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Gamebryo engine performance save
Gamebryo engine performance save













gamebryo engine performance save gamebryo engine performance save

Todd Howard snake-oiled us with the new engine talk. You want a new game engine, you have to start from the very bottom scrap everything you used previously and do it all over again. You can't just modify an already existing engine and call it new, no matter how huge the modifications are. Either you have a new engine, or you don't. Unfortunately, such logic does not apply to game engines: they are black and white. No its just a very very modified version of the same one Oblivion/FO3/FO:NV ran on, they claim its been so heavily modified it might as well be called "new"

#Gamebryo engine performance save how to

Why is it that sometimes my follower has this constant 'magic effect' sound going off near them? How come I hear the sounds of active spells after a quick-load despite the spells being cast nowhere near the quick-save point? I don't know how to write scripts so I'm not really sure if I'm going to even attempt to fix these retention problems myself.īryanna Vacchiano Posts: 3425 Joined: Wed 9:54 pm Repeating or looping scripts would be much worse. I'm not even sure how much a problem something like this is. I haven't even been to that many locations or major cities yet. There are most certainly some issues going on that are affecting game performance the longer the game is played. I've saved by an ice wraith corpse, rebooted, reloaded, and had the corpse still there but unable to be interacted with at all. It seems like any object that goes through a 'falling' motion, whether it's ashed bodies, ice wraith and other 'ethereal' enemy corpses, dropped weapons, fired arrows and such are retained permanently by the game. I've also been using conjured bows occasionally. I've been using Eola as a follower, who casts raise dead constantly and each time leaves an ash pile.















Gamebryo engine performance save