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Borgut1337

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Borgut1337

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32 comments

  1. XarisZ
    XarisZ
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    Summermyst got updated once again. Does the patch need update as well?
    1. Borgut1337
      Borgut1337
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      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.
  2. DeusAngels
    DeusAngels
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    it work with summerlyst 4.0.0 ?
    1. Borgut1337
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      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)
    2. DeusAngels
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      okay, thanks for u work :)
    3. CloudAndProud13
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      4.0.0 is out of beta now :3
    4. EnaiSiaion
      EnaiSiaion
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      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.
    5. ChristopherC71
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      Summermyst 4.0.5 has been released. Is this mod still relevant with the changes over the past few releases?
    6. Borgut1337
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      I will try to remember to take a look at the latest Summermyst patch(es) when I have time, but that might still take a weekend or two.
    7. Borgut1337
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      I have just uploaded a new version to support version 4.0.5 of the main mod.
    8. iRonoa
      iRonoa
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      Thank you!
    9. hoangdai94
      hoangdai94
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      💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖
  3. KazMiller
    KazMiller
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    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?
    1. Borgut1337
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      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.
    2. KazMiller
      KazMiller
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      Okay, thank you for clarification
  4. BeranabusBarnes
    BeranabusBarnes
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    Please source files? want to take at look at how to optimize own scripts.
    1. Borgut1337
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      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.
    2. BeranabusBarnes
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      understood, and already finished writing own script. was curious about how onhitex worked.
  5. XarisZ
    XarisZ
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    Do i need to unpack the summermyst bsa file for the  overwriting scripts to work?
    1. Darkaxt
      Darkaxt
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      Loose files always take priority over bsa containers.
    2. Borgut1337
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      What Darkaxt said is correct. Just for 100% clarity, this means that the answer to XarisZ' question is: No, that is not necessary.
    3. darkdraconx
      darkdraconx
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      Thank you for clarifying.
  6. NewVegasJoker
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    Oh, including fixes to original mod too?
    Love it.
  7. DaydreamingDay
    DaydreamingDay
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    Added to my Free FPS guide, thanks Borgut1337 :)
  8. marrano666
    marrano666
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    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.
    1. Borgut1337
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      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.
    2. Borgut1337
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      Now uploaded here: https://www.nexusmods.com/skyrimspecialedition/mods/81597
  9. Gardion
    Gardion
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    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.
    1. Borgut1337
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      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.
    2. Gardion
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      Thank you very much, Borgut. I hope you will get permission for upload it soon.
  10. pinkfluffyu
    pinkfluffyu
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    Thanks! Any chance of looking at imperious?
    1. Borgut1337
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      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.