EntropyZ Posted January 22, 2016 Share Posted January 22, 2016 (edited) I have a question, while the mod seems stable enough I wonder how much performance is being eaten by the active cloaking scripts that manage weapon/quiver styles. Personally I have disabled them, since running Requiem, Dual Sheath Redux and DynDoLOD already brings script performance down to a non-acceptable level. Also I'm conflicted between using vanilla papyrus values, and the slightly tweaked ones to help with script latency. I need to test everything with Elephant's script latency tester when I have time. Typically latency is at ~60ms on average with spikes up to 200ms when the frame rate dips anywhere below 45fps, removing graphical mods doesn't seem to matter and I can't get any further smoothness from ENBoost since I hit a wall with what I can do with it. I can't remember exactly, but I think there's a certain calculation on how much time per frame you're supposed to allow, this and second paragraph belong in another thread though. Edited January 22, 2016 by EntropyZ Link to comment Share on other sites More sharing options...
Groovtama Posted January 23, 2016 Share Posted January 23, 2016 (edited) I have a question, while the mod seems stable enough I wonder how much performance is being eaten by the active cloaking scripts that manage weapon/quiver styles. Personally I have disabled them, since running Requiem, Dual Sheath Redux and DynDoLOD already brings script performance down to a non-acceptable level. Also I'm conflicted between using vanilla papyrus values, and the slightly tweaked ones to help with script latency. I need to test everything with Elephant's script latency tester when I have time. Typically latency is at ~60ms on average with spikes up to 200ms when the frame rate dips anywhere below 45fps, removing graphical mods doesn't seem to matter and I can't get any further smoothness from ENBoost since I hit a wall with what I can do with it. I can't remember exactly, but I think there's a certain calculation on how much time per frame you're supposed to allow, this and second paragraph belong in another thread though.All scripts run event driven. So between 0 and alot. Cloak is just, OnHit add the magic effect to the actor, if it is already on the actor it does nothing. Magic Effect, runs on alot of Events, some are triggered by the player like changing something in RaceMenu or MCM that affects PC\NPCs, also the actor equipping objects (the script jumps over almost all code if there is no change needed), or when an update was delayed because the player was in first person so on the swtich from first to third person. Edited January 23, 2016 by Groovtama Link to comment Share on other sites More sharing options...
EntropyZ Posted January 23, 2016 Share Posted January 23, 2016 All scripts run event driven. So between 0 and alot. Cloak is just, OnHit add the magic effect to the actor, if it is already on the actor it does nothing. Magic Effect, runs on alot of Events, some are triggered by the player like changing something in RaceMenu or MCM that affects PC\NPCs, also the actor equipping objects (the script jumps over almost all code if there is no change needed), or when an update was delayed because the player was in first person so on the swtich from first to third person. That answer was perfect, thank you. Link to comment Share on other sites More sharing options...
Mandalay Posted March 9, 2016 Share Posted March 9, 2016 the last modification since 6 weeks Version 3.77(2016-02-24)- Updated the XPMSE RaceMenu Pose Script- Removed resctrictions for Sword and Board animations Version 3.76(2016-02-07)- Corrected a condition for one-handed weapons on hips and shield on back- Added a recheck and restart routine so XPMSE starts on New Games without Save and Reload Version 3.75(2016-01-28)- Removed restriction for dual sheath animations (I don't care if you use a vanilla game)- Added fomod typo fixes by adelinadragonborn Link to comment Share on other sites More sharing options...
Nebulous112 Posted July 2, 2016 Share Posted July 2, 2016 To me, this is a shoe-in to replace XP32 Maximum Skeleton. More functionality, and for STEP purposes it acts the same. Brings us more in line with the times. ;-) +1 for Core. Link to comment Share on other sites More sharing options...
phazer11 Posted July 3, 2016 Share Posted July 3, 2016 To me, this is a shoe-in to replace XP32 Maximum Skeleton. More functionality, and for STEP purposes it acts the same. Brings us more in line with the times. ;-) +1 for Core.Seconded Link to comment Share on other sites More sharing options...
TechAngel85 Posted July 3, 2016 Share Posted July 3, 2016 I agree. I've been using this for a while with a STEP+Personal mods build and it works perfectly. Link to comment Share on other sites More sharing options...
c0c0c0 Posted July 8, 2016 Share Posted July 8, 2016 I actually *had* to install this to fix problems with my animations. *Should* have worked with XPSM. Just didn't. Link to comment Share on other sites More sharing options...
Greg Posted July 8, 2016 Share Posted July 8, 2016 What problem were you having with the animations? Link to comment Share on other sites More sharing options...
c0c0c0 Posted July 8, 2016 Share Posted July 8, 2016 What problem were you having with the animations?I had the shield-under-my-feet issue. Link to comment Share on other sites More sharing options...
Greg Posted July 8, 2016 Share Posted July 8, 2016 I think that commonly happens when the XPMS skeleton isn't installed properly, although XPMSE is certainly the better skeleton for overall compatibility. Link to comment Share on other sites More sharing options...
DMCbr Posted July 8, 2016 Share Posted July 8, 2016 I had that problem with shield also, but the bug was caused by Dual Sheat Redux patch. ^^' Link to comment Share on other sites More sharing options...
c0c0c0 Posted July 9, 2016 Share Posted July 9, 2016 I had that problem with shield also, but the bug was caused by Dual Sheat Redux patch. ^^'That was likely the cause in my case, as well, but this was the fix. Link to comment Share on other sites More sharing options...
Flobur Posted August 17, 2016 Share Posted August 17, 2016 HelloI have a question about the load order in the left pannel of Mod Organizer ; this is more a general question so I may be on the wrong topic, if so I'm sorry. In the STEP guide XPMS is listed in the fixes with high priority while FNIS and Dual Sheath Redux are at the bottom with low priority. I like to follow the STEP representation with "blocks" for fixes, interface, landscapes, etcI finally managed to install the whole stuff XPMSE (+all requierements) + FNIS PCEA2 + DSR + other animations, and now I see all those mods as a big block I like to move alltogether. So my question: where should I put all that stuff (at the very beginning? at the end?) or is it better to dispatch those mods? Sorry if this seems a silly question On a side note: sometimes the equip/unequip animations with dual wielding are not correctly renderred, I have to switch weapons/spells/shield and revert to have the good animations. I don't know if this is a common problem, I thought I should share some feedback. Otherwise great mods thank you Link to comment Share on other sites More sharing options...
Nebulous112 Posted August 17, 2016 Share Posted August 17, 2016 Just make sure nothing is conflicting with the XPMSE skeleton. You will see a red "-" next to a lightning bolt if something is overriding it. Try just putting XPMSE (with prerequisites before it) in the same places as STEP does with XPMS. See if anything conflicts. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now