Just looked at the changelog for the new Summermyst update. Under the assumption that that changelog is complete and correct (assuming there were no further undocumented changes), my optimised scripts should work just fine without needing an update.
Looks like that's currently a beta of a major update with major (but unspecified) changes. So, I didn't look into it, but I'd assume not. I might look into re-doing the work (if still necessary) once that version seems stabilised (not beta, and not getting actively updated anymore)
There should not be another major update. This one had to happen because I needed to inject a lot of stuff to enable an upcoming alchemy mod and there was no way around it. Future updates would only really be bugfixes and small balance changes.
Unique Actor Values for Summermist overwrites a couple of your files. Is it possible to make a patch that combines optimisations and unique actor values?
The particular scripts that happen to be conflicting here are ones where I only did really minor and relatively unimportant optimisations. Some of the other scripts (which don't conflict) have much more substantial optimisations. But for these ones, I was really just like, well, might as well do these tiny optimisations now that I'm busy anyway, but they're extremely minor.
So, it's not really worth the time investment to re-do just those scripts again for "compatibility" with Unique Actor Values for Summermist. Just install/load that mod after mine, such that their scripts overwrite mine, and you'll only lose a couple of extremely tiny optimisations, which are really not worth worrying over.
I usually include source files, but I do not do so in cases where the original mod author also didn't release their source files (because I'm not creating any brand new scripts here---I'm taking theirs, and re-releasing modified versions). This is one of those cases.
You can use Champollion to decompile them into source files though. Yes, I'm aware that link is pointing to a Starfield page, but that's fine: it also works for SSE.
Hello Borgut thank you for this optimization mods, they are very needed in a beefy modlist, im wondering if you could take a look at SPERG? its an old classic that mostly works as intended (weapon speed and point distribution is bugged but you just disable it and thats it) but im pretty sure that it is very badly optimized to the point where i would not recommend it at all in a bigger modlist, script lag from stack dumps are coming from SPEonhitevent from what i hae tested it.
Yep, you're right, there's a lot I can do in those scripts. And the mod has open permissions too, so I'm actually allowed to :) Will upload when I'm done with it.
Hello, Borgut. I have no idea if anyone has asked you for this before, but could you take a look at 'Loot and Degradation', please? After all the things that have been developed and benefit Skyrim's performance since the last time that mod was updated (2018) I wonder if it would need many improvements and optimizations.
It's rarely a matter of needing optimisations, it's usually just more like "could benefit from optimisations". For the specific case of Loot and Degradations... I've looked, and yes, it has several OnHit() events for which it would be worthwhile to replace them by PAPER's OnImpact() event.
I can only actually do this if I get permissions from the author(s) though, which is two people in this case (Isoku for the original mod, and XONextGenXO for the SE port). I kind of doubt I'll get responses from both (I think Isoku has been gone for a long time?)... but if I do, I can take a look.
I took a quick look and it really doesn't have many of most performance-critical events (like OnHit events). There are definitely some micro-optimisations I could do, but almost all in functions/events that only get called very sporadically anyway, so it's hardly worth the effort. It probably wouldn't be a complete waste of effort (there are a couple of regularly-calling OnUpdate events), so I might at some point put in the time, but not prioritising it right now.
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So, it's not really worth the time investment to re-do just those scripts again for "compatibility" with Unique Actor Values for Summermist. Just install/load that mod after mine, such that their scripts overwrite mine, and you'll only lose a couple of extremely tiny optimisations, which are really not worth worrying over.
You can use Champollion to decompile them into source files though. Yes, I'm aware that link is pointing to a Starfield page, but that's fine: it also works for SSE.
Love it.
I can only actually do this if I get permissions from the author(s) though, which is two people in this case (Isoku for the original mod, and XONextGenXO for the SE port). I kind of doubt I'll get responses from both (I think Isoku has been gone for a long time?)... but if I do, I can take a look.