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SE Compatibility Tracking (Jul 30)


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Posted
52 minutes ago, Arcturus7777 said:

I do not believe the NO Penetration mod is working. I can not get SKSE to start loading with this mod installed.  I am still at skyrim se 1.5.97, and its SKSE version.  Also, in the get help section of the mod the last posts say it is not working for several people, as of 2021.

Works fine for me on 1.5.97

Posted
On 11/3/2022 at 1:35 PM, ebbluminous said:

Works fine for me on 1.5.97

I started a new game with a lot less mods, and it is working so, I guess something was messing with the mod, My bad.

Posted

 

I'd do more but it's hard to work a keyboard with my fingers crossed.

Posted

What could be a potentially useful mention (maybe as Other Notable SFW Mods) can be Papyrus Tweaks NG because it has the potential to GREATLY speed up script execution with its "Max Operations Per Task" tweak. As most of the mods here heavily rely on scripts, that really can make a difference.

 

An exmple: registering something about 1000 new anims to SLF (on new game) takes less than 2 Mins with that tweak set to 750, compared to almost 15 (which is roughly the same factor of 7.5 that the tweak raises the MaxOps per task for me)

Posted
On 11/12/2022 at 6:11 AM, Mister X said:

What could be a potentially useful mention (maybe as Other Notable SFW Mods) can be Papyrus Tweaks NG because it has the potential to GREATLY speed up script execution with its "Max Operations Per Task" tweak. As most of the mods here heavily rely on scripts, that really can make a difference.

 

An exmple: registering something about 1000 new anims to SLF (on new game) takes less than 2 Mins with that tweak set to 750, compared to almost 15 (which is roughly the same factor of 7.5 that the tweak raises the MaxOps per task for me)

This is actually a god send, thank you so much! My Menus were so slow last night it made loading anything a nightmare, new file. I just tried this foAE (1.6.640) and it  worked wonders. Set it to 750 and every menu is so responsive and quick im just amazed. 

Posted
22 hours ago, linxlynxin said:

This is actually a god send, thank you so much! My Menus were so slow last night it made loading anything a nightmare, new file. I just tried this foAE (1.6.640) and it  worked wonders. Set it to 750 and every menu is so responsive and quick im just amazed. 

Yes this thing is amazing 

 

My mods are doing things I didn't know they could do because the scripts aren't timing out or colliding 

Posted

Has there been any compatibility testing with Weapons Armor Clothing and Clutter Fixes? I swear I've seen it mentioned somewhere on lover's lab. I've searched and  I don't see anything.

Posted
Posted
8 minutes ago, tasairis said:

a rather new tweak mod but, as MadMansGun put it, "retardedly massive speed improvements"

to give you all an idea of just how fast here is what blaze69 reported from his test:

Quote

 

Current testing results (applying OsmelMC's pre-stored changes to 1000-1500 anim keywords using SLATE):

LE = 5-10min

SE = >40min

SE with the Papyrus Tweaks mod + Main Thread ENABLED + Max Operations 1250 = 2min.

 

 

(also i have added it to MNCSE's mod requirement list because it would be stupid not to have it in SE/AE games)

Posted (edited)
1 hour ago, tasairis said:

 

What do you mean, compatibility testing? It's on Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/18994

 

Don't get mad. I'm not complaining. Kryptopyr doesn't list any LL mods like many authors on the nexus. I'm simply looking to see if it's compatible with devious devices or any other lovers lab mods. 'Testing' as in does anyone have any experience in the thread with WACCF any LL mods. 

I don't think I could break it down any further than that in case your still having trouble understanding my inquiry. Just forget I even asked. I'll start another profile on MO2 and check it out myself. That's what I do. Why in the world I would even go to a thread labeled 'compatibility tracking' to ask if two mods conflict I guess is just beyond reason.

Edited by Tseverin
Posted
1 hour ago, Tseverin said:

Don't get mad. I'm not complaining.

 

Who's mad?

 

1 hour ago, Tseverin said:

Kryptopyr doesn't list any LL mods like many authors on the nexus. I'm simply looking to see if it's compatible with devious devices or any other lovers lab mods. 'Testing' as in does anyone have any experience in the thread with WACCF any LL mods.

 

Considering what WACCF is, I expect it would be just as compatible with LL mods as it is any other mod you might find on Nexus or not: depends if it does anything with weapons, armor, clothing, or clutter data.

 

As for where to find out if anyone knows about conflicts... ah, well, you know, WACCF isn't one of the most popular mods out there, not like CACO or Frostfall, so you might not be able to find much - WACCF's own page would be the best place, but of course you're not going to find many references to LL in it.

 

You can at least check if there are conflicts in your own load order through xEdit.

 

1 hour ago, Tseverin said:

I don't think I could break it down any further than that in case your still having trouble understanding my inquiry. Just forget I even asked.

 

What's with the indignance? You asked about "compatibility testing" in a thread that focuses on knowing whether LE mods work in SE, regarding a mod that very clearly had an SE version already.

 

And now you've clarified: you were talking about mod-vs-mod compatibility, not LE-vs-SE compatibility.

 

1 hour ago, Tseverin said:

Why in the world I would even go to a thread labeled 'compatibility tracking' to ask if two mods conflict I guess is just beyond reason.

 

There's also the word "SE" in the very front of that title.

Posted
23 hours ago, MadMansGun said:

to give you all an idea of just how fast here is what blaze69 reported from his test:

 

(also i have added it to MNCSE's mod requirement list because it would be stupid not to have it in SE/AE games)

Should be noted, for anyone who isn't too familiar - the reason Papyrus can feel slower on SE is because Bethesday (rather smartly) put a on how many operations a script could execute per game frame. Positives, less lag due to one script using the entire 1.2ms of time has per frame for papyrus to do its thing! Negatives, anything that loops over and does a task repeatedly would take ages on SE.

 

Papyrus Tweaks lets you raise this limit, from the game default of 100 to whatever. Do keep in mind, while this should only make things faster, it definitely can result in other unknown issues (eg, modder expected a script to take 5s to run due to it always taking 5s, now it's done in like, 12 frames), though these should be far and few between. Additionally, raising the limit too much may bring new performance issues, especially with papyrus struggling with a script going wild.

Posted
2 hours ago, VeraDra said:

(eg, modder expected a script to take 5s to run due to it always taking 5s, now it's done in like, 12 frames)

 

This then is no issue of the engine or anything, but simply bad (not to say horrible) scripting ^^

Posted
12 hours ago, VeraDra said:

(eg, modder expected a script to take 5s to run due to it always taking 5s, now it's done in like, 12 frames)

v2.1 added a check for " Utility.Wait(0.0) " timers to prevent that exact problem.

Posted
7 hours ago, MadMansGun said:

v2.1 added a check for " Utility.Wait(0.0) " timers to prevent that exact problem.

That's pretty much the only issue I could forsee being an issue, and with it being "fixed", it's essentially a no brainer to install (and then raise the limit from 500, whcih itself is already raised from 100, to something like 1000).

18 hours ago, Mister X said:

 

This then is no issue of the engine or anything, but simply bad (not to say horrible) scripting ^^

Bad choices by whoever theoretically made a mod like that - assuming something always will take the same amounf of time to complete, unless you need to ensure it takes longer than a certain amount of time.

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