Jump to content

Recommended Posts

Posted
10 hours ago, GeorgiaCav said:

ETA: Double checked and I didn't have all the follower checks turned off; however I didn't have any active followers and it was looping ten or 12 times. Turning off follower checks got it down to 2-4 reps. That's a lot less annoying than it was but I'm still curious if that's how it's supposed to work. Thanks again.

What follower framework are you using?

Posted
8 hours ago, Monoman1 said:

What follower framework are you using?

 

EFF, but I'm also running Devious Followers and Submissive Lola. Not sure they always completely remove followers from everything they should be.

Posted
On 5/29/2023 at 11:57 AM, Monoman1 said:

I'd be curious as to what else your papyrus VM is doing at the same time...


This is something I'm testing and hoping to fix in my game. As you deduced, it's due to papyrus taking some time to loop through all the items in your inventory, checking for contraband. Which is weird, considering I never had this issue in my equally heavy LE setup. 


I'm wondering if a native function implemented in cpp would make the inventory search much faster but I guess more testing will be needed. 

Posted (edited)
47 minutes ago, DisarmingSnail said:


This is something I'm testing and hoping to fix in my game. As you deduced, it's due to papyrus taking some time to loop through all the items in your inventory, checking for contraband. Which is weird, considering I never had this issue in my equally heavy LE setup. 


I'm wondering if a native function implemented in cpp would make the inventory search much faster but I guess more testing will be needed. 

Did you see the post I linked about breakable equipment system?

 

BTW up front. The licence scan has changed entirely in my version. Single scan through inventory now

 

BTW. Nice work on those jsons. Mind if I attempt to include them in the installer (if I ever find the time)

Edited by Monoman1
Posted
7 hours ago, Monoman1 said:

Did you see the post I linked about breakable equipment system?


Interesting... I do run BES so I'll check if I still run into issues with it disabled. I was looking for a reason to move to MWA anyways. 
 

7 hours ago, Monoman1 said:

BTW. Nice work on those jsons. Mind if I attempt to include them in the installer (if I ever find the time)


Sure, do you need me to include an LE version as well? Might be redundant since those mods are only available for SE but it's just a simple formatting change on my end. 

Posted
10 hours ago, DisarmingSnail said:

Interesting... I do run BES so I'll check if I still run into issues with it disabled. I was looking for a reason to move to MWA anyways. 

Can't really recommend running old MWA and the new test MWA is in need of more work. It's promising though at least. 

10 hours ago, DisarmingSnail said:

Sure, do you need me to include an LE version as well? Might be redundant since those mods are only available for SE but it's just a simple formatting change on my end. 

Thanks but I can probably handle it if needed. 

Posted
On 5/31/2023 at 1:55 PM, DisarmingSnail said:


This is something I'm testing and hoping to fix in my game. As you deduced, it's due to papyrus taking some time to loop through all the items in your inventory, checking for contraband. Which is weird, considering I never had this issue in my equally heavy LE setup. 


I'm wondering if a native function implemented in cpp would make the inventory search much faster but I guess more testing will be needed. 

 

Try Papyrus Tweaks NG experimental performance feature to accelerate common functions in PapyrusVm.  It will not "fix" the issue with overhead, but helps accelerate scripts in general.  Display Tweak also helps.  

Spoiler

Experimental(default: false)


  • Speed up native calls (Formerly "Run Scripts On Main Thread")
  • Scripts will only run in tasklets that aren't on the main thread most of the time, hence functions like "Game.GetPlayer" or "Formlist.GetAt" needing to be synced to framerate for thread safety. This experimental tweak speeds up most of those calls by syncing them to a spinlock instead of framerate, greatly improving script performance for most scripts. By default, only the read-only/getter functions are sped up this way (ex: "HasKeyword", "IsLoaded", "GetWornArmor", etc.) as they are much more safe than functions that alter the game in any way (ex: "EquipItem", "RemoveItem", "MoveTo", etc.) as those could have issues if ran multiple times in one frame.

 

 

Posted
3 minutes ago, safado said:

more safe than functions that alter the game in any way (ex: "EquipItem", "RemoveItem", "MoveTo", etc.) as those could have issues if ran multiple times in one frame.

I wonder if people getting enforcer ctd have this enabled. Cant say I've had any related ctd since setting up an AE profile. But that could also be due to changes i made. 

Posted
On 6/1/2023 at 2:23 PM, Monoman1 said:

Can't really recommend running old MWA and the new test MWA is in need of more work. It's promising though at least. 

Thanks but I can probably handle it if needed. 

What's the issue with old MWA? I never found any other degradation mod that fit for me :(

Posted
1 hour ago, Karkhel said:

What's the issue with old MWA? I never found any other degradation mod that fit for me :(

Its just a bit flakey. Though I've always used it. But then I know how to 'work' it

Posted
23 minutes ago, Monoman1 said:

Its just a bit flakey. Though I've always used it. But then I know how to 'work' it

Ah I was worried there was some game breaking unavoidable flaw, I will keep using it for now since its the only mod of this type that fits what I want. I didn't quite like the description of loot and degradation, I also wasn't quite sure if those other mods could be easily made to ignore stuff like DD or being a cow. Anyway thanks for the clarification.

Posted
On 6/1/2023 at 7:23 AM, Monoman1 said:

Can't really recommend running old MWA and the new test MWA is in need of more work. It's promising though at least.

Acronyms are great time savers until someone (me for instance) doesn't know to what they refer.  What is MWA?


Might I suggest to everyone that anytime you use an acronym that you expand it in the first use so newbies and old farts can know what is being said.

 

Posted
1 hour ago, tinkerbelle said:

Acronyms are great time savers until someone (me for instance) doesn't know to what they refer.  What is MWA?


Might I suggest to everyone that anytime you use an acronym that you expand it in the first use so newbies and old farts can know what is being said.

 

Mortal Weapons & Armor. I guess 'degradation mod' was a bit vague, its for armor and weapons degradation. the nexus mods for that just don't cut it for me, its always either features I can't disable that I don't like or I don't like how they do achieve things. And I assume they would be annoying to patch for devious devices and the likes so they don't break mods like Being a Cow.

Posted
18 minutes ago, Karkhel said:

Mortal Weapons & Armor. I guess 'degradation mod' was a bit vague, its for armor and weapons degradation. the nexus mods for that just don't cut it for me, its always either features I can't disable that I don't like or I don't like how they do achieve things. And I assume they would be annoying to patch for devious devices and the likes so they don't break mods like Being a Cow.

Ah, thanks.  I came up with all sorts of possible acronym expansions, but none were the right one.

 

Posted
21 minutes ago, Monoman1 said:

Outfit randomizer. 

3BA Vanilla + Remodeled armor + BD Armor

  Hide contents

image.jpeg

 

+ Sleeping underwear

  Hide contents

image.jpeg

 

I saw you mentioned a few mods above.  Was one of those called Outift Randomizer?  If so where can I find it?  Jc ?

Posted
3 minutes ago, SkyTem said:

I saw you mentioned a few mods above.  Was one of those called Outift Randomizer?  If so where can I find it?  Jc ?

Nah. Its just something I'm working on. Honestly it may never see a public release due to needing highly curated armor mods.

Posted

Does the wildling feature for this require another mod? I have the se conversion so I’m not sure if it just doesn’t work on se or if there is another mod needed. It works in the sense that pc is able to fondle creatures, but gains no experience from it therefore is unable to get allure points to tame them. Or maybe I’m doing something wrong?

Posted

Branding Device of Doom adds a cell which can be accessed from any city dungeon, enter that room is considered as leaving the city without paying the toll.

There is a way made an exception to that room? From MCM menu isn't posible.

Posted
1 hour ago, furel said:

Branding Device of Doom adds a cell which can be accessed from any city dungeon, enter that room is considered as leaving the city without paying the toll.

There is a way made an exception to that room? From MCM menu isn't posible.

Bathing rooms in taverns too xD

Just rise the time allowed for leaving the city.

You think 6 hours for branding or bathing are enough?

Posted
3 hours ago, furel said:

Branding Device of Doom adds a cell which can be accessed from any city dungeon, enter that room is considered as leaving the city without paying the toll.

There is a way made an exception to that room? From MCM menu isn't posible.

Unfortunatly as stated in the SLS help tip if a cell has a none location there isn't a way for SLS to add it to the system ingame. (unless there is some new development there)
The only solution would be to edit the cells themselves at an esp level, to at least give them proper locations that can be added as an exception.

Posted
On 6/4/2023 at 3:07 PM, easims4tw said:

Does the wildling feature for this require another mod? I have the se conversion so I’m not sure if it just doesn’t work on se or if there is another mod needed. It works in the sense that pc is able to fondle creatures, but gains no experience from it therefore is unable to get allure points to tame them. Or maybe I’m doing something wrong?

Doesn't require another mod but it's unfinished. Read the section on the features page.

Posted
5 hours ago, furel said:

Branding Device of Doom adds a cell which can be accessed from any city dungeon, enter that room is considered as leaving the city without paying the toll.

There is a way made an exception to that room? From MCM menu isn't posible.

Good advice given above. Best option is to increase the grace period

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...