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The Most Important Bug that Needs to Be Fixed in Skyrim by a Modder.


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With the perhaps exception of the lipsync bug the most important bug that needs to be addressed in Skyrim is the instability associated with injecting new combat spawns.

 

Injecting any new OUTDOOR combat that results in combat destabilizes the Skyrim engine. This is true of the well written "Immersive Creatures" and it even true for Bethesda's own DLC Dawnguard.

 

Its not the modder's fault, it is a fault with Skyrim itself.

 

What inevitably happens is that a mod like Dawnguard injects combat into the game. The combat occurs and finishes and everything seems OK, but the next time you visit a vendor, change cells or other similar action the game CTDs.

 

This is because the injected content destabilizes the game.

 

A hundred vanilla combat encounters wont cause this behavior. A completely stable system won't help this. This has happened since Oblivion and Bethesda never fixed it.

 

This is probably beyond the skills of modders to fix......

 

So what can be done?

 

To properly inject combat content there is only one solution I can see.

 

1) SKSE needs to be extended so that it can seamlessly load a custom save based on information in the current save.

 

2) The modder would then inject only an activator box into the game.

 

3) When the player triggers the activator the game is saved and a specific custom save is loaded with no quests and only allowed content active. The environment of the new save would mimic that of the trigger box and could even be an interior cell.

 

4) The custom save and location could have a custom mod list active and be hand designed to be complex immersive challenging and interesting.

 

5) At the end of the combat a new book is created and injected into the savegame that called the combat (or a copy).

 

6) The player then clicks an activator that tells them the encounter is over,

 

7) The player then loads the new copied save.

 

8 ) Reading the book summarizes the encounter and loads any items acquired there and adjusts experience.

 

OR

 

Alternately a mod could be devised that tells the player that injected combat has occurred and that their game should be saved and the new save loaded.

 

 

This would solve the CTD problems with injected combat and would be the only way to have really large battles with many combatants in Skyrim.

 

With this system Bethesda could have actually made believable a civil war.

 

 

Sound extreme and convoluted but I don't think the original problem can be solved even by Bethesda.

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NA, With the fixes we now have and a Proper Bashed Patch this is a thing of the past !!!

 

In the patch config for your Bashed patch...FIND these settings and change them !

 

AI: Max Active Actors [XX] ...change it, the default is 20 i have mine set to [60]

Combat: Max Actors [xx] ....again...the default is 20 I have mine set to [80]

 

These settings are found in the "Tweak Setting" section of the Bashed patch. There are many things you can tweak that many people use "Mods" to change that you don't need. Arrow speed, number of companions, crime distance among others.

 

Add on top fo the above..

Stable Ugrids to load

SKSE w/ SKSE.ini

ENBboost...

 

And your smiling , as long as the system can handle 100 actors fighting.. the engine should....:)

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