Well, I understand that mod only affects actors. If so, arrows stick on actors and on any other object are handled by different settings and the arrow cleaning from actors was working Ok in previous versions, so I doubt they touched it. If that mods does affect arrows sticked to the floor or unanimated objects then it could be the cause of you experimenting this problem harder than others.thanks for the answers buddy.
1) if the command means that arrows dont get stuck into things than wouldnt it make sense that the mod that makes MORE arrows stuck into things might be the problem? (the arrows in the everywhere mod)
Archers seem to be hit harder by this glitch and this is one of the two changes introduced by 1.5 (the other one being the arrow cleanning that also affect archers more than othe characters). It looks difficult to botch thing in the kill cams, but maybe they have used a harcoded method similar to the already mentioned registerforupdate to control the timming of the camera moves or the changes between real time and bullet time. I find it quite improbable, but it's not totally impossible.2) how would u imagine the new ranged kill moves effect this bloating? arent these small changes that occur when u get a kill move and dont leave any traces afterwards?!
In skyrim, there is a fixed CPU time percentage for scripts. and this form of bloating increases the number of functions running as the faulty script receives less CPU time. This way the more scripts you have and the heavier they are, the more bloat the faulty script will cause. Through once it started, it competes with itself so it won't need other scripts for increasing the bloat.3) the bloating of the save files seem to effect how spcript mods work. especially the Deadly Combat mod, which i wont allow myself to play without. does this make sense?
because up until now i thought the bloating was due to scripts getting stuck and accumulating on one another.... the grape metaphor u gave me. like it has nothing to do with data save like arrows and what not....
am i wrong?
As the CPU time for scripts is fixed. the more a mod relies on scripts the more it will be affected.
This problem being caused by something done to arrows is yet a theory, while the script bloating is something verified. I think Bethesda could have used improper instructions in the scripts or hard code handling arrows, causing script bloatting. My hope is that leaving no arrows stucked in the floor, will make those scripts or hard code not running. The same is applied to killmoves, though I see less chances of this being part of the problem.



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