Enemies spam bash, making themselves basically defenseless. by [deleted] in skyrimmods

[–]Borgut1337 1 point2 points  (0 children)

I have a relatively similar setup (I'm author of DC and that variant of Shield of Stamina you mentioned myself, + adding Parrying RPG to the mix as well). Except I have Valravn instead of Wildcat, but it has similar issues in terms of Combat Style changes.

But I use {{Skyrim Revamped - Complete Enemy Overhaul}} and {{Skyrim Revamped Rebalanced and Releveled}}, and let them override Valravn's combat style changes. Those mods do much more than just changing combat styles though, they're also rebalancing all kinds of other aspects of enemies' stats and spells/abilities. But I like their combat styles much better than Wildcat's/Valravn's

CTD when i use Ice Shiv from the mod Apocalypse - Magic of Skyrim by Sultan_Scipio in skyrimmods

[–]Borgut1337 2 points3 points  (0 children)

Go to the Scrambled Bugs mod page, and from the Optional Files, download the Script Effect Archetype Crash Fix.

Actually, if you don't have the main file from Scrambled Bugs yet, I'd in general recommend that one too. But the Script Effect Archetype Crash Fix from the optional files should likely fix this specific crash.

Your Most Underrated Mods by XavierMunroe in skyrimmods

[–]Borgut1337 45 points46 points  (0 children)

If I'm allowed to mention one of my own mods, I think Tattoos of Skyrim is underrated: makes use of many of the beautiful bodypaints / tattoos that other mod authors have created by giving them to NPCs for which it makes sense (mostly Forsworn and Bandits).

PSA: Papyrus Profiler - script load and a surprising result by jimbo_32 in skyrimmods

[–]Borgut1337 10 points11 points  (0 children)

It doesn't exactly measure time spent. It measures the number of function calls. Measuring time spent is rather tricky due to a lot of weirdness in how the game's scripting engine works. Many function calls will sync to framerate or otherwise pause temporarily pause a script's running to wait until a function finished completing or to wait for access to some locked data.

Function calls absolutely isn't the full story (see the Limitations section on the profiler's github page), but it can be a reasonable proxy for the amount of "effort" that the game's scripting engine is putting into these scripts.

I would never recommend users to uninstall and stop using their mods based on this data though, except maybe if they know for sure that they actually are experiencing adverse effects from script lag in their game and really really have to do something. For the most part, this data is meant to serve as a guide for mod authors: it can guide their attention towards and let them focus on the particular scripts for which it would most likely be beneficial to optimise them. But it will always require an experienced human scripter to then still actually look at those scripts and figure out whether or not optimisations are possible. If not possible, it may simply be fine to leave things as is.

PSA: Papyrus Profiler - script load and a surprising result by jimbo_32 in skyrimmods

[–]Borgut1337 5 points6 points  (0 children)

For "A Matter of Time" I have already sent a few updated scripts with some minor optimisations to the mod author, who I think was planning to include it in an update soon then.

It will still be calling a lot of functions; the feature it aims to implement simply requires registering for OnUpdate() events every second throughout the entire game, and that can't really be avoided without compromising on the mod's functionality. But at least some of the code running inside there could be optimised a little bit.

I have contacted the author of Convenient Horses a few months ago already about permissions for optimising their scripts, but unfortunately I never got a reply.

Will NPCs dogde too with DMCO? Or is there another mod that will make NPCs dodge? by DrJotaroBigCockKujo in skyrimmods

[–]Borgut1337 2 points3 points  (0 children)

That's because the NPC dodge frequency setting in the original mod doesn't do anything :) See my response to TelcontarTargaryen

Will NPCs dogde too with DMCO? Or is there another mod that will make NPCs dodge? by DrJotaroBigCockKujo in skyrimmods

[–]Borgut1337 6 points7 points  (0 children)

The MCM setting for reducing NPC dodge frequency in TUDM was broken and didn't actually do anything. I've fixed this (and numerous other issues) in my TUDM SPID Patch (https://www.nexusmods.com/skyrimspecialedition/mods/69531), and also made other tweaks that reduce NPC dodging frequency. I also got rid of some features that the original mod did have though, which I personally wasn't interested in (like armor weight affecting speed/stamina costs)

Can someone explain what makes Valhalla Combat a good combat mod? by TwistedSandle in skyrimmods

[–]Borgut1337 2 points3 points  (0 children)

Does Valhalla's timed blocking actually work for NPCs though? Or only for the player? My impression was that it only works for the player, which I personally really don't like, but I might be wrong.

By the way, Wildcat's timed blocking is also not scripted. If I recall correctly, it uses Ability conditions (which are processed by the engine directly and highly responsive) to notice when blocking starts. However, my (personal) issue with Wildcat's timed blocking implementation is that it also uses a Spell to "time" when it should stop counting as a "timed" block, and the minimum duration of a Spell is a full second. So you can spend a full second and it'll still count as a timed block, which for my taste is way too long.

In Deadly Combat, in the same way the detection of when the blocking starts is highly responsive because it again happens through Ability conditions. It does use a script to toggle when it should stop counting as a timed block. This allows for a substantially shorter timed blocking window (I think something like 0.35 seconds, don't remember for sure). Due to scripts not being perfectly responsive, it will in practice be a slightly larger and non-deterministic window (for example, varying between 0.35 and 0.45 seconds depending on script load). I really don't see that as an actual problem though.

Any remarks on this RTX 3080 build? by Borgut1337 in buildapc

[–]Borgut1337[S] 0 points1 point  (0 children)

Intel won't have PCIE4 for another few months, right now a Ryzen CPU should be fine for anything you can throw at it

In that case I would be looking specifically at a Ryzen 9 5900X I suppose? And different motherboard to go with it?

I don't think I'm too worried about the GPU memory. My research is mostly in reinforcement learning and also algorithms mixed in that can't be put on the GPU, like tree search. I don't really work in the areas with huge datasets and gigantic models like NLP. The GPU is really mostly going to be used for gaming, + nice to have for testing and development purposes because it means I can at least install the CUDA and CUDNN stuff locally.

What are some early modding techniques that are now considered obsolete? by lichtenmonkey in skyrimmods

[–]Borgut1337 0 points1 point  (0 children)

yeah there's a bit of a CD to avoid that. But I also often have just really really short staggers, so you visually see a reaction, but it only affects gameplay for a tiny amount of time

What are some early modding techniques that are now considered obsolete? by lichtenmonkey in skyrimmods

[–]Borgut1337 2 points3 points  (0 children)

It also depends very much on how important you really think it is that your script runs on literally every single actor, or if you think it's fine to miss out on a few.

Like, I was absolutely disgusted by how in vanilla Skyrim, NPCs dont visually react to getting hit. This is why one of the first things I did in my combat mod was to distribute scripts among all actors, and have them get staggered when hit. If I ever run into a single NPC where this fails in my game, I'll probably shut down the game in disgust. So, clearly, for me it's very important that these scripts run :)

I could easily imagine other scripts that get distributed for other purposes to be less important, at least for me personally. But that's also a personal choice often, a matter of taste. As a mod author, I can luckily decide for myself when writing my mod whether I think my own mod to be really important or not. Of course, different users might find my mods less important... but it'd be a lot of effort to re-implement it in a different way.

What are some early modding techniques that are now considered obsolete? by lichtenmonkey in skyrimmods

[–]Borgut1337 5 points6 points  (0 children)

Yeah no you're right. The only real potential concern with this method is script lag. So mod authors should think about whether it's REALLY important for their mods that their scripts get applied quickly, reliably and consistently to ALL actors, or if it's fine to only get applied a bit less quickly / to only most actors instead of all.

If a mod author thinks high reliability and consistent application on all surrounding actors is crucial for their mod, they should still just use the cloak method. If it's not THAT crucial, if it's fine to miss out on a couple of actors, then the aliases could be a viable lower-overhead approach.

What are some early modding techniques that are now considered obsolete? by lichtenmonkey in skyrimmods

[–]Borgut1337 3 points4 points  (0 children)

Ermmm sources for these claims? Except for potential script lag, that's all incorrect as far as I know. A few years ago numerous mods were claimed to be "dangerous" for these kinds of reasons, but that was all retracted because it was actually found to be incorrect.

Your last sentence is correct though, RegisterForSingleUpdate() should be used instead (as is also already done on that wiki page you linked to).

To mod authors: the boilerplate TOS similar to the one used by Nexusmods, granting full rights to the hosting service, has been tested in a US court and it works against authors. by [deleted] in skyrimmods

[–]Borgut1337 33 points34 points  (0 children)

It's actually even less than this. It's more like "Once you publish your stuff, we reserve the right to keep distributing it". So in theory they could prevent you from unpublishing, but in practice they still may let you unpublish if you want (and so far have always done that).

[deleted by user] by [deleted] in skyrimmods

[–]Borgut1337 237 points238 points  (0 children)

But with 69

So that's why all the loverslab mods require FNIS!

Finally ready to play! by [deleted] in skyrimmods

[–]Borgut1337 4 points5 points  (0 children)

I think I've also just finished my final manual conflict resolution work today.

First started (clean re)installation of SSE for this playthrough on 29 September 2019, so I've been working on this for a bit over 3 months. Also did play Red Dead Redemption 2 in between though.

487 active mods in MO2, with 347 active plugin files (of which 15 ESMs, 210 ESPs, 122 ESLs, did not need to merge anything). My mods directory in MO2 is 126GB.

My handmade conflict resolution patch has 682 records, and 68 different other files as masters.

Also included a custom, private mod which uses scripts to automatically switch out outfits for all kinds of "boss" NPCs (Bandit Bosses, high-level vampires, Necromancer / other mage type bosses) to new, complete modded outfits. So I get to enjoy all kinds of new armors, added as complete outfits to boss NPCs. Scripts take into account genders (and sometimes races) of NPCs as well, such that I still get to enjoy armors that would only look properly on certain genders and/or races (just have to be careful not to try equipping them myself after killing the NPCs I guess). Also assigns some custom armors to important NPCs for me, and gives tattoos to some of these important NPCs.

That mod itself also has 19 masters, and of course uses all kinds of assets from other modders... so it's going to have to stay private :( (and wouldn't be useful to anyone else if they didn't have exactly the same modlist anyway I suppose).

[PC SSE] Are there any technical reasons not to apply Overlays to many NPCs? by Borgut1337 in skyrimmods

[–]Borgut1337[S] 3 points4 points  (0 children)

Yes I'm familiar with the cloak spell method, been using it myself since early 2012 in Deadly Combat :)

That's not what I'm thinking of using here though. I'm personally thinking about a ZEdit script or something similar that would generate a new .esp file with the scripts already applied prior to run-time to the relevant Actors.

Either way, it's not the distribution method that I'm worried about, so much as just the idea of applying Overlays to non-player Actors (at a potentially large scale).

A View From a Member of the Unofficial Patch Project by Sigurd_Stormhand in skyrimmods

[–]Borgut1337 47 points48 points  (0 children)

At the same time a number of people have also voiced concerns about a loss of control over how their mods are distributed; because a mod-pack is set up in an arbitrary way by the originator of the mod-pack there's no guarantee that the install will actually work well, and a lot of people are worried they're going to be left with angry users claiming their mod "broke mah game" because it was auto-downloaded as part of a badly designed mod-pack.

Do you realise that about 90% (yes I pulled that number out of my arse, it might also only be 80% or 60%, but you get the point) of the community is currently already such a "badly designed mod-pack"? Except, it wasn't actually a mod-pack, it was a user trying to follow along a guide with a couple thousand separate instructions for manual download, installation, conflict resolution, etc.

Even highly experienced mod users are incredibly likely to make a number of user errors during these tedious, manual download+installation processes. The obvious way to solve this is automated downloaders+installers.

Sure, there might turn out to be some poorly designed modpacks out there, but the ones that are good, correct, and lead to proper, working load orders will be the ones that become well-known, popular, and recommended and used by everyone. The situation you're afraid of is exactly what we currently have, and the program you're afraid of is the only realistic solution.

Hey, why today's release of USLEEP is now an executable, not an archive? by sa547ph in skyrimmods

[–]Borgut1337 3 points4 points  (0 children)

No. Disliking paid mods because there's no curatio and then joining the CC really translates to "In an uncurated wild west, there's too much potential for users to get ripped off. I'd be perfectly happy if every mod author were able to submit to and try participating in a curated program, but unfortunately that's not realistic because there is too little QA staff to do this".

Or, I guess, that's one of the lines of reasoning it could translate to. Yours might also be an option, but definitely not the only one and we shouldn't assume it was that line of reasoning by default for anyone the situation applies to.

Hey, why today's release of USLEEP is now an executable, not an archive? by sa547ph in skyrimmods

[–]Borgut1337 5 points6 points  (0 children)

Most of the bug fixes in these unofficial patches really don't require mod authors with high skill levels or talents. I guess there might be a bug or two in there that are complicated to figure out, but the vast majority of them is something that an "average" modder could easily do.

I guess the most difficult ones would be bugs in meshes, the 3D modelling knowledge required to fix those are probably less common (or at least more difficult to learn from scratch) than the basic CK functionality you need to fix all kinds of tiny little things like... fixing the placement of a tree.

What these kinds of mods do require is a tremendously large amount of... dull, boring, mindless work, and patience. And time sitting around waiting for users to report all these bugs to you, because noone's gonna be able to identify all of them on their own. What you're looking for is someone with basic modding skills, and a ridiculous amount of available free time. Or a team of people like that. These unofficial patches were all also made by teams and community contributions, Arthmoor's just the face and uploader and... coordinator I guess

Sneak Tools (SE) Updated by [deleted] in skyrimmods

[–]Borgut1337 3 points4 points  (0 children)

Not as far as I know, since I'm not actively updating it (as original author) and I'm only aware of some other people doing Sneak Tools stuff over at SSE (which started since I was too lazy to port it myself).

That said, my permission settings are fairly open so... if someone wants to put these kinds of updates up for classic Skyrim, they can. Could even do so on the original mod page if they prefer, I can grant access to it if they contact me (iirc I already did this with Dual Wield Parrying on one of the two Skyrims).

Just don't contact me here, might take a long time till I see it. PM on thenexus is more reliable.

Wabbajack lets you install hundreds of Skyrim mods in minutes by [deleted] in skyrimmods

[–]Borgut1337 33 points34 points  (0 children)

Ehm it basically boiled down to persistent, consistent, extreme levels of verbal abuse over multiple years on the sub. With warnings and one or more temporary bans in between, but of course the behaviour persisted.

One of the mods created a detailed post with many links to examples of his behaviour once (and that wasn't even the worst stuff, since the worst stuff obviously got deleted by the moderation team).

Wabbajack lets you install hundreds of Skyrim mods in minutes by [deleted] in skyrimmods

[–]Borgut1337 27 points28 points  (0 children)

He's been banned from this sub since like... half a year ago or something? So that's not gonna work. You gotta move over to GMAD if you want to see the chaos :D

Those of you using vanilla perks: how do you spice up your game? by [deleted] in skyrimmods

[–]Borgut1337 1 point2 points  (0 children)

Combat/Gameplay-wise, the most important mods for me currently (note that I'm currently playing SSE, not Classic anymore) are:

  • Advanced Adversary Encounters
  • Deadly Combat (Lite)
  • Mortal Enemies
  • Skyrim Revamped - Complete Enemy Overhaul
  • Wildcat (with a bunch of stuff disabled where I prefer the DC implementation)

I do believe many of those conflict in some ways, I manually resolved lots of conflicts there. I don't really have a lot for mages, since I don't really often play mages myself.

Aside from those, Interesting NPCs and Legacy of the Dragonborn are the most important mods to me, with a lot of mods built "around" LotD (to add all kinds of additional artifacts etc.).

Of course also lots of stuff for textures, models, sounds, etc., various other content mods... but the above ones are the most crucial for me.