Thanks a bunch!
Posesive Corpses
#431
Posted 23 May 2012 - 10:07 AM
Thanks a bunch!
#432
Posted 25 May 2012 - 09:32 AM
* Fixed issue with nirnroot lighting not properly cleaning up
#433
Posted 26 May 2012 - 06:40 PM
#434
Posted 26 May 2012 - 08:09 PM
There are various parts doing the same, but this mod is totally modular. Anyway, there is a new official patch about to be released, so the unnoficial patch will do the same. The main difference (that I suppose will continue 'forever') is the animated corpses crumbling to ashes. Nirnroots are threated in a very different way, but I suppose the new official patch includding a new fix will force a change in the way USKP address this (as they use a different mess).If I am using the unofficial Skyrim patch is this mod needed. I noticed when installing it asked to overwrite certain files from that mod?
Beth usually didn't explain very well their fixes, but the lack of mention of nirnroot roots is a bad sign.Supposedly one less issue to worry about (from the 1.6 patch notes):
* Fixed issue with nirnroot lighting not properly cleaning up
No. Taking out that part of this mod is easy anyway. Besides, this mod works flawlessly in that department. If Beth fix do the same, having this part will suppose no difference and if not it will continue being necessary. I would need to test beth fixes for months before I could have the confidence I have for my own fixes right now. Besides, Beth previous fixes like the one with ash piles aren't working so good and they didn't mention fixing nirnroot roots.When the patch 1.6 comes out and fixes the nirnroot problem, will you release a version without the nirnroot fix?
#435
Posted 05 June 2012 - 01:48 AM
Edited by RohanX18, 05 June 2012 - 01:49 AM.
#436
Posted 05 June 2012 - 03:56 AM
To say the truth your file growing is too fast to be caused only by those bugs. On the other hand it's also too slow to be caused by script bloatting (when scripts didn't have time to finish before being called again, which makes them have even less time to finish their execution next time. The saved game store a lot of acumulated scripts, which only increases with time).This could be useful, on my last character i played as an archer for the first time, in the end my save file got up to 96 megabytes after 100 hours and begun to cause the game to lag every few minutes and loading took 3-6 times longer, initially I thought it was because of mods I'd installed, but maybe it was because of these bugs?
My bet is that you have been hit by script bloatting quite recently. If your file started to grow fast latelly, it must be the cause (in this case, this is caused by one of the last mods you installed). If your file has been growing more or less at the same pace though, could be simply that your way of play favors normal bloatting (maybe you use a lot of zombies, kill more than usual, visit river areas often...). In this case using this mod could help you a lot.
Now that I think about it, the fact that you were playing an archer is interesting. Latelly much people has been having bloat when playing with archers. Could be that the arrow cleanning algorithm includded in 1.5 patch or the new killing moves are causing this. If the first, this mod should make the vanilla cleanning happen a 66% less often so could also help. If the cause is the new killing moves, you should install a mod removing them if you intent to play another archer.
#437
Posted 11 June 2012 - 07:35 PM
#438
Posted 11 June 2012 - 10:03 PM
No. There is no need. Besides, better not override those, should you want to make your own edits.Ok so do we need to drop the script source code files (psc) in as well. Im assuming no because the instructions only said the script folder.
Edited by amgepo, 11 June 2012 - 10:03 PM.
#439
Posted 13 June 2012 - 11:21 PM
#440
Posted 13 June 2012 - 11:54 PM
Edited by amgepo, 13 June 2012 - 11:55 PM.



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