agree to disagree.... so would my lecturers, you changed code that had low (O)n complexity to an excuse for windows garage disposal to clean the memory, how is that an improvement?
It seems to me the improvements are sanity checks to make sure s#*! doesn't break and cause stuck scripts. I don't know how but sometimes scripts, functions don't do what they are supposed and even if you check it the game will tell you it did a thing, but it didn't do the thing.
Original author here, you're misunderstanding what this mod actually does. It's nothing more than tweaks, sanity checks and data integrity checks to certain scripts that can in some situations get stuck permanently running in the background due to oversights and bad coding practices from level designers that don't have a programing background. Stuff like while loops with unreliable exit conditions, usage of events on triggers that fire frequently for no reason, local dungeon scripts that leak out of their intended scope, race conditions and more.
At no point is this mod doing garbage collection or handling memory management itself. The most it does is sacrifice a bit more memory for caching of certain variables to improve execution performance instead of repeatedly calling the same functions which has a notorious performance overhead in Papyrus, doubly so for convenience functions that call other convenience functions. The scripting engine already needs all the help it can get and that's all this mod does - reducing the amount of work it needs to do and not get bogged down with unnecessary stuff.
Is your Mirak fix compatible with mods that say enhance Mirak as a boss like Revenge of the Enemies 2016 or maybe other Boss difficulty raiser mods? Appreciate your hardwork anyways.
Hola Xtudo un Bug que ya tenía completamente controlado era el de los Ojos Rojos de Draugr, no obstante al tratar de recuperar la paga de Motierre en Volunruud este volvió a aparecer, no obstante tener instalados los Mods:
1. GlowingEyeBugWorkaround-14598-1 2. No Glowing Eyes Draugr and Skeletons-38011-1
Es posible que alguna de las Optimizaciones de Scripts lo hayan reactivado o que me sugieres hacer?
One script to check is BYOHUrchinCarryScriptCheck. It's a recurring loop that doesn't OnUpdate instead it uses a Utilty.Wait(10) everytime and as long as Alesan is loaded.
same because I started before Skyrim SKSE was released and I started modding before a load order tool even existed lol back when we had to manually change file dates in windows to sort mods I'm closing in on 20 years of elder scrolls modding ><
In some years I guess it will also be 20 years of TES-modding for me. xD These games are still alive and will keep being so because of this great concept to make games modable. I posted this some years ago in a forum, where the developers of a remake of an old RPG were gathering feedback and ideas, what should be part of it. I refered to exactly this concept and the TES games. I really stick with mods, they're such a great improvement to every game!
made me go from crashing every 1-2hrs for the last 5 years at least to zero in 14h40 played (restart from zero) and the weird thing is that most of those fixes are for things I haven't encountered in the game so the vanilla scripts must have been degrading saves constantly
you did a lot of good mods I use but I never expected my 3500 spells 800+ weapons and armor sets skyrim to ever be stable and it wasn't I could hope for 1-2hrs not more...until your script fixes, I restarted from scratch with them and after 14h40 played zero crash this far this not only makes my game playable now but I'm going to back it up and then try the mods that didn't work and that I really wanted (the spear, glaive, claws dynamic replacer animations)
Moved the shutdown of "The Taste of Death" to a different script for a cleaner implementation and better compatibility. Old script removed: DA11VerulusScriptNew script added: DA11ShrineRoomTriggerScript
New optimization: Reworked 2 Ravenscar Hollow scripts to prevent updates every second that start as soon as you get near the cave entrance and persist until you clear the dungeon even if you never enter it and leave the area instead. Now the updates will only run when absolutely necessary. New scripts added: dunRavenscarQST and QF_dunRavenscarQST_0003D26C
34 comments
I don't know how but sometimes scripts, functions don't do what they are supposed and even if you check it the game will tell you it did a thing, but it didn't do the thing.
At no point is this mod doing garbage collection or handling memory management itself. The most it does is sacrifice a bit more memory for caching of certain variables to improve execution performance instead of repeatedly calling the same functions which has a notorious performance overhead in Papyrus, doubly so for convenience functions that call other convenience functions. The scripting engine already needs all the help it can get and that's all this mod does - reducing the amount of work it needs to do and not get bogged down with unnecessary stuff.
1. GlowingEyeBugWorkaround-14598-1
2. No Glowing Eyes Draugr and Skeletons-38011-1
Es posible que alguna de las Optimizaciones de Scripts lo hayan reactivado o que me sugieres hacer?
It's a recurring loop that doesn't OnUpdate instead it uses a Utilty.Wait(10) everytime and as long as Alesan is loaded.
I install many mods still manually.
These games are still alive and will keep being so because of this great concept to make games modable.
I posted this some years ago in a forum, where the developers of a remake of an old RPG were gathering feedback and ideas, what should be part of it. I refered to exactly this concept and the TES games. I really stick with mods, they're such a great improvement to every game!
and the weird thing is that most of those fixes are for things I haven't encountered in the game so the vanilla scripts must have been degrading saves constantly
this not only makes my game playable now but I'm going to back it up and then try the mods that didn't work and that I really wanted (the spear, glaive, claws dynamic replacer animations)
03/09/23
Old script removed: DA11VerulusScriptNew script added: DA11ShrineRoomTriggerScript
New scripts added: dunRavenscarQST and QF_dunRavenscarQST_0003D26C
although we have already achieved a high level of performance in LE, Improvements are always welcome