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godescalcus

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  1. I'm not sure if this is the place to ask as something like this, if it were a bug, would have been found and fixed by now. In the orc race record, female behaviour is set to use DefaultMale.hkx (whereas in other races, like the nord race, it will use DefaultFemale.hkx) - this is probably completely unrelated with the females using opposite gender animations, which is set in the NPC record. But what exactly does it do? If I set the orc race to use DefaultFemale.hkx for females like other races, what difference would it make? https://cdn.discordapp.com/attachments/462650321047650326/597348352903872532/orcrace.JPG https://cdn.discordapp.com/attachments/462650321047650326/597364412847751178/nordrace.JPG
  2. You're lucky to have such high framerate, you must have a pretty good rig. That area has always been problematic to me as well - only my setup drops me quite often to sub-30 fps there. Don't know why, but it's likely that flora mods in that part have a big impact (FYI, I use mostly SFO with some EVT for dead and snowy pines, but have tried many combinations over the years and that area always was a problem. Regardless of grass mods, too. BTW if you use Immersive Patrols, that's one area where you have scripted battles between a large number of stormcloaks and imperials. Pretty taxing on my rig, eventually I uninstalled IP after many years of use.
  3. I don't know if USSEP does vanilla+DLC navmesh fixing, but I think I found one issue at the border between cells BA45 (BoneCrestExterior06) and BA46 (BoneCrestExterior01), where my followers all got stuck in the way. I checked my modded load order and no mods are affecting those cells, so I checked the navmesh in the CK with only the base game + DLCs and it seems that's a pretty messy spot. The border triangle sides are really distant in the Z axis and the path there is extremely narrow. It also doesn't make any sense with the terrain. This patch I made was a tentative fix which does resolve the issue in that spot exactly, using only the original triangles and moving vertices around and snapping them to the ground, then finalizing. I'm really not experienced in navmeshing so I didn't add any new triangles for better adjustment to the terrain, but that could be an advantage, since pathfinding does seem to work this way. But I notice the problem is much more widespread in that area... The esp is -autocleaned and manually cleaned. Nav_fix.esp
  4. I'm actually using 3dNPCs, which is a huge mod far exceeding the added NPCs themselves. Some of the best fully voiced followers, interesting small quests, it's one that I'd be willing to keep if it meant sacrificing others. I know there were discussions on how this mod contributed to exhausting the string limit in LE - string count seems to no longer be a problem for SSE, but even if it were, I'd maintain I'd rather keep 3dNPC, and leave others out. Not the case with Inconsequential, for what I've seen shortly after testing the mod. No quests, no interaction, it's by definition only adding dead weight on your game - I'm sorry if this sounds like criticism directed against that particular mod, because it isn't. I just came from two long playthroughs made impossible to continue after 200h due to crashes on save, which I couldn't pin on any particular mod. After playing a stable (though heavlily modded) build for 200h and suddenly losing stability, without touching the build, twice in a row, makes me wonder about SSE's own limits regarding the *amount* of mods, not just the quality of those. I never saw a stack dump in my savegame. Active scripts were around 10 usually, never above 30. Mostly DynDOLOD. Number of actors is one of my concerns. I've noticed often on those playthroughs that wild animals or bandits would stand still, allowing me to engage before they even acknowledged my presence. I didn't have script lag on other instances (for example, picking up flora, or even using spells to change full equipment sets). So maybe those animals and bandits were simply actors queued because the max amount of active actors was reached within my zone. I've also read about an "Ability Condition Bug" where going over a limit of 4096 cell loads makes yout game unstable - in particular, certain ability dependent effects no longer work (check Enai Siaon's threads on that subject, as it affected a good number of his mods). Such as this one, what other limitations could there be that only manifest after a long span of time, perhaps due to some cumulative effect on your savegame? I am indeed using a heavy build, but one that is conflict-resolved to the best of a large group of people's abilities. It performs well on my ageing rig, over 40fps in exteriors almost 100% of the time, with ENB accounting for 15-18 of those fps. Capped most of the time at 58 in interiors. It's only after many hours playing that these builds have lost that stability. I'd love to figure out why, so I could trim it where it would actually make a difference.
  5. Been having some discussions on the subject of how heavily you can mod SSE before noticing the consequences. But I can't quantify those consequences, beyond the basic things like full 4k textures will demand more VRAM than 2k, etc. There were tools to quantify exactly how much VRAM you're using for the classic version, don't know any for SSE. But that's not even my main concern: what's the consequence of adding more actors to the game? And more scripted events like basic needs and survival simulation? Where's the breaking point? Can the total amount of scripts firing at run-time wear your savegame file out? I've been playing very stable, heavily modded builds for a few years - but sometime after 150-200 hours they usually "wear out", become unstable, start crashing on save, on load, out of the blue and that, without making any changes to the load order. It just goes from stable to unstable at some point. How can we put some figures into this, so we can have an idea of what impact each mod will have on your game? Just to mention an example, I have a gut feeling that adding Inconsequential NPCs to a heavily modded game will be nonsense. It puts a ton of NPCs in the game with their own AI, schedule and the lot, that you don't interact much with, but is weighing on the engine - but how much? If anyone would like to discuss what weighs and how much, it would help to avoid the situation referred to in the title. I like how this game plays with mods, but would like to stay well in the "safe zone" that would allow me to play a character for as long as I like.
  6. I accept it's the way the game's scripted, but doesn't it bother you? Some guy can have an entire dialogue with you and not stop digging, and keep digging for hours. Would it be too hard to have them display the same behaviour as followers, and stop digging if you try to dig the same rock? Genuine question, I have no idea. It makes sense to me, it's not just a gamey thing. More natural, less frustrating. Like telling someone to take a break while you dig some ore yourself. Nobody in Skyrim seems to consider ore like a precious rarity anyway.
  7. It's hard to believe nobody ever reported this as a bug, and you might disagree that it is one. But here goes: when an NPC is mining ore, there's no way to stop them until their AI package tells them to. Talking to them gives you dialogue but they don't stop digging, trying to dig the same ore vein gives you "someone else is using this" and they don't stop digging (unlike followers, who do stop). I'm currently not playing a vanilla game so if somebody would confirm this is vanilla behaviour, I'd make a hopeful suggestion for a fix... I checked Edith from Dawnstar, for example (000877af). She only features one package, DawnstarQuicksilverMinerPackage [PACK:000877A8]. I have no idea how to edit that so that you can give them the same behaviour as a follower, stopping to let you mine instead. It does seem like this is vanilla behaviour, as it has no overrides, not even update.esm.
  8. Which version of Wrye Bash should I revert to if I want BOSS bash tags suggestions to be added automatically? please disregard.
  9. Update: feedback on YouHunger tells me it just adds the disabled flag to food in Skyrim. Still, my question stands for the mods that do make dynamic changes while you play.
  10. What the title says... I'd like to know if anyone has traced the impact those mods (or similar ones) have on the game when they run their scripts to dynamically add or remove stuff: - dynamic things runs a script to replace static with lootable containers. That script is set to run every x seconds, configurable in the MCM. It's very noticeable that it's running, if you run into a place and immediately check everything for loot, you end up waiting for static to be converted to containers. - iNeed scans the cell (on load?) for food and removes it. It also replaces food in containers with salt and other stuff, don't know exactly how but that part may be esp work. - You Hunger does the same but in an apparently even more ambitious manner, by scanning the context and adjusting the available food and drinks based on factors like the presence of crop fields, etc... The drescription is very vivid about this. Common sense tells me that this, while it may not be a gigantic strain on the engine by itself, is still extra load and I try to estimate the benefit to my gameplay factoring the load, to decide whether or not to use it with an overall heavy build. But I lack objectivity because I don't do scripting and don't know how these things work exactly.
  11. I hesitated on your vanilla reduced textures, because I'm using mostly vanilla textures on my game for a lot of things, starting with landscape, add creatures, sometimes even weapons, armour and clothing. I use optimized HD textures and Gamwich's BTPT for 32bit and for SSE just use straight vanilla, buggy and unoptimized as people say they are, because most texture packs out there have pretty textures but many, if not most, fail to blend as well as vanilla.
  12. Is there a down side to using BSArch? And another question: is it possible that textures from ported mods don't play nicely in SSE? I found this in a reddit thread and very little other information: *If* this is no BS and we should now take care to check if textures from LE are compatible with SE, is there any texture optimization tool for SSE that allows for a streamlined process?
  13. Hey guys, just wanted to mention a post by KernLTX on the YASH nexus page that points out some "bugs" that USSEP overlooks. Haven't tried them out myself and don't really like the way the author of the post addresses the issue, but maybe you can confirm these are issues that need/can be resolved. Using the forum link for easy reference: https://forums.nexusmods.com/index.php?/topic/5012590-yash-yet-another-skyrim-hardcore-mod/?p=60749747
  14. Many thanks! Only doing SSE here. My list is (for the most part, at least) conflict resolved with a manual xEdit patch and I fix things as I detect them. Is smash really a hassle-free conflict resolution tool? A lot of the decisions I make with xEdit are simply arbitrary, what to carry and what not. How does Smash do the "guesswork"? Sorry if I sound skeptical, I'm usually very keen on experimenting new tools and I don't really understand what's keeping me from trying Smash - maybe that I don't really understand the advantage. I posted here on the Smash thread about a complicated procedure to merge the plugins that the bashed patch would merge using Merge Plugins standalone, then make a tweaks patch, then use Smash for leveled lists and whatnot (I really wish I knew what the 'whatnot' is). A lot of trouble to replace a single click in Wrye Bash, to what advantage - that's what I'm failing to get at. And thanks again for the first scratch of your future pictorial guide to Smash?
  15. @alt3rn1ty, may I ask, how are you using Smash and Wrye Bash together? Do you use both the Bashed Patch and the Smashed Patch?

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