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Script Latency with certain mods


Texasdrummer96

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Hello there!

 

I hope someone can help me with my actual problem:

 

I am playing quite a while now on a new mage character and noticed some very strange script lags, especially related to mod including SkyUI.

Beforehand, the actual game runs pretty well, no lags or stutter, fast loading times, save file has a normal size, rarely crashes, etc. .

 

BUT,

 

especially mods, which depend on SKSE are sometimes a very laggy, with an latency of over 2 seconds sometimes! Following mods have this issue:

 

Look What you See - Player Headtracking --> Headtracking command runs slow, and even the head movement has a lag when moving the camera

Poser Hotkeys Plus --> Menus and Hotkeys respond really slow

Extensible Follower Framework --> Same as PHP, commands through the menu also take some time to be executed.

 

The strange thing is, this is currently occuring on one save, which is about 35 hours old.

When I load my longest playthrough with about 500 hours in it, the game runs pretty smooth and fast. The same on new savegames.

And this "lag" is only occuring with above mentionded mods (and some others..., also SKSE / SkyUI dependent), the rest of the game runs normal.

 

I have made a Script Latency Test already and the it shows 80ms in 95% of the time, even when I move the camera and the headtracking lags...

I also checked my load order, but I haven't done any changes, except for one .esp movement, which I already can exclude as the source.

 

I hope someone can help me, I would very appreciate it! :happy:

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I'm not sure how the headtracking works (whether interrupt or loop based) , but...

 

 

FWIW, I had some luck in reducing the overall lag by increasing the time between checks and trying to stagger the various time-based settings in the MCMs (ie, those loop-based checks in various menus to check on the world around the player), first to simply to reduce the overall processing of loop requests (twice a minute is less taxing than 6 or 12 times a minute), and secondly to try to avoid overlapping check loops to prevent an effective pileup of loop requests or at least to reduce their frequency. (I don't' know whether it actually works here, but I've used that in the past for embedded designs to successfully reduce command congestion)

 

Also, if this is happening intermittently and your player is a 3BBB enabled female (or if you have normally-smp followers), try running a console smp reset. My game sometimes glitches and ...... everything ...... becomes ..... sluggish. smp reset *usually clears that issue.

 

normally my game runs with between ~74 and 82 ms (exceptions when transiting a cell, opening a chest, inventory, menues, etc, when the Elephant lag check is paused and ends up reporting large numbers after returning to game)

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