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Safety Load (by: kapaer)

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#31 Aiyen

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Posted 06 November 2013 - 01:22 PM

Every mod you add make the game more unstable :P Ugrids 7 can be made stable... just not with silly large amounts of content mods. Also this does not fix the issues of simply having too many scripts running at once... But as long as it can hopefully fix issues due to spawning then I will be happy... would be nice to have a bit extra stuff going.

#32 vfxninjaeditor

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Posted 06 November 2013 - 01:22 PM

At this point, the only thing that makes uGrids unstable (assuming you are using Safety Load and ENBoost) is the fact more scripts are being run because more objects and NPC's are being loaded. This is what has caused so many people with 100 hour save to lose their progress (could be somewhat inaccurate. Does anyone know the complete reason why?). If you run uGrids 9 or 11 you might have more of a chance of crashing even with ENBoost because of the RAM cap. Boris has said himself that ENBoost won't fix it entirely if you overload your game with HD textures, HQ models, and city mods. ENBoost just provides a lot more cushion.   oh, btw. Someone should try out Open Cities again. Didn't Arthmoor stop working on it because update 1.9 screwed memory management and now his mod is plagued by ILS issues? It might still be ruined, but it would be worth a shot.
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#33 deathneko11

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Posted 06 November 2013 - 01:28 PM

I will tomorrow   Btw when my answers are short it's because I'm on my kindle ire.  Hate this thing.
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#34 WilliamImm

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Posted 06 November 2013 - 01:31 PM

I'll need to make an image for the mod - this NEEDS to go on the hot files. In fact, it should be the Mod of the Month, maybe even Mod of the Year, for fixing a serious issue with the game. All we need now is a overhaul for the scripting engine so it doesn't choke as easily as it does. Sent from my Optimus G using Tapatalk

#35 deathneko11

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Posted 06 November 2013 - 01:34 PM

One guy had almost built a papyrus tool to end crashes due to conflicting scripts but his harddrive took water damage in a fire/flood.
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#36 anothernick

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Posted 06 November 2013 - 01:38 PM

Not an expert either, but I did a quick run last night in a heavy profile I ditched for ILS/CTD issues in some problem areas. Still needs trimming performance-wise, but in and out of buildings, exteriors, and a large one for me, 30 NPCS stuffed in the Bannered Mare - no crash, no ILS. I'm digging out older saves and throwing some things at them later tonight. Pretty optimistic so far. Holding out on using the phrase "absolutely effin' amazed" until later ;)
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#37 Neovalen

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Posted 06 November 2013 - 01:40 PM

Endorsed, voted for mod of the month, etc. So far it has eaten all I could throw and it and keeps on going. No ILS issues, let us hope it continues.
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#38 DoYouEvenModBro

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Posted 06 November 2013 - 01:48 PM

Let's throw this guy and Boris a raging party. EDIT: Default ugrids is 5, right? I want to start messing with it. What is the console command to change it?
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#39 Nearox

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Posted 06 November 2013 - 01:50 PM

So I just tried the mod as well. Fired up my very first and biggest modded skyrim (400+ mods, heay texture packs). At the time, I thought I could throw anything at the game but - of course- my game was horrible, crashed a lot and after about lvl 15 I had tons of ILS/freezes. Stopped playing at lvl 28 because it was just getting too much. Just for the sake of testing, I loaded this old MO profile, rebuilt bash patch etc etc. Reloaded last save game. Played for 30 minutes, going through as many loading screens and running around intensive exteriors as much as possible. Not a single issue so far... Maybe it's luck but something feels so much more stable already... But yeah this is just from 30 minutes of testing a previously highly unstable game, so not coclusive evidence yet though. Also some people now report at nexus that not only fixed their ILS & freezes, but even CTD's... 
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#40 EssArrBee

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Posted 06 November 2013 - 01:51 PM

Throw a ton of creatures in their, Monster Mod, Immersive Creatures, SkyTest, AV, Bellyache's New Dragons, Deadly Dragons, and Immersive Patrols for extra NPCs around. Then throw in Econ or Skyrim, Smart Cast, ASIS, and big overhaul with ugrids 7 or 9. That would for sure mess up some stuff in the game. I bet without the plugin you wouldn't even get the game to load.

#41 DoYouEvenModBro

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Posted 06 November 2013 - 01:52 PM

If I was freezing from Deadly Spell Impacts, can I add it back with this mod? This mod doesn't fix script overload issues, right? So I still have to watch that?
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#42 torminater

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Posted 06 November 2013 - 01:53 PM

OK guys, I have a testing idea: -> All LOD mods highest res -> complete z-fighting fix (including the terrain manager tweaks) -> Open Cities -> Full HD options for any textures with checking via VMM whether 3 GB is exceeded or not. Testing should be farely easy. Make a savegame in a city and exit out of it after reloading and vice versa. See when you've thrown enough at the game to cause you a reproducable ILS. Test Loads: 1: No memory "enhancers" 2: Only Safety Load 3: Only ENBoost 4: Only Stable uGrids 5: Safety Load and ENBoost 6: Safety Load, ENBoost and Stable uGrids If this mod fixes in all instances all of the ILS where it is active, and the people can post the numbers/graphs/anything from VMM, then I consider it a fix.
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#43 deathneko11

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Posted 06 November 2013 - 01:54 PM

[quote name=''EssArrBee' pid='56677' dateline='1383763869']Throw a ton of creatures in their' date=' Monster Mod, Immersive Creatures, SkyTest, AV, Bellyache's New Dragons, Deadly Dragons, and Immersive Patrols for extra NPCs around. Then throw in Econ or Skyrim, Smart Cast, ASIS, and big overhaul with ugrids 7 or 9. That would for sure mess up some stuff in the game. I bet without the plugin you wouldn't even get the game to load.[/quote']
Wit a minute let's not get masochistic here........

Oh wait.  Yes, let's :devil:
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#44 Nearox

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Posted 06 November 2013 - 01:56 PM

[quote name=''DoYouEvenModBro' pid='56678' dateline='1383763965']If I was freezing from Deadly Spell Impacts' date=' can I add it back with this mod? This mod doesn't fix script overload issues, right? So I still have to watch that?[/quote']
From what I understand, it indeed does not touch script overload/papyrus engine issues.

However, a potential indirect effect of stabilizing the game in other ways might be that there will be more tolerance left for scripted mods. I'm just speculating now though :P
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#45 DoYouEvenModBro

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Posted 06 November 2013 - 01:56 PM

[quote='Nearox' pid='56681' dateline='1383764161']
[quote name=''DoYouEvenModBro' pid='56678' dateline='1383763965']If I was freezing from Deadly Spell Impacts' date=' can I add it back with this mod? This mod doesn't fix script overload issues, right? So I still have to watch that?[/quote']
From what I understand, it indeed does not touch script overload/papyrus engine issues.

However, a potential indirect effect of stabilizing the game in other ways might be that there will be more tolerance left for scripted mods. I'm just speculating now though :P[/quote]
Has anyone tested this with an overload of scripted mods to see if it's stable?
 
I JUST realized that Deadly Spell Impacts doesn't use any Scripts.....so there's no reason not to add it back now!!
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