) just trying to add a reference, even if it's already in the list, becomes a slow process. A process that sexout performs N times, 10 times a second. Reducing the sexout scanner frequency in MCM would shed some light here. If slowing down the scanner reduces your lag, then we may be on to something.

 

2. If the formlist structure is internally a good design (some kind of tree; not an array or linked list), then trying to add things won't slow it down no matter how many items are in the list. Another possibility is simple memory pressure. Try to get an idea of your memory usage while the game is running and see if the system is swapping or something.

Posted

I had some totally off-topic things to say about flat lists for something like a formlist.

 

 

 

I think there is a flat array implementation of form list which could behave reasonably well, even when large.

 

The trick would be: always allocate a power of two (or perhaps a something analogous, like a fibonacci number) to hold the formlist, instead of "the absolute minimum needed to store the list".

 

You sometimes have an occasional cost when you have to move the list into a new region of memory, but not usually, and flat lists have nice cache footprints.

 

And, yes, this "wastes memory"... but trees are not free, either, since you need memory to store the pointers. But, the fibonacci version has better "worst case memory" overhead than the power of 2 version. And of course, scanning a flat array is cache friendly, compared to scanning a tree.

 

The tree structured list wins when you do lots of adds and deletes in the middle of the formlist -- you can pull tricks to deal with these cases using flat memory, but they start looking tree-like... Anyways, it's when the thing is mostly only queue-like or mostly only stack-like (or, mostly constant) that flat memory [used properly] can shine.

 

(And, superficially, the "occasional complete copy cost" might seem bad, but we should keep in mind that the memory allocation system has to do occasional copies, also, when removing memory fragmentation.)

 

None of this makes growing form lists indefinitely into a good thing, but I was uncomfortable seeing all flat list implementations getting painted with the same brush.

 

 

Posted

I had some totally off-topic things to say about flat lists for something like a formlist.

 

I think there is a flat array implementation of form list which could behave reasonably well' date=' even when large.

...

None of this makes growing form lists indefinitely into a good thing, but I was uncomfortable seeing all flat list implementations getting painted with the same brush.

 

[/quote']

 

Hashtables are O(1) for searching and retrieving.

 

Arrays and linked lists are O(n) for searching and retrieving.

 

Balanced Trees are O(n log n) for searching and retrieving.

 

These two functions (searching and retrieving) are the most common operations done on lists in the game engine. They might be hash tables, but that would just hurt performance, because the constant factor for them (the time to compute a hash) is very large. It takes a lot (millions or more) of items in the list for them to outperform a balanced tree.

 

Arrays and linked lists are always terrible choices if performance is a concern.

Posted

It's also possible that it's a problem when running on hardware below a certain spec. I'm running on a laptop: i5 2.53ghz, 8gb ram, SSD, with Radeon 5650. It could just be that this particular problem manifests below a certain threshold ... (i.e. My rig can't handle the truth!) None of that really shines a light on anything, without knowing the mods/load order, but just the same ...

 

 

 

OS Version: Microsoft Windows 7 Home Premium

System RAM: 6135 MB

CPU Name: Intel® Core™ i7 CPU 950 @ 3.07GHz

CPU Speeds: 3068

Physical CPUs: 1

Virtual CPUs: 8

Video Card Description: AMD Radeon HD 6800 Series x2

VRAM: 2048 MB

Primary Display Resolution: 1920x1080

Posted

hardware specs look fine. if you're running any high-res texture packs (like NMCs) or radio stations' date=' try disabling them.

[/quote']

 

never run any texture packs and use one radio mod but the problem started befor i used any other mod even whit a clean setup only using sexout and slavery the game fps drops hard

Posted

I also get that FPS drop problem an hour ago. It run very well before. The SexoutSlavery already being installed since the first time I installed Sexout base mod.

 

The FPS drop only happened in outdoor, but run well in indoor, PIPboy menu, dialog and option menu. Just outdoor. It also run well for the first time load the savegame but gradually became slower and slower until I get 1 FPS. I don't know what is going on in the background, but I check the command console message and it start to get slow when fpreg message starting to show up. It became slower and slower until 1 FPS.

 

I remember I did something in the Sexout MCM menu before that, to increase the change of everything to get my PC and companions get raped or another misfortune :rolleyes:. This is what I do:

 

SexoutNG:

Scanner: 100 Hz

(I don't know what is this, try bigger number, may be something good will happen. :P)

 

BrutalRape:

Stalking Frequency: 50

Stalk at Night: off

Stalk Allies: 5

Stalk Friends: 5

(I don't know what it means with Allies nor Friends, which one is companions?)

 

Sewer:

KO change: 30

KO health: 30

Kidnapping change: 25

Kidnapping change: 50

 

Lust:

Male NPC Time to Max Lust: 1

Female NPC Time to Max Lust: 2

 

I tried to restore the setting to the original number before the edit, but the FPS drop still happening, it seems it became permanent. :(

 

I wonder if there anything, something like emergency button or console command, like reset everything related to Sexout?

Posted

As a general rule, if you don't know what something is you really shouldn't be messing with it. And you really should know what Hertz means. It means you're running the scanner one hundred times a second.

 

Neither Allies nor Friends is companions. They are faction relation settings.

 

To reset Sexout, perform a clean save.

Posted

Removing SexoutSlavery.esm doesn't work for me, the game still run very slow. It seems I have different problem, need to further investigation.

 

As a general rule' date=' if you don't know what something is you really shouldn't be messing with it. And you really should know what Hertz means. It means you're running the scanner one hundred times a second.

 

Neither Allies nor Friends is companions. They are faction relation settings.

 

To reset Sexout, perform a clean save.

 

But what does the scanner do? I mean what kind of scanning it perform?

 

About the clean save, how clean is it? I mean, all I know from Bethesda other game, Skyrim, it still keep the script from removed mods into the savegame. Is FNV also like that? I mean if we remove the mods, does it make the savegame cripple?

Posted

The scanner is the NPCs way of "looking around" to see which Slaves, potential slaves, prostitutes, etc. are available in the cell. The higher the frequency, the more often they're "looking for action" than doing whatever they're supposed to be doing.

 

To do a proper clean save you have to do a full cycle. Disable the mod and run the game. This is the step where the game looks for the mod and can't find it. Save and exit. Reload. Now the game isn't looking for the nonexistent mod anymore and purges any leftovers. Save again and restart again. Your game should now be clean.

Posted

Running the scanner rate up to 100Hz is a really stupid idea, just FYI. The only reason it's 10Hz by default is because some cells are small and I want to make sure it runs in every cell even if the PC is running.

 

Nothing "good" is going to happen by raising the value, and it will definitely *hurt* FPS, not help.

Posted

My FNV run fast now. I investigated the issue, including removing unnecessary script based mod like Project Nevada. And a compete clean save, by deactivate and reactivate all Sexout mods, part of pregnancyV3 clean save.

 

It seems BrutalRape stalking takes a big amount of performance. Since I use IWS to summon more people and more creatures, the game run very slow when encountering a bunch of people on the road. It seems in the background, it calculate stalking change all the time. Is the BrutalRape use the same scanner as above?

Posted

BrualRapers uses one scanner loop to find potential stalkers every second, then up to 5 loops to find potential victims, plus up to 3 loops to find combat rapers if you have Cass and Veronica.

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