Skyrim Special Edition
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The Blender Animator

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TheBlenderAnimator

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74 comments

  1. Sergg
    Sergg
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    Amazing! Thanks for the mod! I have a question, why the mod stopped developing? this is such a cool idea, please continue! Do this for all cities.
  2. Mmoplayer75
    Mmoplayer75
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    Why do I get this message?

    "There are 3034 stacks and  3558 frames, which probably indicates a problem.
    PuddleWeatherScript occurs the most as a stack frame (3266 occurrences)"

    I'm uninstalling this untill I find a solution. Please, if you can, let me know what is happening.
  3. Soldream
    Soldream
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    Has anyone else experienced a problem with this mod where the PuddleWeatherScript.pex just destroyed PapyrusLog? This mod starts spamming for me. Can anyone with a large collection of mods confirm that this mod is stable?
  4. regenbot03
    regenbot03
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    TB's Dynamic Puddles v2.1.5
    TB's Improved Puddles v2
    Wet Whiterun v5
    The Puddles Of Riften v2
    Dynamic Puddles - Whiterun v2

    So what's the difference between all those mods?
    TB's Dynamic Puddles v1.9 was a single mod, now it's a frameworks?
    And how should I array them with RWT?

    I do love your works but these are such a chaos you know. :^(
    1. TheBlenderAnimator
      TheBlenderAnimator
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      Ok there are 2 variants Dynamic and static - one changes depending on weather and one doesn't.
      I recommend choosing one of them however make sure you only choice one variant for each hold.
    2. TheGameBall
      TheGameBall
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      TB's Dynamic Puddles - Framework v2.1.5 - this mod, it allows dynamic puddles mods to work but does nothing by itself, - only the whiterun submod exists
      TB's Improved Puddles v2 - a texture replacement mod, you probablay want it to overwrite RW2 since he sseems to always want to improve that mod
      Wet Whiterun - adds a bunch of static puddles,etc to whiterun in a way that is incompatible with the dynamic puddles
      The Puddles Of Riften v2 - the same thing, but in Riften
      Dynamic Puddles - Whiterun v2- using the framework that is the mod of this page, it adds some particular dynamic puddles to whiterun , also includes the second mod's improved textures, if you want it to
  5. Modling
    Modling
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    This mod would be great if it were finished and had patches for other cities and towns mods. I will track it with the hope you keep it up. Anyway, I find more important to get water effect on all ground textures while raining than the puddles. Obviously, have both is better, but what I find annoying is to see the dry textures with a wet weather.
  6. NoahBoddie
    NoahBoddie
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    I saw someone talking about optimization and I couldn't really let slide the comment that it can't be optimized. So I got some spiel to spill.

    There are ways to improve performance here actually. I can assume that you're using an update function in order to make them shrink. The thing that I want to ask is are you using single update or regular update? it's always better to use the latter as regular update from what I've heard has issues. Additionally, I think it would be a good idea to give those updates a little variance on time to update. Looping in a single update is ill advised even if it gives the desired result, so, why not instead prioritize such behaviour for only when the player is within a certain proximity? If they are shrink it slowly.

    Next, if the puddle isn't visible, have it not update. Take the time that it stops updating so frequently, and instead just waits to see if the player is even in distance and if they aren't then it stays in hibernation.

    But if the player does enter that range, take the current weather pattern, and then get how much time passed between it hibernating and now and make it progress that far.

    I believe an exellent function for this is the OnUnload event which fires each time the function unloads it's 3D model (also fires during saving but that's not as much an issue honestly).

    Speaking of another thing you could do is not make the thing function all the time. I'm unsure of the specifics of this sort of thing but I'm sure that in some capacity just because an actor reference is no longer in the cell it doesn't mean that it's not in memory, and that doesn't mean that no scripts are running at all on it. If the thing can no longer be manipulated (ie cell detach and not unload) then this shouldn't be running and instead should to be reloaded to do any updating and such. Mainly this part is to prevent getting errors of trying to manipulate an unloaded object. But also if it is still running at full power it prevents it from taxing the scripting engine.

    Optimization isn't able reducing the fidelity, it's about increasing the performance in a way the player can't see or feel to make the best of both worlds.

    tldr, if this is going to be an earnest framework I'd urge you to look into optimization in like 4 sections Super Visable (player is looking at and admiring it), Visible (The player could notice it), Invisible (Not in range to be seen yet, but still loaded), and intangible (the player will not be seeing it nor will they be near it any time soon). Splitting it up between that will improve the performance of the mod greatly.

    A great tool to top all this off would be, 1 use globals. They are very useful, especially in a framework, if you'd want like regional control it'd be a god send. Second read up on states, they are super cool, MCM uses them for it's state machine and it allows you to reuse and turn off event's depending on how you set it up. Last, use properties more, having things editable from the editor is a lot better than needing a recompile on every minor numeric edit, I've learned the hard way.


    I've probably failed at not coming off a bit strong but I like this sort of mod and if I could offer what I can to help I'd be glad. Sorry for the wall of text but I'd greatly recommend at least looking into the stuff directly above.
    1. radj307
      radj307
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      +1
      People making excuses for poor optimization, especially people who don't code, has always bothered me.
    2. xxss5songokuxx
      xxss5songokuxx
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      Excellent words.
    3. primem0ver
      primem0ver
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      I am going to add my 2 cents worth here.  I REALLY wanted to download this mod... VERY cool concept.  However, after reading this and several comments below, I will NOT until the above recommendations are implemented as I use a lot of scripted mods and this mod seems like a way to bog them all (and the game) down.  As a programmer I know how important minimizing processing resources is.
  7. TheHunterWithTools
    TheHunterWithTools
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    My save game used the old version with the esp. Can I safely update to the esl version or do I need a new game?
  8. VriskaRising
    VriskaRising
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    Floods Papyrus Logs with endless script calls for seemingly every puddle, or it just constantly scans every microsecond, I can't really tell. Either way the mod causes enormous performance issues by overloading Papyrus. Any other mod that affects scripts was nearly non-functional.
    1. BlueGunk
      BlueGunk
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      I agree. The script requires an on-update and cannot set scale for loads of events; even when indoors.
      I was blissfully unaware of it until my game recently crashed on loading saves. Maybe a couple of tweaks can set this straight. I'm no scripter so sadly, I can't help.
  9. Pfuscher
    Pfuscher
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    Bringen back an esl would be great, so we could turn this mod on and off via MO.
    1. TheBlenderAnimator
      TheBlenderAnimator
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      The best way to turn on and off is the addons since the mod doesn't do anything on. Though I will investigate the idea.
  10. TemplarSwift
    TemplarSwift
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    Script load from this mod is so huge. I literally needs an optimization.
    1. TheBlenderAnimator
      TheBlenderAnimator
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      Sadly there is no real way to optimise without just making the puddles appear not dynamically appear.