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I think im seeing script lag in my game now, i think i do have a lot of script heavy mods running just trying to figure that out, just wondering if this message is giving me any info that would help.
Loading PapyrusUtil later in your list may fix this but it is better to find the conflicting mod and update or remove it.
Current Version:
in your data\skse\plugins folder you should sort by file type and look for .dll file that was PRIOR to june 2019. That will likely be the cause if the mod it came from (usually similerly named .......Usually). Note any others that are prior to the last update as they MAY (Check the mod page for verification) need updating..
Prior Version:
in your data\skse\plugins folder you should sort by file type and look for .dll file that were AFTER june 2019. An updated mod running on a prior version MAY have issues.
looking in my data\skse\plugins folder i don't see any extra copies of the papyrusUtili.dll that is being flagged
Maybe I am misunderstanding. There likely won't be extra copies. The file is what needs to be looked at to determine if it's the correct one for the version of the game you are running. If that proves to be not the problem, the next step is to investigate any mods that required that plugin and determine if they are the correct versions for the version of the game you are running.
At this point with the knowledge we have, there are two possibilities. the Papyrus dll is the problem or something that relies on it is the problem.
Load a save (any) goto setting->system. In the lower left corner you see the game and skse version. Goto nexus and download the correct version
So i started watching a little of Gopher's MO2 tutorial on conflict resolution and certainly learned some things pretty quick. (since i don't really know squat about mo2)
Like doubleclicking a mod and looking at the conflicts tab :D
It was a little late last night but i think it was just conflicting with ***lab framework.
And i need that to properly torture my todd howard preset!
Dropping Papyrus' to the bottom of the priority list eliminated the MO2 warning.
But unfortunately didn't fix the underlying issue Im having, which I had hoped was related to the papyrus warning.
I think Im getting heavy script lag. Since papyrus seems to have sometihng to do with scripts I had hoped the error would be related but im really not sure whats actually happening.
In game some actions that are related to mods seem to be taking a long time to actually happen, the most predominant that i can recall are the animations for the flying mod Im using
Flying mod beta by porrone and flying mod overhaul by Indefiance
When i hold space to fly upward nothing will happen for like 1 min.. and then i'll fly up for a bit and be unable to really control anything, likewise I seem to be getting greatly delayed staggers while in combat again like 1min after it should have happened i'll get a massive stagger.
I really don't know if either animations from a flying mod or aspects of a combat mods use scripts at all... its just laggy while my fps remains fine.
I do think i've got some heavily scripted mods running. i've got like 3 populated roads mods going, immersive partols, OBIS, genesis..
and i read that if the mcm for 3p0 enhanced camera doesn't appear that it is likely script lag causing it.. and indeed that mcm is not showing up.
Does anyone know a way to troubleshoot my script load without just disabling all the suspect mods?
Thanks <3
Though in my opinion scripting lag has been getting worse the last 2 updates (my only frame of reference). Not sure if its speciffic mods or (and it better not be) Bethesda playing some games either ignorantly or with malice. I thought with access to more than 4 GBs of Ram (I have 16), that would be less of a problem.
wondering if the lag will show back up after i do some stuff.. but things seem to be headed in the right direction
Yea I figured those scripts would still be running on my other test save