If you run into any of these problems while using the mod:
- Performance loss during duels
- Cannot progress during duels
- Can't initiate multiple duels
- Can't initiate a single duel
Then your processor or RAM may not be enough to keep the mod running correctly.
However there are certain tweaks which could improve your conditions in game and during duels:
1. Change your graphic settings:
Even after having configured your game to run at an acceptable frame rate, you must take into account that the game will not always be consuming the same amount of resources all throughout your session.
If you are just barely hitting your desired FPS, it is possible that scripts are having trouble running in the background.
You thus have 3 options:
- Have a game that is fine tuned, FPS wise, to your demands but that may have a slower reaction time.
- Having a less visually appealing game that runs smoothly.
- Having a powerful enough computer that can run the game smoothly at superior graphics. (If this is the case, this mod should not be an issue for you)
I recommend checking your graphic settings (Render distances on objects, etc..., slow your game down quite a bit for example)
2. Increase the maximum amount of memory (RAM) alloted to scripts:
There exists certain parameters that allow you to define how scripts behave in your game.
The parameter you are looking for here is "iMaxAllocatedMemoryBytes" which allows you to define the maximum amount of memory scripts can use during your game.
I cannot recommend a value, this depends on the memory available on your computer.
You will find all necessary information available here:
INI Settings - Papyrus
3. Clean your save file of old scripts:
Since version 1.6.7 of SKSE, a useful command has been added:
The "ClearInvalidRegistrations" command stops scripts that have already been executed in your game but never fully stopped.
It also cleans the remaining scripts of mods that have been uninstalled.
To use it, type "ClearInvalidRegistrations" into the game console.
If anyone else has any solutions to optimize the way scripts run, do not hesitate to share.
16 comments
Anyway remember... bethesda... there's no way to avoid problems
So I did not test this tool, I had to make me an opinion based on the comments on the mod's page, and they looks good...
Now I see the danger it represents, I will only leave the "ClearInvalidRegistrations" command that should be used in case of major problems.
Thank you for having informed me.
I suggest you read the following from SKSE:
"- add console command ClearInvalidRegistrations to remove invalid OnUpdate() registrations
This prevents orphaned OnUpdate() events and the resulting bloated/broken saves when removing certain mods.
When applied to an already bloated save, it will stop growing further and instead shrink over time
as the game processes all queued events. This may take hours depending on the amount of bloat.
To execute automatically after each reload, add this to \Data\SKSE\skse.ini:
[General]
ClearInvalidRegistrations=1"
What you just linked me, I still fail to see your point. No need to be brazen and I'm sorry if I've upset you in any sense of the fashion. Your link just makes no sense to the issues I was having. Unless you were talking about the other linked utility. Then we have gotten our wires crossed and I do apologize. Also, could is a suggestion, but could is also trial and error. For example "The burner could be hot." It could be, it might be. It's a variable term.
ClearInvalidRegistrations has absolutly nothing to do with that formerly linked tutorial. They work different, and they do very different things. The main difference is, that SKSE just removes papyrus stuff from the saves if the embedded scripting stuff isn't able to load anymore (cause the script it refers to don't exist anymore, because the user has uninstalled the releated mod). SKSEs ClearInvalidRegistration don't zero out anything, it doesn't touch your script data within the ess files at all except that script part triggers an OnUpdate-Event without the associated script is installed. Then, it removes that, and only THAT part. Thats a very different thing from zeroing out ALL script data (mod related or not) from a savegame. And no, I'm not upset... actually, my link wasn't there to actually help you, but to explain you why this formerly linked tutorial is a bad idea. If you have a savegame which doesn't load anymore at all... there is no proper help at this time. If your savegame does load and you have just some other issues with leftovers from old, now uninstalled mods like long loading times, crashes or non-working new mods, let SKSEs ClearInvalidRegistrations do its job (it may take a while). But don't run any tools on your savegames and even more: don't edit your savegames with a hexeditor and a tutorial without even reading the comments on that tutorial. As I said, the linked thread was only for reference about "what's so bad about this tutorial".
@ Seb263:
Thanks for your answer and for changing that bit
"ClearInvalidRegistrations has absolutly nothing to do with that formerly linked tutorial. "
Then we had our wires crossed. You were talking about one thing, I was talking about ClearInvalidRegistrations. That's all you had to say.
" As I said, the linked thread was only for reference about "what's so bad about this tutorial"."
I didn't ask what's so bad about the tutorial. I said I didn't get your point, and still don't as it DOESN'T apply to me. That's all you had to say. I think it's best we just stop this discussion as it's not going anywhere and the way you come off, it sounds a little condescending. He's changed it, I've made my final point being of confusion that I do apologize for. Let's move on.
i don't use it, but the feedback seem good.