Maniax2 Posted November 24, 2013 Share Posted November 24, 2013 Hi there i just got to a point my system cant handle the the script lag on very intensive fights so i was wondering which are the top 10 mods that are most heavy script causing lag, need to turn down quite a few so i dont keep freezeing from overflowed stashes in papyrus :(... # This file was automatically generated by Mod Organizer. 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Sliders - Civilization.esp SoS - Sliders - The Dungeons.esp SoS - Sliders - The Wilds.esp Sounds merged esps.esp Skytest Immersive Creatures.esp UI VIsuals Npc esps.esp Bashed Patch, 0.espthx in advance ^^u Link to comment Share on other sites More sharing options...
acidzebra Posted November 24, 2013 Share Posted November 24, 2013 so i dont keep freezeing from overflowed stashes in papyrus :sad:... ...is this what you keep seeing in your papyrus logs? Suspended stack count is over our warning threshold, dumping stacks:Because if you do, it's very likely you have set iMaxAllocaredMemoryBytes in your skyrim.ini to some insane value.http://www.creationkit.com/INI_Settings_(Papyrus)#iMaxAllocatedMemoryBytes And if you DO see that, you should return it to it's initial value (76800) or if you are running a lot of script mods (your load doesn't look that bad), maybe something crazy like double it (which is already pretty extreme). Either way, if that's what you see your current savegame is probably hosed. Set sane values, start new game. Link to comment Share on other sites More sharing options...
FiftyTifty Posted November 24, 2013 Share Posted November 24, 2013 Your load order is a complete mess. I assume you have constant crashes? Anyhow... FrostfallSplashofRainAuto Unequip AmmoSkyBirds - AIrborne Perching BirdsAdventurersAndTravelersFootprintsHitStop Link to comment Share on other sites More sharing options...
Maniax2 Posted November 24, 2013 Author Share Posted November 24, 2013 (edited) well at first it was pretty stable after 10 hours it started to increasingly freeze on big fights...then ctd yes , the memory settings at first were default then i did increase it to the max (2gb) gave me more stability but i started getting ctds...so yeah planning to go back to the save i had before adding to many mods and start with a new load order... mods i wouldn't wish to take down: adventurers and travelers , more hotkeys , interesting npcs (oh gawd that script folder is huge hope is not actively going) , deadly dragons , UFO , better followers , skyre , immersive creatures , armors weapons , skymomod purist lore , lootification , enhanced towns and villages , climates , realistic lights , localized damage , lanterns , etc... yeah im ok with disabling frostfall , splahs , auto , skybirds :< , footprints and ugh hitstop , name some more from my list to target down ><i wanna do whole dawnguard and dragonborn with this new mod load :smile:...maybe realistic needs and deceases is also huge? savefile was at 15mb aprox with all this...was that to much? Edited November 24, 2013 by Maniax2 Link to comment Share on other sites More sharing options...
FiftyTifty Posted November 24, 2013 Share Posted November 24, 2013 15mb? I think you mean 15MB. Big difference. And yes, 15MB after ten hours is insane. I've got around 100 mods and I am currently at 13MB over 30-40 hours of playing. Your issue is you have too many real-time scripts going on. Link to comment Share on other sites More sharing options...
acidzebra Posted November 24, 2013 Share Posted November 24, 2013 (edited) the memory settings at first were default then i did increase it to the max (2gb) gave me more stability but i started getting ctds "getting ctds" is not "more stability". You blew your papyrus script stack by setting the memory allocation FOR PAPYRUS to an insane value. The fact that the setting is made under [Papyrus] should have been a clue. It's not a game engine setting. It's a papyrus setting. Look, your savegame is toast. I don't think reversing the values now would save it. You could try, and you should change them anyway for your next playthrough. This time, try changing to a somewhat sane value. Like, I don't know, 115200 which is a 150% increase from default. Unlike 2GB, which is a 2700% increase. And you can't yank scripted mods mid-playthough. You need to revert to a save from before you installed them or start a new game. You should also probably turn off papyrus logging, right now the massive stack dumps are causing your game to freeze and the log is of very limited value to you anyway. It's just wasted cpu and disk cycles. Edited November 24, 2013 by acidzebra Link to comment Share on other sites More sharing options...
Maniax2 Posted November 24, 2013 Author Share Posted November 24, 2013 (edited) yus i know >< i went overboard with the modding i understand my save is lost but its ok this was my first nexus modding experience :x (before just used workshop) , im going now with mod organizer and using STEP and trying mods in a save file thats before all that (although not a new game) and will try one by one doing a sort of benchmark test before adding a second , also will disable more hungry scripted mods and mantain the papyrus settings at safer levels ><.sss , i am as well unpacking the .bsa before installing so i get a better idea of the script folder... dont wanna lose wet and cold but is that heavy scripted as well? maybe i could take down guards dialogue overhaul cause i wanna keep interesting npcs... btw thank you very much for the advice acidzebra and fifty tify so far... Edited November 24, 2013 by Maniax2 Link to comment Share on other sites More sharing options...
acidzebra Posted November 24, 2013 Share Posted November 24, 2013 (edited) You're welcome, of course. Your problem is not so much "this mod is too script-heavy", because the game itself even in a default state is running a ton of scripts at any one time. Just look at the papyrus logs and script folder (in the BSAs) of a vanilla game. It's more "this particular combination of mods is overloading things". Pretty much all the mods fifty highlighted depend on keeping constant tabs on the player and nearby NPCs to apply some kind of effect. Then it needs to keep track of those effects, and end them at the appropriate time. That's why they are "heavy". The more NPCs you have running around in your game, the heavier this load will be. You also have to contend with "persistence", where the system load is once again dependent on your particular modload. That's why there is no one-size-fits-all tweak or solution. The papyrus ini page I linked to can give you some insight needed in what you could tweak to allow your personal modload to run okay, but that requires careful experimentation, lots of savegames to revert to, and patience. And you should always ask yourself "if a given default value counts for 100%, is it sane to increase that value by 1000% or more?". (the answer, in most cases, should be "no")http://www.creationkit.com/INI_Settings_(Papyrus)Or you could choose to just give up on some of the mods. In your new game :laugh: I know I had to make some hard choices between more NPCs running around vs more pretty environmental effects. I ended up choosing the NPCs because I like my Skyrim lively. Edited November 24, 2013 by acidzebra Link to comment Share on other sites More sharing options...
Maniax2 Posted November 24, 2013 Author Share Posted November 24, 2013 You're welcome, of course. Your problem is not so much "this mod is too script-heavy", because the game itself even in a default state is running a ton of scripts at any one time. Just look at the papyrus logs and script folder (in the BSAs) of a vanilla game. It's more "this particular combination of mods is overloading things". Pretty much all the mods fifty highlighted depend on keeping constant tabs on the player and nearby NPCs to apply some kind of effect. Then it needs to keep track of those effects, and end them at the appropriate time. That's why they are "heavy". The more NPCs you have running around in your game, the heavier this load will be. You also have to contend with "persistence", where the system load is once again dependent on your particular modload. That's why there is no one-size-fits-all tweak or solution. The papyrus ini page I linked to can give you some insight needed in what you could tweak to allow your personal modload to run okay, but that requires careful experimentation, lots of savegames to revert to, and patience. And you should always ask yourself "if a given default value counts for 100%, is it sane to increase that value by 1000% or more?". (the answer, in most cases, should be "no")http://www.creationkit.com/INI_Settings_(Papyrus)Or you could choose to just give up on some of the mods. In your new game :laugh: I know I had to make some hard choices between more NPCs running around vs more pretty environmental effects. I ended up choosing the NPCs because I like my Skyrim lively. [Papyrus]fUpdateBudgetMS=100fExtraTaskletBudgetMS=100fPostLoadUpdateTimeMS=2000iMinMemoryPageSize=256iMaxMemoryPageSize=512iMaxAllocatedMemoryBytes=115200bEnableLogging=0bEnableTrace=0bLoadDebugInformation=0bEnableProfiling=0 how are this settings to go with? Link to comment Share on other sites More sharing options...
FiftyTifty Posted November 24, 2013 Share Posted November 24, 2013 Use the default.fUpdateBudgetMS=1.2fExtraTaskletBudgetMS=1.2fPostLoadUpdateTimeMS=500.0 ;Xenon and PS3 use 2000.0iMinMemoryPageSize=128iMaxMemoryPageSize=512iMaxAllocatedMemoryBytes=76800bEnableLogging=0bEnableTrace=0bLoadDebugInformation=0bEnableProfiling=0 Link to comment Share on other sites More sharing options...
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