EpitomyofShyness Posted March 29, 2016 Share Posted March 29, 2016 Haven't tested yet to see where I am going to be at once I start up. Now that I know this is a thing though I'm very tempted to start up vanilla Skyrim + Unofficial + SkyUI + Alternate Start + (insert mod) and do this for literally every mod on my list to see exactly what is 'heavy'. But it is a REALLY heavy list that I have. And as cool as Interesting NPCs is I suspect I'm gonna ditch it considering it takes up 5%!!!! of my total 'space'. Also debating about the necessity of DynDolod although holy smokes I looked at the comparison videos and it sure does make a massive difference. Anyways I really am glad to know, if massively frustrated. So we just don't know how much 'cushion' is enough and no way to know without massive testing that will likely never happen (sigh). Guess I'll try and keep it under 50k (I've got no illusions its unlikely to be lower then that at start with my mod list) and watch to see how fast its rising. Also thanks for doing all this testing. It really helps us madwomen who want ALL OF THE THINGS. :psyduck: Link to comment Share on other sites More sharing options...
BoredErica Posted March 29, 2016 Share Posted March 29, 2016 (edited) It looks like a save file that is 99% complete with all DLC and USLEEP will hit just about 30k strings. (I checked HeatedSun's save file and my save file, we only had a few hundred string count difference.) Loaded up that save file, loaded my mods, and walked to Riverwood (so no extended gameplay) and got just about 41.8k strings. I am using Interesting NPCs and Inconsequential NPCs. Also using DynDOLOD without the beta scripts. Don't think my mod list is getting much larger though. Do dungeon mods that use vanilla assets only without new dialogue add string count? What about mods that add new weapons based on vanilla assets with no scripts and add them to level lists? What about spawning NPCs via console commands? Or decorating houses with armor and weapons? HeatedSun's save file: 29641Mine: 30088 I wonder how HeatedSun's save file has less strings than mine and even has SkyUI installed for the 'vanilla' save... Maybe it's because I switched to USLEEP from USKP in my save... I can't just delete strings can I? I'm sure there has to be SOME strings in there that are useless... Edited March 29, 2016 by dark_wizzie Link to comment Share on other sites More sharing options...
bcsp Posted March 29, 2016 Author Share Posted March 29, 2016 Scripts are the only thing that add strings as far as I know. Specifically, script properties and script variables. If you are using mod organizer it has little symbols that tell you the contents of the mod. One for meshes, one for textures and one for scripts etc. For scripts they look like little spanners I think. I can't remember if MO can look inside bsa files though. I have MO set to extract all my bsas anyway. But if a mod has no scripts it should be as safe as it gets (string wise). Good to know about that vanilla save. There might be some method mods use that have a disproportionate effect on the string table. By that I mean that maybe only certain types of mods cause the string table to grow. Link to comment Share on other sites More sharing options...
BoredErica Posted March 29, 2016 Share Posted March 29, 2016 (edited) Scripts are the only thing that add strings as far as I know. Specifically, script properties and script variables. If you are using mod organizer it has little symbols that tell you the contents of the mod. One for meshes, one for textures and one for scripts etc. For scripts they look like little spanners I think. I can't remember if MO can look inside bsa files though. I have MO set to extract all my bsas anyway. But if a mod has no scripts it should be as safe as it gets (string wise). Good to know about that vanilla save. There might be some method mods use that have a disproportionate effect on the string table. By that I mean that maybe only certain types of mods cause the string table to grow. Ok, I see. So the dialogue in, say, Interesting NPCs contain script variables. So dialogue in general contains script variables. There's no way to delete strings that aren't used? Maybe not directly with TESV ESS editor, but rather by removing scripts via save game cleaner. I just did some tests: My 99% completed save: 30088Save + Mods w/o DynDOLOD, just loaded mods and sat still: 41866Same as above but with DynDOLOD, old scripts: 42644Same as above but with beta scripts: 41992 Reddit discussions:https://www.reddit.com/r/skyrimmods/comments/4c930s/great_description_of_one_root_cause_of_save/https://www.reddit.com/r/skyrimmods/comments/48ygxm/interesting_discussion_in_ll_about_corrupted EDIT:I have run around, TCL speedmult 1000, all over Skyrim exterior. The string count actually dropped very slightly from 41992. Edited March 29, 2016 by dark_wizzie Link to comment Share on other sites More sharing options...
bcsp Posted March 29, 2016 Author Share Posted March 29, 2016 Dialogs problem is mainly properties. Removing them would undoubtably break things. Unfortunately the system implemented by Beth is piss poor. We're examining the possibility of using duplicate property names across scripts to reduce string count. Link to comment Share on other sites More sharing options...
malilie Posted March 29, 2016 Share Posted March 29, 2016 Okay, a bit of data on string growth. I have a current playthrough I started with this thread with roughly 350 mods or so. In the LAL cell the save had 51,055 strings. Now, 87 hours in with no mods removed but several added (although none that added many strings as I checked as I added them) I'm sitting at 55,700 strings. So, one test with a single modlist the growth was 53.4 strings per hour. Link to comment Share on other sites More sharing options...
bcsp Posted March 29, 2016 Author Share Posted March 29, 2016 (edited) LAL cell - 48,4575.5 hours later - 50,090Difference - 1,633296 strings per hour :D Only 95 esps. No merged mods. There's probably something wrong there. Laptop again. I'll have better stats when I can get back to my main rig. I started keeping a rolling save count of 500 saves since this started. Edited March 29, 2016 by bcsp Link to comment Share on other sites More sharing options...
bcsp Posted March 29, 2016 Author Share Posted March 29, 2016 Finally managed to get the mod loaded onto an existing save. Had to reduce the number of variables per script down to 9000. Not sure why I can load 20,000 at the start of a new game and only 9,000 on a save. No matter, I added 7 more scripts to the quest so total scripts = 11. 9000 variables per script = 99,000 strings. I'm installing it on to a save with 45,608 existing strings.65,535 - 45,608 = 19,927 strings needed to fill the string table to 0xFFFF, which leaves 99,000 - 19,927 = 79,073 strings for the pointer wrap around. It should, in theory, obliterate the existing string table. Nope. MCMs look fine. Opened some sliders. Set some values. Exited. Returned to MCM and everything is the way I left it. Debug traces to the papyrus log from the 11 active scripts are correctly reporting back a value of 1 for the first and last variable in each script. Papyrus log size: 135KB. Lines: 959 [03/29/2016 - 04:44:25AM] Script5: First variable = 1. Last variable = 1[03/29/2016 - 04:44:25AM] Script1: First variable = 1. Last variable = 1[03/29/2016 - 04:44:25AM] Script7: First variable = 1. Last variable = 1[03/29/2016 - 04:44:25AM] Script6: First variable = 1. Last variable = 1[03/29/2016 - 04:44:25AM] Script11: First variable = 1. Last variable = 1[03/29/2016 - 04:44:25AM] Script2: First variable = 1. Last variable = 1[03/29/2016 - 04:44:25AM] Script10: First variable = 1. Last variable = 1[03/29/2016 - 04:44:25AM] Script4: First variable = 1. Last variable = 1[03/29/2016 - 04:44:25AM] Script8: First variable = 1. Last variable = 1[03/29/2016 - 04:44:25AM] Script3: First variable = 1. Last variable = 1[03/29/2016 - 04:44:25AM] Script9: First variable = 1. Last variable = 1[03/29/2016 - 04:45:40AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[03/29/2016 - 04:45:51AM] Script1: First variable = 1. Last variable = 1[03/29/2016 - 04:45:51AM] Script5: First variable = 1. Last variable = 1[03/29/2016 - 04:45:51AM] Script6: First variable = 1. Last variable = 1[03/29/2016 - 04:45:51AM] Script11: First variable = 1. Last variable = 1[03/29/2016 - 04:45:51AM] Script7: First variable = 1. Last variable = 1[03/29/2016 - 04:45:51AM] Script2: First variable = 1. Last variable = 1[03/29/2016 - 04:45:51AM] Script10: First variable = 1. Last variable = 1[03/29/2016 - 04:45:51AM] Script9: First variable = 1. Last variable = 1[03/29/2016 - 04:45:51AM] Script8: First variable = 1. Last variable = 1[03/29/2016 - 04:45:51AM] Script4: First variable = 1. Last variable = 1[03/29/2016 - 04:45:51AM] Script3: First variable = 1. Last variable = 1 I will try with string variables next. More test results. Modified the mod this time using 99,0000 string variables. Loaded the save I've been using. Opened some MCMs, set some sliders, toggled some toggles. Exited menu and opened again. Everything is the way I left it. Fired up frostfall and realistic needs and diseases. Nothing wrong that I can see except that I can't load the save I made afterwards. Papyrus log size: 184KB. # of lines: 1413. Scripts are reading correct variable contents: [03/29/2016 - 07:05:50PM] Script1: First variable = strCountTestVariable0 . Last variable = strCountTestVariable8999[03/29/2016 - 07:05:50PM] Script3: First variable = strCountTest3Variable0 . Last variable = strCountTest3Variable8999[03/29/2016 - 07:05:50PM] Script9: First variable = strCountTest9Variable0 . Last variable = strCountTest9Variable8999[03/29/2016 - 07:05:50PM] Script8: First variable = strCountTest8Variable0 . Last variable = strCountTest8Variable8999[03/29/2016 - 07:05:50PM] Script5: First variable = strCountTest5Variable0 . Last variable = strCountTest5Variable8999[03/29/2016 - 07:05:50PM] Script2: First variable = strCountTest2Variable0 . Last variable = strCountTest2Variable8999[03/29/2016 - 07:05:50PM] Script11: First variable = strCountTest11Variable0 . Last variable = strCountTest11Variable8999[03/29/2016 - 07:05:50PM] Script7: First variable = strCountTest7Variable0 . Last variable = strCountTest7Variable8999[03/29/2016 - 07:05:50PM] Script10: First variable = strCountTest10Variable0 . Last variable = strCountTest10Variable8999[03/29/2016 - 07:05:50PM] Script6: First variable = strCountTest6Variable0 . Last variable = strCountTest6Variable8999[03/29/2016 - 07:05:50PM] Script4: First variable = strCountTest4Variable0 . Last variable = strCountTest4Variable8999[03/29/2016 - 07:05:52PM] [Frostfall]======================================================================================================[03/29/2016 - 07:05:52PM] [Frostfall] Frostfall is now performing compatibility checks. Papyrus warnings about missing or [03/29/2016 - 07:05:52PM] [Frostfall] unloaded files may follow. This is NORMAL and can be ignored. [03/29/2016 - 07:05:52PM] [Frostfall]======================================================================================================[03/29/2016 - 07:05:52PM] [Frostfall] Upgraded to 3.0.1.[03/29/2016 - 07:05:52PM] [Frostfall] Upgraded to 3.0.2.[03/29/2016 - 07:05:52PM] [Frostfall] Detected SKSE version 1.070300 (expected 1.070300 or newer, success!)[03/29/2016 - 07:05:52PM] [Frostfall] Detected Campfire version 1.710000 (expected 1.700000 or newer, success!)[03/29/2016 - 07:05:52PM] [Frostfall] Loaded: SkyUI.esp[03/29/2016 - 07:05:52PM] [Frostfall] Loaded: Dawnguard.esm[03/29/2016 - 07:05:52PM] [Frostfall] Loaded: Dragonborn.esm[03/29/2016 - 07:05:52PM] [Frostfall] Loaded: HearthFires.esm[03/29/2016 - 07:05:52PM] [Frostfall]======================================================================================================[03/29/2016 - 07:05:52PM] [Frostfall] Frostfall compatibility check complete. [03/29/2016 - 07:05:52PM] [Frostfall]======================================================================================================[03/29/2016 - 07:05:52PM] [Campfire] Registered Campfire Skill System mod: Frostfall.esp[03/29/2016 - 07:05:52PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (4106DD02)>], itemCount=1[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:05:52PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (4106DD04)>], itemCount=1[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:05:52PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (4106DD03)>], itemCount=1[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:05:52PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (4106DD01)>], itemCount=1[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:05:52PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (4106DD07)>], itemCount=1[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:05:52PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:05:53PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:05:53PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (2F000D77)>], itemCount=1[03/29/2016 - 07:05:53PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:05:53PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:06:16PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (4106DD02)>], itemCount=1[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:06:16PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (4106DD04)>], itemCount=1[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:06:16PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (4106DD03)>], itemCount=1[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:06:16PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (4106DD01)>], itemCount=1[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:06:16PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemRemoved [Armor < (4106DD07)>], itemCount=1[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:06:16PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:06:24PM] [bYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Armor < (2F000D77)>], itemCount=1[03/29/2016 - 07:06:24PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount[03/29/2016 - 07:06:24PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0[03/29/2016 - 07:06:25PM] Script1: First variable = strCountTestVariable0 . Last variable = strCountTestVariable8999[03/29/2016 - 07:06:25PM] Script3: First variable = strCountTest3Variable0 . Last variable = strCountTest3Variable8999[03/29/2016 - 07:06:25PM] Script8: First variable = strCountTest8Variable0 . Last variable = strCountTest8Variable8999[03/29/2016 - 07:06:25PM] Script9: First variable = strCountTest9Variable0 . Last variable = strCountTest9Variable8999[03/29/2016 - 07:06:25PM] Script5: First variable = strCountTest5Variable0 . Last variable = strCountTest5Variable8999[03/29/2016 - 07:06:25PM] Script6: First variable = strCountTest6Variable0 . Last variable = strCountTest6Variable8999[03/29/2016 - 07:06:25PM] Script2: First variable = strCountTest2Variable0 . Last variable = strCountTest2Variable8999[03/29/2016 - 07:06:25PM] Script11: First variable = strCountTest11Variable0 . Last variable = strCountTest11Variable8999[03/29/2016 - 07:06:25PM] Script10: First variable = strCountTest10Variable0 . Last variable = strCountTest10Variable8999[03/29/2016 - 07:06:25PM] Script7: First variable = strCountTest7Variable0 . Last variable = strCountTest7Variable8999[03/29/2016 - 07:06:25PM] Script4: First variable = strCountTest4Variable0 . Last variable = strCountTest4Variable8999 I will upload this version to the nexus download page for people to try themselves. In theory, if the game engine was not capable of strCount > 0xFFFF there should have been all sorts of problems.... Link to comment Share on other sites More sharing options...
EpitomyofShyness Posted March 29, 2016 Share Posted March 29, 2016 Okay, a bit of data on string growth. I have a current playthrough I started with this thread with roughly 350 mods or so. In the LAL cell the save had 51,055 strings. Now, 87 hours in with no mods removed but several added (although none that added many strings as I checked as I added them) I'm sitting at 55,700 strings. So, one test with a single modlist the growth was 53.4 strings per hour. Could you tell me which mods you are using? I'm going to test extensively on my own planned modlist but I'd like to know what other people are experiencing around this issue. Link to comment Share on other sites More sharing options...
archtrtd1 Posted March 29, 2016 Share Posted March 29, 2016 Ok. Here's my load order. It is a modified version of STEP Extended/SRLE/REGS. I have over 100 mods merged. I've tried to replace several of the mods recommended by those lists with mods that have fewer/none scripts. Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmUnofficial Skyrim Legendary Edition Patch.espUnlimitedBookshelves.espSkyrim Project Optimization - No Homes - Full Version.esmFalskaar.esmWyrmstooth.espSGHairPackBase.esmLanterns Of Skyrim - All In One - Main.esmRSkyrimChildren.esmWM Flora Fixes.espETaC - RESOURCES.esmWinterholdDestruction.esmClimatesOfTamriel.esmRaceCompatibility.esmCutting Room Floor.espRaceMenu.espSkyUI.espFISS.espUIExtensions.espGrimy Utilities Interface.espSkyTweak.espiHUD.espLessIntrusiveHUD.espJaxonzEnhGrab.espJaxonzDroppableStatics.espStorageHelpers.esp00RadialContainers.espSMC ENVIRONMENTAL MERGE.espBetterQuestObjectives.espCOSMETIC SHEBB.espCustomRaces.espCitrusHead - Standalone.espEnhancedLightsandFX.espETaC - Complete.espETaC - Dragon Bridge South.espImmersive Orc Strongholds.espImmersive Solstheim.espImmersive Whiterun.espExpandedWinterholdRuins.espLanterns Of Skyrim - All In One - 1_5x Brighter.espWeapons & Armor Fixes_Remade.espClothing & Clutter Fixes.espCollegeOfWinterholdImmersive.espTCoW Improvement.espaMidianBorn_ContentAddon.espComplete Crafting Overhaul_Remade.espBook Covers Skyrim.espproudspiremanortnf.espVHTNF.esphjerimtnf.espKAMR HIDEOUTS DUNGEONS.espSkyFalls + SkyMills + DG + DB + FS + WT.espSolitude Reborn.espDawnofSkyrim-AllMajorCities.espCITIES FOLIAGE.espSolitudeWolfTower.espComplete Crafting_TrueWeaponsLvlLists.espREGS - Better Docks.espBHTNF_Eli.espRealisticNeedsandDiseases.espHothtrooper44_ArmorCompilation.espSkyrim Immersive Creatures.espWAF_CCF_SIC Patch.espOBIS.espSkyrim Immersive Creatures - DLC2.espHigh Level Enemies - SIC.espCCO_SIC_Patch.espOBISDB.espOBISCCOR&IA8.espHigh Level Enemies - SIC Falskaar.espDeadlyDragons.esphearthfireextended.espRelightingSkyrim-FULL.espThe Elder Scroll Series.espRSChildren_CompleteUSKP.espNPCs Protected and Uncapped.espNoAnimalsReportCrimes-DG+DB+Falskaar.espTheChoiceIsYours.espAuroraVillage.espBetter Docks DLC's - Compatible Version.espTheFrontier.espVolundr.espTheDomain.espSMIM-Merged-All.espAdalMatar.espWELLS and DRINKING FOUNTAINS of SKYRIM.espSkysan_ELFX_SMIM_Fix.espCWIELnFXPatch.espRavenNest.espThiefsHideout.espKRUZIIK.ESPPopulated Solstheim.espImmersive Patrols II.espSkyrimSewers.espSkyrim Flora Overhaul.espSFO - Dragonborn.espEnhancedLandscapes.espquest_seaofghosts.espnorthern_encounters2.espHolmwoodNahkin.espHearthfireExtended CRF RND Patch.espRSChildrenPatches.espimp_helm_legend.espDifferently Ebony.espWWW.espWEAPONS COMPENDIUM.espARMORS SIGNET RINGS.espaMidianborn_Skyforge_Weapons.espGlass Variants.espFEMALE CLOTHING AND ARMOR.espWarmongerArmory_Vanilla.espImmersive Jewelry.espMUSIC MERGE FSPSoSNMLLOH.espTimingIsEverything.espChemistry.esp83Willows_101BUGS_V4_HighRes.espABT - Arrows and Bolt Tweaks Merged.espSmithing Perks Overhaul_Remade.espKAMR FIXES AND SPELLS.espForgottenMagic_Redone.espLostGrimoire.espbeginnersshack.espWorlds Dawn.espUnderwater_Treasure.espCombat Evolved.espRevampedExteriorFog.espTrueStorms.espClimatesOfTamriel-Dawnguard-Patch.espWetandCold.espWetandCold - Ashes.espClimatesOfTamriel-Dragonborn-Patch.espVividian - Extended Weathers - CoT.espRaceCompatibilityUSKPOverride.espAmazingFollowerTweaks.espDynamic Dialogue Followers.espAlternate Start - Live Another Life.espFarmhouseChimneys.espRealisticWaterTwo.espAOS.espSTEP FIXES ANIMATIONS SOUNDS.espVividian - Weather Patch CoT - AOS.espSTEP GAMEPLAY.espELE_Legendary_Fs_Wt_Lite.espETaC - Complete CRF Patch.espETaC - Complete AS-LAL Patch.espETaC - Complete Patches.espKAMR INTERIORS.espBijinAIO-2016_3.1.espBijin Lydia.espWeapons & Armor_TrueWeaponsLvlLists.espXPMSE.espDual Sheath Redux.espFNIS.espDual Sheath Redux Patch.espMergedPatch 31816.espBashed Patch, 0.esp Level 2 (Riverwood) = 39992 stringsLevel 10 (Whiterun) = 40279 Level 13 = 40346Level 18 = 40371Level 21 = 40386Level 24 = 40411Level 26 = 40409Level 28 = 40447 (at this point I am the Thane of Whiterun, have retrieved the Horn of Jurgen Windcaller, killed 6 dragons, explored 3 mod added dungeons, and completed 3 bounties) I hope this helps somebody. :smile: Link to comment Share on other sites More sharing options...
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