firstlegacy Posted February 2, 2016 Share Posted February 2, 2016 (edited) Already had Combat Evolved but I kinda like to add mods another Popular combat modsbut I gotta becareful in adding new mods now since I learn my lesson in this past few years playing in skyrim..So what mods that have heavy scripts?Deadly Combat RealismAction CombatUltimate CombatDeadly Combat your thought pls? :blush: :pirate: Edited February 2, 2016 by firstlegacy Link to comment Share on other sites More sharing options...
Katy420 Posted February 2, 2016 Share Posted February 2, 2016 I really, really hate to break this to you, but it's recently come out that Duel, Action, and Deadly Combat all have an issue with the way they apply effects which causes save bloat. Save bloat means that over time references begin to pile up because a mod doesn't clean up after itself and even though you aren't using this stuff it gradually makes your save file bigger and bigger as things pile up. At first you won't notice anything but depending on the severity of the buildup it can slowly or quickly get out of control. Once your save file gets above a certain point it has difficulty loading, difficulty executing scripts, and eventually crashes. In the end, a save with save-bloat causing mods is doomed to instability, sooner or later. Which is why, even though I'm a long time Deadly combat lover and it hurts to say, you should NOT use any of these mods on a character/save you want to use for any length of time or a real playthrough. The issue has been acknowledged by the author of Deadly Combat, not Duel, and Action is inactive, but basically they all do the same thing. See this link for more (and it's a very good resource, I stick to this list as a base because the people who post under it and the guy who wrote it are much much smarter than me) https://www.reddit.com/r/skyrimmods/wiki/dangerous_mods_masterlist Ultimate combat does not cause save bloat. But it is VERY script heavy (I don't like that term because it's over used, over simplified, and misleading). Many people love it and use it without issue, but I 1) don't care for it 2) have experienced major AI glitches with it and 3) can't use it in my (admittedly heavy) load order. Since I learned about this I've been building a new combat setup and what I've come up with so far is a combination. Grimy Combat Patcher, which is 100% script free. It's a Tes5Edit script to generate a patch for your load order, and a little advanced to tweak and set up compared to just hitting the "download with manager" button, but very customizable, effective, and lightweight. And, being a patcher, it works for modded NPCs and those that might not normally be affected by a mod that just modifies vanilla AI so only mods using that would benefit. It works by playing with AI and combat styles. This is very similar to what Combat Evolved does, but it allows you to do things like make more NPCs dual wield, or decide how soon they attack/detect you, and a bunch of other stuff. You could easily stick with Combat evolved for convenience though. Another patcher I can't live without that makes a huge difference is ASIS. It doesn't touch AI but makes NPCs use potions, spells, and perks (including modded ones), which makes a huge difference in overall difficulty and makes them "feel" smarter. If you use a perk overhaul or spell pack(s) I'd say it's a must. It's a skyproc patcher, so a java program you run to generate a patch for your load order, these can be tricky but ASIS is a good place to start, very reliable. Again, this does not add any scripts to your game. With Grimy and ASIS, another script free AI mod, revenge of the enemies. It's tried, true, and trusted, and I don't know why anyone would not have it in their load order, I immediately miss it if it's not there. With that, the closest thing to an overhaul I can recommend is Vigor battle fatigue and injuries. You can toggle most of its more unusual settings/features off in the MCM (I don't care for the injuries part and some others are made redundant by my other mods so I toggle lots of stuff off, but it's got some great features and it's very well made), it's customizable, and considering the impact it makes it's lightweight and safe for heavy load orders. With these I mix in a few tweaks like attack commitment (not turning during attacks), combat behavior improved, dual wield parrying, and immersive potions-- small tweaks that make a bigger difference on difficulty and experience than you'd expect. What I end up with is nearly script free and a very decent substitute for one of the big overhauls. Sorry for the buzzkill, hope this helps. Link to comment Share on other sites More sharing options...
BigBizkit Posted February 2, 2016 Share Posted February 2, 2016 I'd say most scripts weigh about the same. That being said, the above post is spot on accurate. Link to comment Share on other sites More sharing options...
firstlegacy Posted February 2, 2016 Author Share Posted February 2, 2016 @Katy420. Thanks for the info :blush: :thumbsup: Link to comment Share on other sites More sharing options...
Bundy714 Posted April 5, 2016 Share Posted April 5, 2016 (edited) From the link provided above: "The issue in Deadly Combat (a cloaking script) potentially can be avoided by disabling the locational damage mechanic in the MCM before encountering any NPCs as that is the only mechanic where this is a problem which would make it viable for use, however proper testing on this needs to be carried out before it can be guaranteed as a solution." Sounds like I'm gonna turn off the locational damage, which should turn off the cloaking script, and continue to use Deadly Combat and probably add Combat Evolved to the mix. I just hate to give up Deadly Combat. It's my all time favorite combat mod, and I can't wait to see how much Combat Evolved adds to it. Edited April 5, 2016 by Bundy714 Link to comment Share on other sites More sharing options...
Katy420 Posted September 23, 2016 Share Posted September 23, 2016 (edited) It's not "the" cloaking script. It's "a" cloaking script. You can toggle one thing off but "cloaking" is inevitable in combat mods so if the way these mods store their data in saves works the way it did a million years ago when I wrote that, those mods still cause bloat. A cloaking script is a self repeating automatic script that always runs in the background, for instance gathering information. Say for instance good old fashioned RND.... "Am I hungry? Am I sick? Am I experiencing this multiplier or that or both?" Your game is always asking that. The way you get mods that adapt to the environment in real time is by use of constantly running background scripts asking dumb/simple questions, but a lot of them, very quickly, all the time. Because of how cloaking spells work in Skyrim, in modding Skyrim "cloaking scripts" have become a "thing". They're called that because of how the cloaking spell works and how the cloaking script works. Both temporarily effect the player, but only the player. Both effect enemies, but only the ones in the immediate vicinity of the player. So say you want to use OBIS and Wet and Cold. (I know they're old just shut up) Do you think OBIS spawns a billion extra bandits everywhere? No, it does it near the player. When? Well, whenever its constantly running background script tells it the conditions are right. How does Wet and Cold know you're wet or cold? Because it's constantly asking without you knowing. In and of themselves these things are fine, that's basically every substantial gameplay mod, but if they aren't very well coded they can pile up script errors and cause instability. So how do you make a combat overhaul, what's in a combat overhaul? How do you make locational damage or combat style changes based on terrain happen without that kind of coding? .... It's hard to imagine making one that works like Deadly without this problem. Last time I checked, a million years ago, enaisaion was flirting with making a new combat overhaul that didn't have those problems, applied effects differently. Edited September 23, 2016 by Katy420 Link to comment Share on other sites More sharing options...
PeterMartyr Posted September 23, 2016 Share Posted September 23, 2016 @ katy420 :wub: Link to comment Share on other sites More sharing options...
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