JimmyRJump Posted April 18, 2016 Share Posted April 18, 2016 Maximum active scripts actually is 65500 (so, 42000 scripts is maybe a lot, but not excessively so) before papyrus resets the whole kaboodle and re-starts, overwriting stuff a-gogo... Good to see you've got things working again, ImLast :) Link to comment Share on other sites More sharing options...
bcsp Posted April 18, 2016 Share Posted April 18, 2016 You're thinking of the string table problem. A string is a component of a script not a script itself. There's usually only around 2 - 40ish actively running scripts at any one time in a healthy save file. Link to comment Share on other sites More sharing options...
JimmyRJump Posted April 18, 2016 Share Posted April 18, 2016 You're thinking of the string table problem. A string is a component of a script not a script itself. There's usually only around 2 - 40ish actively running scripts at any one time in a healthy save file.Thank you for pointing that out, bcsp ;) Link to comment Share on other sites More sharing options...
ImLast Posted April 22, 2016 Author Share Posted April 22, 2016 I know this thread is a few days old, but I don't know if this is a problem: http://imgur.com/e5uNomLI haven't really noticed any problems like stuff being delayed, aside from horse sounds (riding horse, sprinting on horse, horse taking damage) not playing properly, but that's been happening for a while. Link to comment Share on other sites More sharing options...
bcsp Posted April 22, 2016 Share Posted April 22, 2016 Looks fine. I've had saves with close to 200,000 script instances. Only reason for delay while riding a horse that I can think of is cell loading. While riding a horse your moving faster (duh) but you're moving through cells faster. Each cell needs to be loaded into memory which creates a small amount of lag when entering a new cell. It's probably the main reason vanilla horses are as slow as hell. Mods can add a bunch of stuff to cells which would increase load time. Or if you're using a mod that increases horse speed would also make the lag more noticeable. Link to comment Share on other sites More sharing options...
DavidJCobb Posted April 22, 2016 Share Posted April 22, 2016 If that KA script causes problems like this, shouldn't the mod author be notified? At the very least, someone should investigate the script in question and see what causes it to hang around. I don't know how every mod author would react, but if someone came up to me and said, "Hey, X bug causes me to have forty thousand of your Y script running all at the same time," I'd want to know! Link to comment Share on other sites More sharing options...
ImLast Posted April 22, 2016 Author Share Posted April 22, 2016 Looks fine. I've had saves with close to 200,000 script instances. Only reason for delay while riding a horse that I can think of is cell loading. While riding a horse your moving faster (duh) but you're moving through cells faster. Each cell needs to be loaded into memory which creates a small amount of lag when entering a new cell. It's probably the main reason vanilla horses are as slow as hell. Mods can add a bunch of stuff to cells which would increase load time. Or if you're using a mod that increases horse speed would also make the lag more noticeable.Ahh, makes sense. Thanks again for the help. Link to comment Share on other sites More sharing options...
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