Everything should continue to work fine if you install this mid-game.
However, I had to add some things to make sure that certain scripts continue to work as intended when installed mid-game. It would be good if some people could carefully check whether the related perks continue to work correctly, if they already had these perks in their game. The following perks would be good to check:
SPERG first, then Optimised Scripts (let my optimised scripts overwrite the originals).
Doing it the other way around would be equivalent to *only* installing SPERG (without optimised scripts), as SPERG would fully overwrite all of my files, and there are no new files that don't conflict.
Im unfortunatly still getting stack dumps related to the weapon speed script. Am i missing something as the download does not contain SPEWeaponSpeedScript?
Same for me. It happens about 10x slower but my save still got bloated af with weapspeed suspended stack dumps... And I even have the weapon speed script disabled in the MCM.
Update: Just saw that I need to let Vokriinator overwrite this mod's scripts? It doesn't make much sense to me but perhaps that was the reason.
Wanted to thank you again for making this lol. nice to see things being updated to keep SPERG working all this time later honestly the CK project for SPERG is kinda a mess. so nice to see stuff like this to keep it going while i cant really work on it much anymore.
If you ever wanted to talk about maybe merging into the main mod let me know.
My permissions on my edited versions of the files are open, so you're free to integrate them back into the official mod if you like.
I guess doing so would mostly make sense if you're planning to also do new other updates in your mod; then it would become really valuable to concentrate everything back into a single official download. To avoid, for example, issues where my scripts become outdated relative to later versions of scripts in the main mod.
However, do note that my optimisations do rely on a couple of new SKSE plugins as requirements. So, if these scripts are integrated into the main mod, it will also have to have these new requirements. Which many users probably won't notice when just blindly updating...
This file only contains Papyrus scripts, there should be no need for a VR port, it should just work (assuming that the dependencies do, which as far as I'm aware they also do).
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However, I had to add some things to make sure that certain scripts continue to work as intended when installed mid-game. It would be good if some people could carefully check whether the related perks continue to work correctly, if they already had these perks in their game. The following perks would be good to check:
- Adaptation (Alteration)
- Drunken Rage (Pickpocket)
- Brigand's Brew (Pickpocket)
- Chameleon (Illusion)
- Exorcist (Restoration)
- Faith (Restoration)
i sat there trying to find why is my save getting stack bloated with swepspeedwhatevertheshit and this just resolved it within a blink of an eye
best of wishes to the author
And before anyone asks, both pages list eachother as requirements.
Is it:
SPERG
Optimised Scripts for SPERG
or:
Optimised Scripts for SPERG
SPERG
Doing it the other way around would be equivalent to *only* installing SPERG (without optimised scripts), as SPERG would fully overwrite all of my files, and there are no new files that don't conflict.
Should I?
Wait nvm, did he remove the spell getting bigger in your hands as you charge it?
Update: Just saw that I need to let Vokriinator overwrite this mod's scripts? It doesn't make much sense to me but perhaps that was the reason.
honestly the CK project for SPERG is kinda a mess. so nice to see stuff like this to keep it going while i cant really work on it much anymore.
If you ever wanted to talk about maybe merging into the main mod let me know.
I guess doing so would mostly make sense if you're planning to also do new other updates in your mod; then it would become really valuable to concentrate everything back into a single official download. To avoid, for example, issues where my scripts become outdated relative to later versions of scripts in the main mod.
However, do note that my optimisations do rely on a couple of new SKSE plugins as requirements. So, if these scripts are integrated into the main mod, it will also have to have these new requirements. Which many users probably won't notice when just blindly updating...