No, but will aboid performance being reduced further by ashlike objects, dropped weapons and nrinroot glows and roots.. In the case of nirnroots and ash piles, previous stacked objects will be cleanned. In the weapons case it will only avoid new ones cluttering your save.Hey there, will this improve performance?
Posesive Corpses
#411
Posted 17 April 2012 - 11:12 PM
#412
Posted 20 April 2012 - 04:20 AM
#413
Posted 20 April 2012 - 11:03 AM
Thank you for your kind wordsI cant believe i have not once come here to thank you for this great mod ( Although i did endorse a long time back
). Thanks so much for helping control save game bloating, especially evident after almost completing the whole game. Top quality mod !
#414
Posted 22 April 2012 - 07:37 PM
I usually have a stealth gameplay, so I try to kill enemies from very long distance with my bow, but... when I come closer to the dead enemies I just killed, I find less corpses on the ground!
i.e. I killed 3 Fornsworn and I actually saw them fall to the ground, but I went to loot their bodies and I only found 2 dead bodies.
It happens almost everytime, not just once. I hope I made it clear.
Any helps?
Edited by Claska, 22 April 2012 - 07:38 PM.
#415
Posted 23 April 2012 - 12:12 AM
The only thing this mod does to NPCs when they die is to ensure their weapons aren't detached from the actor reference, which is exactly what happens when you kill someon with a sneak attack.Hello, I have a little problem that I guess it started since I installed this mod:
I usually have a stealth gameplay, so I try to kill enemies from very long distance with my bow, but... when I come closer to the dead enemies I just killed, I find less corpses on the ground!
i.e. I killed 3 Fornsworn and I actually saw them fall to the ground, but I went to loot their bodies and I only found 2 dead bodies.
It happens almost everytime, not just once. I hope I made it clear.
Any helps?
I had the same bug you are having now when installed 1.4 official patch. In my case it simply stop happening on it's own without changing anything. I think it's a vanilla cleanning feature kicking in. Skyrim didn't clean it's own trash often but it do sometimes (often harming more than it helps)
#416
Posted 23 April 2012 - 09:58 AM
#417
Posted 23 April 2012 - 08:08 PM
#418
Posted 23 April 2012 - 10:52 PM
There are various interestings mechanics developer introduced in the engine. But some of them lack being finished. Schedules are always a problem.Ohh, thanks for the explaination, I didn't know that!
This mod could make no difference in your case. Maybe it could reduce the size in 5 Mb, 10Mb being veeeeery optimistic and not immediatelly. Besides, while this mod would be reducing the part where it can help, your file would grow a lot more.my current save game is 80mb yes I have seen it grow from 9mb to 15mb to 30mb ect to now 80mb and it now feels like every 2min the game shutters. I have played just about 150hours. Will this reduce my game save file?
You problem is script bloatting. Something this mod didn't help with. Your case is not so rare. The more extreme case I heard about was 600 Mb if I recall correctly and 300 is relativelly common.
This happens when a mod (or a vanilla script, didn't check all of them) calls a function more often than the said function can be executed.
Each time a function is called, a new object is created in the game. If the function is executed in 0.4 seconds but a new function is generated each 0.2 seconds, functions will start acumulating. This makes all the functions have less resources as they need to divide the script time between more functions. This way each function execution will last more, but the number of functions generated per second will mantain. So the problem grows exponentially.
To make things worse. those temporal functions are stored in the save file and increase the size.
One of the instructions doing this is registerforupdate. It's the more common one. Other commands need a really bad use to screw up things but in the case of this command you need to do a masterfull use to avoid screwing things with it. It's better to use registerforSINGLEupdate instead, as it won't generate a new function untill the previous one is processed.
If you uninstall all your mods with registerforupdate instructions, your file may start losing weight, or may not. That deppends on if the thrashed functions can currently finish their execution with enough time or not.
#419
Posted 24 April 2012 - 05:56 AM
I first want to thank you AMGepo for your responsiveness in assisting and informing others with your findings
I run approximately 155 mods, but have seen a few names of mods that were mentioned in the last 6 pages of this thread: "Dual wield Parry" and "Deathmoves..." and "Killmoves~.." (without looking at the full name).
I was curious about a few things:
1) the potential of salvaging a current "bloated" save file and, if so, is there a limit at which there is it can become non-salvageable, so-to-speak?
2) The freezing / lag (obviously due to strain from both the generation of extraneous processes, as well as, increasingly larger save files being written to the HDD - please correct me if I am wrong lol) - but, will that remain to only a static amount of said processes / lag once adjustments have been made?
3) When making a change to the "..singleupdate", is that a console command that must be input each time a saved game is loaded or every time a cell is loaded? If so, is it not possible for a simple .bat file?
4) Is there a source of known mods that are yielding this effect? I know I only accumulated this in the last 48 hours but I am always making adjustments to both my load order and mods, HOWEVER I can pinpoint it to a fair amount of what was changed using that savescanner (I think).
Anywho, this bloating-freezing is annoying as hell and I GREATLY APPRECIATE YOUR HELP!!! lol
You have been endorsed sir (I havent even tried your mod yet - gripping it up now)
Edited by serpentwave, 24 April 2012 - 08:07 AM.
#420
Posted 24 April 2012 - 06:41 AM
I found this reoccurring process within the save file (via the savescanner):
[Table 1001 22579] DARYL - [WeaponRackActivateSCRIPT < (00102A3A)>] The TriggerMarker is
[Table 1001 22580] DARYL - [WeaponRackActivateSCRIPT < (00102A3A)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (00102A3D)>]
[Table 1001 22581] DARYL - [WeaponRackActivateSCRIPT < (00102A9E)>] The TriggerMarker is
[Table 1001 22582] DARYL - [WeaponRackActivateSCRIPT < (00102A9E)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (00102A9D)>]
[Table 1001 22583] DARYL - [WeaponRackActivateSCRIPT < (49002593)>] The TriggerMarker is
[Table 1001 22584] DARYL - [WeaponRackActivateSCRIPT < (49002593)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (49002594)>]
[Table 1001 22585] DARYL - [WeaponRackActivateSCRIPT < (49002584)>] The TriggerMarker is
[Table 1001 22586] DARYL - [WeaponRackActivateSCRIPT < (49002584)>] The TriggerMarker is [WeaponRackTriggerSCRIPT < (49002587)>]
I am thinking this might be the culprit but cannot think of what that could be from. Do you know what it might have been caused by?
BTW, these issues first started occuring when I entered into Ysgramor (spelling?) to finish Kadlock's Quest- when I entered there I was in a psuedo-TFC sort of mode but it returned when I placed the Axe on the statue (to open the door). I then took the axe back (lol).
This is when the bloating started occuring but.. who knows?
OK.. getting CTD's now.. After doing further research I found that "DARYL" is:
"Daryl Brigner is a level designer at Bethesda Game Studios. Some of his contributions to Skyrim include Embershard Mine, Ustengrav, Korvanjund, Whiterun Attack/Defense, and Rannveigs Fast as well as contributing to some other features such as Weapon Racks (DING!), Player Bookshelves, and Mannequins."
Edited by serpentwave, 24 April 2012 - 08:40 AM.



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