[REL] Frostfall - Hypothermia, Camping, Survival (Thread 9)

Post » Thu Feb 07, 2013 5:19 pm

Hey Chesko

Thanks for an absolutely brilliant mod, been using it since the first iteration.

However, recently (after the 2.01 update, but possibly also since the addition of wet and cold and Imps) Frostfall has been preforming horribly.

Placement of fire camps and tents take several seconds, and forget about trying to adjust to a different position than the first as it then will freeze in place and vibrate or shimmer (The blue placement model). When I decide about a place it takes several seconds from when I press "E" to something actually happens i.e. placement of tent. It improves slightly when I turn off advanced placement.

Exposure goes down really slow even though exposure rate is adjusted to be at max. Harvesting wood also take e very long time.

Frostfall has complained 2-3 times that the scripts are running too slowly. So the issue is evidently a scripting issue. I have tried turning off several script extensive mods, but the problem persists (because its baked in the save file?)

Anyhow, the game preforms absolutely beautiful in general, no CTDs and freezes or large fps drops.

Other script heavy mods, duke patrics combat mod for instance suffer no performance issues whatsoever, and have to react quickly because of its combat focus.

I've tried changing the papyrus log to your suggestions in the troubleshooting, but they did not make a difference or slowed the entire game to a crawl (1-5 fps).

The current papyrus settings in my ini are:

[Papyrus]
fUpdateBudgetMS=4.8
fExtraTaskletBudgetMS=4.8
fPostLoadUpdateTimeMS=1000.0
iMinMemoryPageSize=100000
iMaxMemoryPageSize=5000000
iMaxAllocatedMemoryBytes=1800000000
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
bEnableProfiling=0


I hope you can offer some guidance in how I might rectify this problem?
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Amysaurusrex
 
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Post » Thu Feb 07, 2013 3:49 pm

However, recently (after the 2.01 update, but possibly also since the addition of wet and cold and Imps) Frostfall has been preforming horribly.

Yep, stop right there. There is no way you can narrow down the problem if you have installed two other mods at the same time as mine, one of which is historically script-intensive. Roll back to a save that did not have IMCN or Wet and Cold, uninstall IMCN and / or Wet and Cold, and try again. Then add one at a time and see what's causing the issue.

Not enough changed between 2.0 and 2.1 to impact your performance the way you're describing.
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Amanda Leis
 
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Post » Thu Feb 07, 2013 12:29 pm

The current papyrus settings in my ini are:

[Papyrus]
fUpdateBudgetMS=4.8
fExtraTaskletBudgetMS=4.8
fPostLoadUpdateTimeMS=1000.0
iMinMemoryPageSize=100000
iMaxMemoryPageSize=5000000
iMaxAllocatedMemoryBytes=1800000000
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
bEnableProfiling=0

That might be your problem.
http://www.gamesas.com/topic/1435074-multithreaded-cpu-ini-tweaks-that-actually-work/page__st__30__p__22050362#entry22050362

Try reverting to a default ini and see if that helps.
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Scotties Hottie
 
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Post » Thu Feb 07, 2013 9:13 pm

Just want to say that I like this mod so much.
Have only been playing with it for a couple of days, but it enhances my hunter/gatherer nomadic style of play so much. To be able to camp, cook, render hides, build things, make potions in the wilderness....with the very realistic additional enemy named Weather...Well, what can I say?....
Thanks.
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jess hughes
 
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Post » Fri Feb 08, 2013 12:07 am

Yep, stop right there. There is no way you can narrow down the problem if you have installed two other mods at the same time as mine, one of which is historically script-intensive. Roll back to a save that did not have IMCN or Wet and Cold, uninstall IMCN and / or Wet and Cold, and try again. Then add one at a time and see what's causing the issue.

Not enough changed between 2.0 and 2.1 to impact your performance the way you're describing.

Sorry to waste your time, seems something horribly had gone wrong with my save....my saves had jumped over 35 mb in two days. I guess it was just flooded with all kinds of errors.
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Sammykins
 
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Post » Thu Feb 07, 2013 12:06 pm

More on spells, and the Restoration and Destruction schools. A lot of the discussion has been around finding ways to replace the campfire. I'd like to perhaps find ways of making the campfire better instead. This plays off of Evilgiraffe's idea on the last page.

Check these out. I hope they are a lot closer to passing the smell test.

Alteration Slow Burn - (50) Adept - Nearby campfire burns twice as long. Fire and Forget, Area.

Restoration Beacon of Hope - (50) Adept - Nearby campfire glows radiantly, lifting the spirits of those around it. +10% to skill increases for 4 hours. Fire and Forget, Area.

Destruction Bonfire - (50) Adept - Nearby campfire burns intensely, greatly increasing the warming and drying received as long as the spell is channeled. The campfire's fuel is spent when the spell ends. Concentration, Area.
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sally R
 
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Post » Thu Feb 07, 2013 8:18 pm

Alteration Slow Burn - (50) Adept - Nearby campfire burns twice as long. Fire and Forget, Area.
Seems a bit weak, but that may not be a bad thing. Actually got me thinking though, what about a Teleport Campfire spell? Would move the last campfire you placed to you. Could that work?
Restoration Beacon of Hope - (50) Adept - Nearby campfire glows radiantly, lifting the spirits of those around it. +10% to skill increases for 4 hours. Fire and Forget, Area.
Like the buffing idea, not sure about the effect, since it's not exposure related. Of course, most of the exposure-related buffs are already covered by other spells, so why not?
Destruction Bonfire - (50) Adept - Nearby campfire burns intensely, greatly increasing the warming and drying received as long as the spell is channeled. The campfire's fuel is spent when the spell ends. Concentration, Area.
I like it. Would it allow you to bypass the need for shelter?
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Chloe Mayo
 
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Post » Thu Feb 07, 2013 4:31 pm

Are you also considering enchantments? Or just spells?

Maybe some enchantments available for clothes/armors could be interesting and balanced, some examples (pretty self-explanatory):
Increase exposure protection
Waterproof clothing/armor
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Lisa
 
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Post » Thu Feb 07, 2013 5:50 pm

Only spells. I consider Frost Resistance to cover things as well as I would like on the enchantment side of things.

I like it. Would it allow you to bypass the need for shelter?

Kinda. Not always.

In rain, you would be able to get something like 50% dry, and you would be able to reduce your exposure to 0. You would ordinarily need a tent to do that.

In snow, you would be able to reduce your exposure to 30. Without a tent, the normal cap is 50.

In clear weather, you can get all the way warm and dry, very quickly.
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Naomi Lastname
 
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Post » Fri Feb 08, 2013 1:29 am

Alteration Slow Burn - (50) Adept - Nearby campfire burns twice as long. Fire and Forget, Area.

Material cost? Because this seems a bit overpowered, actually. Twice as long for no extra fuel, it's basically giving you magicka-for-EP, with only a cost of time. In a roundabout way, this is exactly magicka-for-firewood, except you simply already need to have a fire going.

Restoration Beacon of Hope - (50) Adept - Nearby campfire glows radiantly, lifting the spirits of those around it. +10% to skill increases for 4 hours. Fire and Forget, Area.

Not bad, but seems a bit lacklustre for the concept. It's a spell that strictly only can ever be used when a camp-fire is present, as with all of these. A nice touch when near a campfire, sure, but I feel this would be something I'd simply forget all-too-often.

Destruction Bonfire - (50) Adept - Nearby campfire burns intensely, greatly increasing the warming and drying received as long as the spell is channeled. The campfire's fuel is spent when the spell ends. Concentration, Area.

Evaporation but requiring of a camp-fire. Not bad. Keeps mages lumped in with everyone else who gets wet - there's no quick fix for getting dry. However, while these spells check off the necessary three of the dichotomy (except Slow Burn, I'm not seeing how that is expensive when it, as it stands, is simply Magicka-or-more-Firewood), I feel these are enhancements, not replacements (as was your intent, of course.)

These spells are giving proper mages a strict advantage over non-mages, in a sense. My original idea with the utility spells I suggested was (excluding the absorb spells, they were a later thought in the same post) to give mages an alternative to the mundane methods of survival, not, rather persay, give them access to enhancements that no one else can reach.

It's kind of like saying, 'Non-mage characters must make a fire, gather firewood, feed it and such to get dry. Mages must also do this, but then if they wish, can burn a bit of regenerating magicka to make the end result more.' This is an exaggeration of course, and yes, I do recognise that some spells I suggested do grant mages more than non-mages can access (Water Walk, etc), but it was usually in the vein of 'What can everyone already do, that a mage should be able to do with magicka instead of items?', Water Walk is a snowberry extract that drains your magicka instead. Absorb falls into the category above of 'something mages can do that no one else can', in a sense, and now I'm beginning to feel it is a bit of an unfair advantage, simply because non-mages can't regain EP in combat like that.

That's my take on it, at any rate. I do like the concepts, but I feel they give mages too much, in a sense. I might spend a bit of time pondering spells that, as I said above, give mages magicka-related alternatives to mundane equipment.

Also glad to hear you're already onto the Dragonborn fixes. Really looking forward to exploring the great new content (once it's all been fixed up hopefully by Bethesda and then again by Arthmoor and co! :D)
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Sanctum
 
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Post » Thu Feb 07, 2013 11:48 am

Frostfall 2.2 is now available on Skyrim Nexus and Steam Workshop. This update adds a very robust level of Dragonborn support, and addresses some outstanding issues.

This should be a straight upgrade. Uninstall the old version, install the new version. Back up your save games.

===========================================
Frostfall 2.2 Change Log
===========================================

DRAGONBORN BUG FIXES AND FEATURES
==============

* Sleeping in a tent in Solstheim would result in floating back to your tent after something story-related happens.
* Campfires, forges, and so on found on Solstheim should now act as heat sources. If you find anything that you think should provide heat but does not, let me know.
* All enchanted armor from loot now has proper exposure protection values applied. This change should be retroactive if you use W.E.A.R. right now.
* Solstheim now has the intended temperatures. The south is moderately warm. The north is very, very cold.
* Other worldspaces in this DLC now have the intended temperature.
* You can now harvest wood from trees on Solstheim.
* Ash storms are now recognized by the weather system correctly.
* Ash storms on Solstheim now apply ash effects on tents after sleeping in them.

FEATURES
==============

* New enclosed, warmer-looking Small Hide Tent mesh by Tumbajamba.
* New option in the SkyUI MCM to reset W.E.A.R. to default values. The legacy menu system already had this.
* New option in the SkyUI MCM and legacy menu system to turn off System Notifications ("You are now prepared to use camping equipment", "Your scriping system is running too slowly", etc)


BUG FIXES
==============

* Packed missing sound files, which were the shiver sound effects. They were supposed to be in the last patch release, but were mistakenly not included.
* Fur boots were not providing the right exposure protection.
* Being wet while the weather is "warm" will no longer affect your exposure. Being wet while the weather is "temperate" or better will affect your exposure less than before.
* The hand warming animations from 2.1 now behave much better. You should no longer be stuck in 3rd person view (and if you were, this fix is retroactive). The animation should no longer stop working after a period of time. It will not longer trigger while you are in dialogue. Note that it will not trigger while you are in combat, and sometimes you can be in combat and not know it (Slaughterfish by the shoreline being the prime example).
* Verified Bandoliers no longer displays "gloves" message. I have tested every single bandolier from both the base plugin and Dawnguard. If you are still experiencing this issue, please try reloading your game.
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Vickytoria Vasquez
 
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Post » Thu Feb 07, 2013 6:42 pm

I have this strange feeling that your trio of mods may someday make up the basis of a FWE'ish equivilant to Skyrim. :tongue:
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Prohibited
 
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Post » Thu Feb 07, 2013 6:44 pm

Material cost? Because this seems a bit overpowered, actually. Twice as long for no extra fuel, it's basically giving you magicka-for-EP, with only a cost of time. In a roundabout way, this is exactly magicka-for-firewood, except you simply already need to have a fire going.
Maybe it's a matter of playstyle, but I generally don't need to have my campfires burn for longer than they already do, which is why I don't see that spell as breaking anything. Is campfire duration timescale based? I thought not, since exposure isn't either, but maybe that's the difference (my timescale is 8).

And thanks for the new version! :D
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Stacyia
 
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