G'len on 11/11/2005 at 11:41
After installing a wide range of mods, my loading times have increased by much, and the game is a bit choppy. I consider a re-install to remove unnescery texture replacers, but other than that, which of the following mods is system-resource-grabbing and which is a light fix (if there is such a thing)?
[Game Files]
GameFile0=Better Heads Bloodmoon addon.esm
GameFile1=Better Heads Tribunal addon.esm
GameFile2=Better Heads.esm
GameFile3=Bloodmoon.esm
GameFile4=Imp Guard anticlone.esm
GameFile5=Morrowind.esm
GameFile6=Tribunal.esm
GameFile7=3shades.esp
GameFile8=Advanced Dialogue.esp
GameFile9=AlchemyStorageHelper10.esp
GameFile10=Ald Redaynia Extended.esp
GameFile11=AldVelothi-ShipMaster.esp
GameFile12=Ald_Ruhn_TG_Devil_Tanto_Tweak.esp
GameFile13=Ascadian Isles Dialogue.esp
GameFile14=BB-argonian-sils-text.esp
GameFile15=BH_Argonians.esp
GameFile16=BM-Armor-FIX.esp
GameFile17=Balmora Dialogue.esp
GameFile18=Better Bodies.esp
GameFile19=CM_Minor_Quests_1.0.esp
GameFile20=Caldera, Haunted House.esp
GameFile21=Clean Blighted_Kwama_Workers.esp
GameFile22=Clean SR_Buf_Males.esp
GameFile23=Clean SR_Fuller_body.esp
GameFile24=Clean gnis.esp
GameFile25=Cloudcleaver Fix.esp
GameFile26=DagonFel_Well.esp
GameFile27=DagonsFolly.esp
GameFile28=DragonVille.esp
GameFile29=DwemerLoot1.0.esp
GameFile30=Emmas_Imperial_heads_1_0.esp
GameFile31=Hair_pack.esp
GameFile32=Horror Mod.esp
GameFile33=Juniper's Twin Lamps (1.1 Tribunal).esp
GameFile34=KeyNamer.esp
GameFile35=LGNPC - Pelagiad.esp
GameFile36=LGNPC - Tel Mora.esp
GameFile37=LeFemmArmor.esp
GameFile38=Lich Father Act I.esp
GameFile39=Lich Father Act II.esp
GameFile40=Master Trainer Fix v.01.esp
GameFile41=Mournhold Downtown.esp
GameFile42=MournholdSewerFix.esp
GameFile43=Mouse's Beast Race Balancing 1.esp
GameFile44=Nchrdurmz.esp
GameFile45=Nolore_Fixes.esp
GameFile46=Pearl Cavern v1.0.esp
GameFile47=Real Ravens.esp
GameFile48=Realistic Pelts v1.1.esp
GameFile49=RichScamp1.esp
GameFile50=Ruins of Serpenthold.esp
GameFile51=Silgrad_Tower_internal_build_1-4_3.esp
GameFile52=SirLuthor-Tools.esp
GameFile53=SouthHill_Update.esp
GameFile54=Tales of the Bitter Coast.esp
GameFile55=Telos Rin Graveyard.esp
GameFile56=The Catacombs Beneath Farlon Keep V1.0.esp
GameFile57=The Ebony Blade V1.02.esp
GameFile58=TheLostCity_6.2.esp
GameFile59=Tos Caverns.esp
GameFile60=Tribunal Crimson Plague Tweaker.esp
GameFile61=TrueFlame-HopesFire Fix.esp
GameFile62=Unarmored_Corrector_V01_TRIB.esp
GameFile63=Vivec_Expansion_v1.31.esp
GameFile64=Well.esp
GameFile65=abotWaterLife.esp
GameFile66=bradhia_v1_4.esp
GameFile67=entertainers.esp
GameFile68=korsuth.esp
GameFile69=lgnpc_Ald'ruhn.esp
GameFile70=lgnpc_AldVelothi.esp
GameFile71=lgnpc_GnaarMok.esp
GameFile72=lgnpc_HlaOad.esp
GameFile73=lgnpc_MaarGan.esp
GameFile74=lgnpc_khuul.esp
GameFile75=master_index.esp
GameFile76=mygrotto_1010.esp
GameFile77=mysticspath.esp
GameFile78=pcc_smeradon_17.esp
GameFile79=pcc_smeradon_patch_04.esp
GameFile80=sg1_alchemy_book.esp
GameFile81=shrinetext.esp
GameFile82=sunmoth.esp
GameFile83=telfyrdock.esp
I also have a Better Textures mod, which I'll most likely get rid of by re-installing.
cyrano on 11/11/2005 at 17:10
The more mods you load, the longer the load time will be–there is nothing to be done for that. The sort of mods that will cause lag while you are playing are those that add new statics to be rendered by the engine, additional NPCs and creatures (even more resource hungry than statics owing to the animation), and high poly-count mesh replacements. I am not certain if new textures should affect render time at all. If you want to quantify things, you can edit the morrowind.ini to display the framerate in the lower right-hand corner of the screne.
I don’t play much anymore so I do not know many mods except by reputation. Looking over your mod list Better Bodies and the like may increase poly-counts for every NPC in the game, but I have never heard of anyone un-installing Better Bodies for that reason–and if I even suggested it, RyushiBlade would likely invoke his powers as a moderator and edit my post :cheeky: . The ‘expanded’ mods such as Ald Redaynia Extended and Vivec Expansion will affect framerate locally (when the affected cells are loaded). I know that the latter brought my system to its knees and I had to unplug it almost immediately. Abot’s Water Life will likely increase the load on the engine in exterior cells near water. You are running quite a variety of dialog mods. These should not affect framerate at all, but they may conflict with each other a little bit. (By the way, LGNPC Tel Mora has been lately updated to version 1.02 to resolve a few serious problems. If you are not running that version, you should download it from the LGNPC site.) I do not know many of the mods so I cannot judge how they might affect framerate, but using the general guidelines I mentioned in the first paragraph you may be able to tell.
sullivan on 14/11/2005 at 01:08
you are runing 83 mods thats a lot( a hell of a lot)
just pich your faverits
I just Run 3 mods
RyushiBlade on 14/11/2005 at 03:30
I'm running more than 80 mods. In fact, I think the last time I checked I was running over 100, heh. They're not all huge though - most are mods to make Morrowind look better, various reskinnings and new meshes of objects. Things like that.
cyrano on 14/11/2005 at 19:43
I only run two mods at a time. The first is the mod I'm testing, and the second prevents the Dark Brotherhood from attacking me while I am testing the first :eek: .
G'len on 30/6/2006 at 13:53
My system is:
2.8GHz
256MB DDRAM
GeForce 5200
WinXP
My current mod list is:
[Game Files]
GameFile0=Better Heads Bloodmoon addon.esm
GameFile1=Better Heads Tribunal addon.esm
GameFile2=Better Heads.esm
GameFile3=Bloodmoon.esm
GameFile4=Morrowind.esm
GameFile5=Tribunal.esm
GameFile6=ArchMage_Fix_0604.esp
GameFile7=Balmora_Guild_Door.esp
GameFile8=Better Bodies.esp
GameFile9=CliffRacersV1.esp
GameFile10=Cloudcleaver Fix.esp
GameFile11=Colony Spriggan Fix.esp
GameFile12=CowardlySlaughterfish_0805.esp
GameFile13=DagonFel_Well.esp
GameFile14=Evan's Ratworks Vivec.esp
GameFile15=FightersGuildReanimation.esp
GameFile16=Flee AI Tweaks.esp
GameFile17=Heart of Ice.esp
GameFile18=Illuminated Order v1.0 - Bloodmoon Compatibility Extras.esp
GameFile19=Illuminated Order v1.0.esp
GameFile20=JCS - The Dwemeri Secret.esp
GameFile21=Lich Father Act I.esp
GameFile22=Lich Father Act II.esp
GameFile23=Master Trainer Fix v.01.esp
GameFile24=master_index.esp
GameFile25=Official Mods Combined.esp
GameFile26=Questfix-1.2.esp
GameFile27=Richer Traders.esp
GameFile28=Ruins of Serpenthold.esp
GameFile29=Telos Rin Graveyard.esp
GameFile30=TheLostCity_6.2.esp
GameFile31=Clean SR_Fuller_body.esp
GameFile32=Clean SR_Buf_Males.esp
Also, does an HD defrag help performance?
Any further suggestion for performance increases will be very welcome :)
PeeperStorm on 1/7/2006 at 03:10
Also keep an eye out for mods that overpopulate a game area with scripts on objects, creatures, and NPCs. The game has to continuously process all of those scripts that it finds in the cell that you currently occupy (and the eight surrounding cells if you're outdoors), so a few script-happy mods can combine to give you a slide-show.
Quote:
Also, does an HD defrag help performance?
It might help. It won't hurt.
G'len on 1/7/2006 at 06:04
Quote Posted by PeeperStorm
Also keep an eye out for mods that overpopulate a game area with scripts on objects, creatures, and NPCs. The game has to continuously process all of those scripts that it finds in the cell that you currently occupy (and the eight surrounding cells if you're outdoors), so a few script-happy mods can combine to give you a slide-show.
Thanks for the info!
Hmmm... Most of the mods I use are very area-specific, but some are not - which are script-heavy? The Cliff Racer and Slaughterfish ones? The Illuminated Order? Richer Traders? Fuller Bodies? Flee AI Tweaks?
And by the way, do specific-area (especially dungeon or local quests) mods slow the game overall, or just the areas they are located in?
cyrano on 1/7/2006 at 15:24
I have not used most of the mods you are running, but I can speculate about how they might work. I will assume that the cliff racer mod makes them less aggressive (like the slaughterfish). Those two, as well as the AI Tweaks can be accomplished by altering the Fight and Flee AI setting of the creatures in the construction set–no scripts required. Richer Traders probably works similarly by changing the barter gold value under the NPC’s AI tag. Quest mods like the Illuminated Order introduce a few scripts to manage some issues, but they tend to be local, and if global are likely terminated at some point. I doubt that texture and mesh replacers (fuller bodies) have any scripts, but they may increase the poly count for models and therefore have their own issues. I wouldn’t think that any of your mods would have a script-related framerate hit.
What PeeperStorm might be thinking of is a mod like book rotate (also weapons, armor and some furniture) that must place a script on every object. When you have an interior with a few hundred of these running continuously, it might have an effect. I say might because the scripts used are usually quite efficient and ‘return’ unless the object is being moved. The greater impact is from the few hundred additional models in the room that have to be rendered when the player is facing them. In trying to gauge the impact of Traveling Merchants’ thousand-line scripts on performance, I monitored framerate with and without the mod running, and looking toward and away from the caravan. Looking toward (therefore having to render the model and animation) experienced about a 1 fps performance per new model. While looking in the opposite direction there was not detectible change (due to the script).
To answer your more general question: usually framerates lag in exterior town cells due to the larger number of statics and animated NPCs to be rendered (Balmora being everyone’s bane). I loaded Vivec Expanded once, but all of the additional statics brought my system to its knees. I expect that Balmora Expanded and Suran Expanded would have similar (but not as severe) effects. Wilderness exterior cells generally have very acceptable framerates unless you are running a mod that adds many more trees, or replaces trees with high polycount beauties. Usually you experience an increase in performance in interiors, but not if there is a lot of extra items to render (such as in your home) or if many animated (flickering) light sources exist. I was testing someone’s mod and my framerate dropped to five and less as I approached a room with many candles in it. As soon as I put them behind me, my framerate increased to normal levels.
Area-specific mods will rarely have an impact outside the area. However if they are exterior cells the eight adjacent exterior cells will be loaded at the same time so you will have to be far enough from the cell in question that it will not be loaded before you can discount its impact.
Curunir on 1/7/2006 at 15:55
Excellent explanations, cyrano! :thumb:
Book/weapon/etc rotate scripts had better be coded efficitently though, at least one such script is a must for an orderly home.