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so, honestly not trying to just shake that off or something, but i can't see even in theory how CS could cause this. ---if you're very bored :-), did you try with the same mod list on an unmodded game (meaning _never_ been saved with any mod in it), if the issue still occurs?
(on a side note, i also don't really think it's an interference with skyUI, there's so many people using that i'm pretty sure i'd have heard about that before)
so, if they'd interfere with, like, an inventory sorter, they'd do so (= you'd get that lag) _whenever_ you add or remove _anything_ from your inv, not just when a crafted item is added (an issue i know rather well, as my "Smack The Smith" mod had one like that in earlier versions)
(to that, to cause this, you'd either need to manually (console) stop and restart the carrier quest, or, on the same save game, remove CS, start without it and save, and then "reinstall" CS (and even for these cases, the mod will try to fix itself), so that's not too likely. ...%
it's like this: for empty sacks, there's exactly two occasions when they do _anything_, that's when one is added or removed from player's inventory. at any other point (like crafting), they don't run any functions, don't track your inventory or anything, they just do plain nothing (and even then, the only thing they do to pc's inv is count n# of sacks dropped at a time and return surplus sacks to inventory (so only 1 box at a time will be placed)
(and the actual (placed) sacks also run a script when items are added/removed to them, but they never touch player or inv, and they're entirely separate objects from the rolled up sacks, so no way for them to cause your issue) ...%
The problem only occurs after I've used one of the cache sacks. Beforehand, when they're just an item in the inventory, no problems. But placing one down, the crafting menus drop FPS, and after picking it back up, continued FPS drop in crafting menus.
If there's anything more specific I should be looking for in the logs, I'd be happy to know. But it all seems rather innocuous. Meanwhile, I'll go about pulling each mod one-by-one until I stop getting the problem.
I only wanted to post a message here about it for other people to see, and in the off chance it could be replicated, bring it to light. I always find it tedious to look through modpage after modpage when encountering a problem like this, but I discovered an in-game fix myself, and didn't want other people to have a long search for help or atleast an answer for what *might* work.
On topic about my load order, I only have an old version of SkyUI for inventory sorting. I already removed your mod, but I can go ahead and reinstall and see what I get in the log. Will report back with what I see!
(and speaking of plain text, script sources are in the mod, so you can always check for yourself instead of just believing or not what i say)
Mainly wanted to just give a heads-up to anybody who might encounter the same thing, so if they come here, they wouldn't have to go looking through their entire load order.
i'd recommend turning on script logging, stuff like you describe is most likely some inventory filter script bugging out, this would show up in script log.
It seems like, for some reason, the game is trying to calculate weight values for the items in the crafting menus, but is only doing this when I have a sack in my inventory. Could just be some bizarre conflict on my end, but I wanted to mention it here incase it comes up again and people are confused.
3 NEW SUITES AVAILABLE
s7o's Meanie In A Bottle
so if you happened to start a new game with that particular version, half of it ran while the other half didn't, that's what the recent follow-up updates tried to fix, shouldn't have anything to do with the sack in your inv.
could you send me that log? (pm or mail, don't mind) should make fixing this a piece of cake (in my affected test game, each of the 2 recent updates alone fixed the issue, so i'm pretty much down to trial and error about why it didn't catch in yours right now)
sorry for inconvenience, pls hang on and leave the mod installed for now, i'll be trying to get it running :-)
(or if you wish to remove it, do so for good on that save game, just don't try to "un- and reinstall" on the same save, this never improves matters, but always makes them worse for any scripted mod)
I'm fine continuing on without-mod was working on new games and it's probably just me with the one bugged character, which isn't much of a problem since I've finished full time wandering and grabbed a house to start grinding craft skills. If you want to keep trying to figure it out anyway then I'll be happy to keep checking (I'm quite mysfified myself).
(in your affected saves, you should get an "updated to 2.12"-notification, and after that, it should)
I took out the mod after I commented, so I don't have any other information.
(for the records, since i prefix all my data, searching log for "s7o" would bring forth all entries and errors for all my mods installed, "s7oCS01" for this particular one)
i ran a couple tests myself:
for the first thing, felt good to do a little walk in the snow after a couple heavily irradiated commonwealth months :-)
and for what i found out: everything seems to be working properly on all my save games;
on a majority of new games i tried though, i ran into just the same problem you reported (which is good news in that it'll make this far easier to track down)
checking into this and updating as soon as issue found,
sry for inconvenience and thx for reporting
Install should be effectively new: I copied to new drive/uninstalled/reinstalled to new drive, which nuked all the mods so cache sacks was redownloaded. Since it's a workshop file I don't know what's in the package: could there be a script that wasn't nuked but skipped downloading because it looked like it was already there?
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation = 1
...needs to be in your skyrim.ini (or skyrimCustom.ini), then it should work.
up to 4 logs should go to ...My Games\Skyrim\Logs\Script, 0 always being the newest one.
would be extremely helpful if you had it, seems to be some serious issue there
(pretty much out of the blue, since i didn't update or change anything in the mod recently)
...and did you just install the mod (or start a new game with it), or did it cease to work in a running installation?
you did drop a single sack, right?
and where you dropped it was not, like, on top of a cliff? (if they drop beyond a certain radius (1024 units, ~5*npc height), they'll be added back to your inventory -
did _that_ happen? the sack going back to your inv i mean. it should whenever a sack can't be placed for whatever reason, so if it doesn't, it'd give me a first clue about where to look.
would be nice if you'd let me know, nothing like this has ever occured in years, and now, you're the second user within a short period who reports the same, was there a game update or anything recently?
for another way to unlock crafting: where you find the first cache sack (on a barrel in front of the cave where you exit helgen / chargen, walk back into the cave, drop a single cache sack, put 1 sabrecat eye and nothing else in it, exit it's menu. you'll get "verteirons cache sack", holding some invisibility goodies, and crafting unlocked
at console, type "sqv s7oCS01questCacheSacks"
at pretty much the bottom line, it should say "running", if it says "stopped", type "startquest s7oCS01questCacheSacks" and see if this fixes it, if not, pls let me know
Hi, its me again!
After about 1000 houers of faultless playing, this mod suddenly does not work anymore! ???
Any idea what type of mod could cause conflict?
I can drop the sack, but it does not open!
I visited the Mill, by the way, it was well worth it.
a stunning amount of detail! Well done as allways!
Greetings and a happy Hollyday season.
yep, that's one of the "i made it cuz i needed it" type mods
s7o's Forgotten Places ~ IRONTREE MILL
i'm currently doing a big update round through all my mods, a.o. adding cache sack unlocking to those that didn't have it yet - gonna be functional with CS 2.1 (which does the actual counting), but didn't want to wait with releasing the others cuz some of the fixes were urgent.
about CS, i could do a version with that added and that speeds up sacks a bit pretty quick - or i could do one based on a whole new technical concept i came up with meanwhile, that would speed things up immensely, but would take a while to make since it'd technically pretty much be a new mod (just like 2.0 actually was) - still pondering... (with quite a tendency towards the quick version currently, with real life currently in tedious++ mode... :-)
s7o's Forgotten Places ~BARLEYDARK FARM