bluegenre Posted February 9, 2014 Share Posted February 9, 2014 (edited) I think I've figured out a solution to heavily moded skyrim games crashing on fast travel. It seems that when you add a certain number of scripts to skyrim,it has a hard time processing them all, this is mainly apparent when walking through cell transition doors and fast traveling.What I want to do (or preferably have someone who is already familiar with the scripting engine do) is disable several of the scripts that the gameruns while fast traveling and cell transition. Mainly the scripts responsible for figuring out how much time has passed during the trip (to my knowledge, this same scriptis checked on transitions between exterior and interior cells, but not interior to interior.)Alternatively a script could be written to replace fast travel all together that behaves similarly to coc, but it would not fix the interior to exterior cell transition scripts, so wouldn't be as effective.The reason I believe this will work (and help many people who are suffering the same sort of crashes) is because of extensive testing with the COC, or center on cell command.What i have found is that while fast traveling and then entering a building would often crash the game, fast traveling and then coc into the building would not. Using thecoc command several times in a row seems to have no effect on the stability of the game.What I would like is for someone to help me understand how to go about doing this, or create the script themselves, as I have no knowledge of papyrus. Or even just explainwhy it can't be done, if that's the case.thanks in advance :] *EDIT: I mean to only disable the time script while fast travel or cell transition is taking place. Edited February 10, 2014 by bluegenre Link to comment Share on other sites More sharing options...
Chiknbones Posted February 9, 2014 Share Posted February 9, 2014 I cant help but this would be be awsome to see also hoping it would fix fast travel freezing on th loading screen Link to comment Share on other sites More sharing options...
bluegenre Posted February 10, 2014 Author Share Posted February 10, 2014 It should fix any ctds or freezes associated with the engine being over loaded. The issue arises from the game loading all of the models and scriptsin the new cell as well as running several of its own during fast travel, this can heavily tax the game engine and cause scripts to miss fire. Link to comment Share on other sites More sharing options...
Purr4me Posted February 10, 2014 Share Posted February 10, 2014 coc command several times in a row seems to have no effect on the stability of the game.Time. Distance=time, recording Time and distance is part of saved game functions. This must be taken into account.kitty. Link to comment Share on other sites More sharing options...
bluegenre Posted February 10, 2014 Author Share Posted February 10, 2014 (edited) Sorry I don't know all that much about the engine, could you elaborate? Would it be an issue if the time stamp was wrong? Edited February 10, 2014 by bluegenre Link to comment Share on other sites More sharing options...
Purr4me Posted February 10, 2014 Share Posted February 10, 2014 (edited) Any game calculates time across it's grid /map. travel time=point to point. weather, day /night sun /dark, moon. etc... start your test at one side of the games map. a corner if you prefer. Coc to the other side of the map. But take care to NOTE the time.Now fast travel back and not e the time. Notice anything strange? Would it be an issue if the time stamp was wrong?Game days past functions.kitty. Edited February 10, 2014 by Purr4me Link to comment Share on other sites More sharing options...
bluegenre Posted February 10, 2014 Author Share Posted February 10, 2014 Alright, i did, and what i found is that no time passes at all. But thats actually what i want to do. Because if no time passes, then the script does not run,and the game is much less likely to crash on fast travel. I realize that there are a few things that are dependent on the tie scale, but i only want to disablethe time script while fast traveling. other than that time will flow normally. Link to comment Share on other sites More sharing options...
Purr4me Posted February 10, 2014 Share Posted February 10, 2014 What happens when you miss a trigger or port into an area not yet explored or registered? Do some more testing and give us something more to work with.We have Game year,Game month,Game day, game hour, and Timescale global s to over come. What you propose is feasible but, consider what may take place. 5 Variables are active at all times. if we shut them off during this flight from point to point, I can see the advantages of it my self, I can also see the disadvantages of it causing time scaled mods to be effected. weather mods for one. Seasons for two. If we shut down the Global's for time? I think the game will just shut off. Link to comment Share on other sites More sharing options...
bluegenre Posted February 10, 2014 Author Share Posted February 10, 2014 As far as the issue of porting into an undiscovered area, that could probably be fixed by tying the script into the preexisting travel marker system.What about changing the script for fast traveling to simply ignore time? Rather than shut off the globals. Or remove the function from those scripts that check for time?Alright, from what I can tell, coc doesn't cause weird weather issues in vanilla skyrim. That being said, if it does in weather mods, it may be as simple as forcing clear weatheron fast fast travel, or performing some sort of weather check. As for seasons, if your running that, then you probably dont need a mod like this, in compatibility is alwaysexpected to some degree. Link to comment Share on other sites More sharing options...
Purr4me Posted February 11, 2014 Share Posted February 11, 2014 the way it works to my best understanding is time is the source of control in the scripting engine. (CoC) is out side of the loop, it's a console command. coc is know to break mods and scripted events, and an Event is a timed thing. I really do understand what you see.at the speed of light, the electrons flow as digital data byes through that hardware and up onto a screen grid, all of this is controlled by "Time" If the data is correct, and nothing is left to chance, fast travel is almost instant, no lag time. if the game is not set up right, there will be long lag times because the games engine is compensating for the arrangement of the data it is processing. what you are asking to do is kill the processing of data in travel mode. again, a scripted event, and an event is a timed event, a process, in that process involves items that must load, how are you or we to elimination the time factor VIA a script? catch 22 is what it seems to be. but we will work on something close to what your after. kitty. Link to comment Share on other sites More sharing options...
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