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godescalcus's Achievements


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  1. Thank you for your feedback. Good info... So, as a GENERAL RULE, you'd support the idea that it's best to focus on the quests at hand and finish them first, instead of running around triggering everything and accumulating 100+ active quests in the log?
  2. That's a good confirmation, thank you. I'm sorry this thread is turning less technical than the standards of this side, but even discussing some common-sense with people who know the insides of this game is useful. Another gut feeling I have is that there can be bad ways to play the game - for example, a lot of people like to rush through a city, talk to everybody and start every quest they can, before moving to the next location, and then start chasing quest markers. My feeling is that - if your build also has a few extra mods, like needs mods, that add some work load - having dozens of quests running simultaneously can occasionally strain the engine. Maybe even with a vanilla game, but even more so with a modded game that includes more quest mods and scripted scenes taking place in the game's original worldspaces, Interesting NPCs being an example, or Wyrmstooth during that first dragon chase (I have often crashed then). Mind that I'm not shit talking any of those mods, I like them and always run them. What I'm considering is if there is a more sensible way to play the game, especially if you nave mods that run scripted scenes in Tamriel or any of the main cities, or needs mods. And suggesting it might be best to play more slowly and focus on following each quest as you trigger them, or trigger fewer at the same time.
  3. One more question: opening the console can interfere with scripts running, and that's bad - truth or myth? Just opening for a couple of seconds and dismissing, entering no commands at all. I frequently use it to pause the game immediately after I enter a new worldspace, move from interior to exterior and vice-versa. It can take a few seconds for the screen to fade from black and during that time the game is running, you can be attacked, spotted while sneaking etc. But I've read recently that calling the console has an effect on scripts running... It certainly pauses the game, also pauses grass generation and such but also does allow for at least some scripts to run as I've seen some do while having them in verbose debugging mode. Is it a bad practice to use it thus, as a way to pause the game while the cell finishes loading?
  4. Seen the teleport happen, too. So you're perhaps busting one other myth of mine, this one of a personal nature but that I have been using to talk people out of using every possible city and town expansion mod available, along with ICAIO: those incompatibilities are not simple overlapping meshes or confused NPC AI, they're malignant and will break your save. I based my own assertion on experience, where after deciding not to use JK's and Dawn of Skyrim in my heavy build, I noticed increased stability (less crashing for one) - but then, probably what you said before would apply and it would come not from specific conflicts with ICAIO (I used every patch available and took as much care as possible with selecting which mod won the navmesh, even regenerated door links and all that) but from a heavy build overall causing the engine to choke in places where framerate drops. JK's cities definitely took a toll with the hardware I was using at the time I gave up on it. But, in the end, for different reasons than "broken AI killing your save", the main idea remains valid, one must limit a mod build to what the engine can take, and framerate can be a good indication of whether it's over that limit for each person's hardware? If that's the main guiding point, then choices definitely have to be made between Isoku's "immersion" mods, high poly bodies, high poly armoury, mods that add more actors, more clutter in cities and towns, needs mods, bigger trees, more grass, etc, etc, etc... Enb's newer effects, especially complex fire and particle lights, can really slow things down at times, depending entirely on what's on screen being post-processed.
  5. I've have first-hand objective evidence that stack dumps are tied to low framerate issues. Having the same build on two different machines, one being my desktop PC with a relatively beefy modern GPU and the other being my laptop, with an older one, I often moved my savegames from one to the other on trips and the like. The laptop performed rather poorly, generally around 40fps with dips to the low 20's or even less. That's the only time I saw stack dumps in my savegames in SSE. I've also experienced game freezing during combat, usually when dragons were involved, that was fixed by removing Wet and Cold, but I can follow your argument that it doesn't warrant for that mod the title of "rogue". When you use it in combination with scripted combat mods, scripted weathers, scripted events, scripted needs, plus the base game, all competing for milliseconds of processing time, I can see any of them could be the straw that broke the camel's back. But it does make me think that patching form conflicts can give you a false sense of solidity for a build that may have a lot of issues that can't be so easily visualised as a chart of forms in xEdit. I was told once that NPCs with their AI "hung" because of bad navmesh causing an impossible pathfinding loop (different of NPCs trying to navigate with a "valid" path that happens to have obstacles not accounted for in the navmesh) could damage your savegame in the long run. Truth, or myth?
  6. Hi guys, I'm looking for some well founded advise. I purposefully didn't mention a mod name in the title because I want to allow the scope of any eventual discussion to be able to be more broad about mods that risk damaging long play savegames. There's talks about iNeed being a savegame destroyer - a mod that I've used for many years and that I'm currently not using, so there's no bias there for me - just honestly want to know beyond hearsay. The "best" argument I've found was fashioned more or less like this: "All of isoku have issues to some degree and it all comes dont to his scripts being consistently not well written. Wet and cold causes Crashes. Wonder of weathers causes CTD in certain situations and iNeed causes corruption in certain situations. When i see that pattern my best recommendation is to not use any isoku mod as of right now." I can confirm from my experience that dropping Wet and Cold improved stability on my heavily modded game. Never really used Wonders of Weather. Now I don't want to question all of Isoku's mods like that - or endorse the argument I quoted. While I can see common sense in following a pattern when your knowledge isn't enough to pursue the technical side of the matter, I'd like to know if there's any real evidence in support of those mods being stable or unstable in the long run. My point is if there is any grounds to saying that those scripts are not well written, that statement should be founded on why they are not well written. If a more general discussion on script usage and its impact on long term SSE savegames ensues, all the better, hoping for some fruitful insight that may actually help me pick my mods better. Thanks!
  7. 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
  8. 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.
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Which version of Wrye Bash should I revert to if I want BOSS bash tags suggestions to be added automatically? please disregard.
  15. 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.
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