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SE Compatibility Tracking (Jul 30)


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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.

Posted

Using Papyrus Tweaks NG is so much faster

 

Personally, I noticed it with this scenario. Normally, with the mod Rape Tattoos, if you have a lot of tattoo packs, it can take a very long time for the MCM to fully open (for me, it usually took around half an hour). But with Papyrus Tweaks NG, it took a whole 5 seconds. If that isnt "retardedly massive speed improvements", then I don't know what is

Posted
On 11/15/2022 at 5:26 AM, 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)

Just installed to try it out and the speed that sexlab registers animations is off the charts

Posted (edited)

Ok, I have tried to install it but I feel like an idiot. So, using MO2 you just install it like a regular zip mod file? Because I don't see an ini file to edit with MO2's ini section? Where else would it be?

Edited by Kage777
Posted
1 minute ago, Kage777 said:

Where else would it be?

Edited just now by Kage777

One can read on the mod page.

ini file is created on first start

Posted

Today is truly a good day for some essential mods being updated it seems.

 

Now, if SoS and DAR updated, I could finally get rid of the "Update Scheduled" thing in Steam...

(Plus Improved Camera and Animated Static Reload Fix, both of which are just nice to haves, but not mandatory).

Posted
14 minutes ago, VeraDra said:

Today is truly a good day for some essential mods being updated it seems.

 

Now, if SoS and DAR updated, I could finally get rid of the "Update Scheduled" thing in Steam...

(Plus Improved Camera and Animated Static Reload Fix, both of which are just nice to haves, but not mandatory).

sos 640 patch here

https://www.loverslab.com/topic/198049-any-modder-more-competent-than-me-willing-to-take-on-updating-sos-ae/?do=findComment&comment=3907178

sos 659 (GOG) patch here

https://www.loverslab.com/topic/198049-any-modder-more-competent-than-me-willing-to-take-on-updating-sos-ae/?do=findComment&comment=3922408

 

Posted

I noticed that the info on Untamed, more specifically Untamed 2, is very out of date. For anyone who only keeps track of Darkconsole via this website it would appear as if they haven't made any progress on it in years but it's actually on github. It's not finished and I haven't tried out the current version of the mod but if anyone wants to take the plunge, it's here.

 

https://github.com/darkconsole/dse-untamed-2

Plus a recent comment on their patreon. 

https://www.patreon.com/posts/revised-untamed-72562957

Posted

Just a note - Faster HDT-SMP does not work with SKSE 2.2.3

 

SKSE 2.2.2 will work with build 1.6.640, and FSMP will work with this version of SKSE

 

I found this out when I had to totally rebuild my mod list after an unplanned update to the latest AE, with no hope of rolling back to 1.5.97 (files not found on Steam)

Running with SKSE 2.2.3 and FSMP 1.49.0, items relying on FSMP would not work.

 

This includes GR Equipable Inari ears and Tails as well as all of the plugs from the Toys Framework of mods.

Rolling back my SKSE to 2.2.2, everything plays nice now.

 

DAR - Action does not work with 1.6.640

Best hope for a functioning DAR is spring 2023 according to the people working on it. (doodlezoid)

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