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godescalcus

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  1. godescalcus

    "Mod it till it breaks"

    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.
  2. godescalcus

    "Mod it till it breaks"

    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.
  3. 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.
  4. 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.
  5. godescalcus

    Wrye Bash - All Games

    Which version of Wrye Bash should I revert to if I want BOSS bash tags suggestions to be added automatically? please disregard.
  6. 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.
  7. 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.
  8. godescalcus

    Oldrim to special edition help?

    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.
  9. godescalcus

    Oldrim to special edition help?

    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?
  10. 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
  11. godescalcus

    Wrye Bash - All Games

    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?
  12. godescalcus

    Wrye Bash - All Games

    @alt3rn1ty, may I ask, how are you using Smash and Wrye Bash together? Do you use both the Bashed Patch and the Smashed Patch?
  13. godescalcus

    what are all the files I can pack to bsa?

    I wish I had read this earlier. I had to realize that SKSE and similar non-base game content isn't read from a bsa due to dyndolod popping errors that it couldn't find its json files. I did manage to pack 5.2GB of dyndolod meshes and textures in 3 archives, leaving SKSE loose and using an extra dummy plugin. Used compression for all (only textures and meshes) but textures were a minority and meshes didn't compress much. In the end I got DynDOLOD.bsa and DynDOLOD_Dummy.bsa both containing only meshes and barely under 2GB, and DynDOLOD - Textures.bsa containing textures (289Mb). Works fine and I confirmed that no loose assets were overriding DynDOLOD's archived ones. This is for SSE and I used bsarch.exe.
  14. godescalcus

    [UPDATE] BSAs and You

    Is SSE capable of loading SKSE folders from bsa? I finally got around to packing dyndolod's output in bsa. Had to use DynDOLOD.bsa, DynDOLOD - Textures.bsa and DynDOLOD_Dummy.bsa (with its extra dummy plugin) to keep every archive below 2Gb. Ran the game, didn't crash, which means at least the meshes are loaded. There are no purple "texture missing" distant objects either. However, I got constant "DynDOLOD can not find master data in DynDOLOD_None.json" errors popping in-game. My feeling is that either the whole skse folder, because it isn't a base-game standard folder, or its contents (namely json containers) because they aren't standard game files, are not loaded from the bsa. To test that, I ran the game with only the skse folder as loose files, and bingo! No errors popping. Could someone confirm or deny that it is the case? Then, only standard game folders and file types are loaded from bsa archives?
  15. godescalcus

    SSE light sources casting no shadows

    I tried loading a small mine to mod for testing if it would be possible to make a lighting overhaul mod with shadows in mind. I use a combination of ELE+ELFX and a "tailored" RS that looks usually great - except that not enough attention was given to shadows and they make such a huge difference. The problem with my attempt so far is that the game uses multiple objects for light, it's like having lighting fixtures and light bulbs and I don't know what else. I just wanted to copy one light source as a new record and add the omnidirectional shadow flag, then copy the record that places that light source in the mine as override and reference the modified light source - but I still have some reading to do, apparently. Thanks for the articles, I'll read them.

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