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How script-heavy are "Dynamic Helmet" and "Player Comments and Headtracking"?

Rhyfelwr

Member
Messages
32
I wonder if anyone managed to successfully use these mods with Sim Settlements 2. To me it seems like these mods would be prime subjects for "script heaviness" as they have likely constantly firing scripts. Can anyone confirm if these mods would interfere with SS2?
 
Dynamic Helmet works fine for me. I don’t think it is script-heavy. Players Comments has caused a few crashes for me in the past (or at least my game seems more stable without it), and it spams the papyrus logs unlike any other mods I’ve seen. That mod comes with a failsafe that makes it restart when something goes wrong (and it happens often), which doesn’t sound reassuring to me.
 
Dynamic Helmet works fine for me. I don’t think it is script-heavy. Players Comments has caused a few crashes for me in the past (or at least my game seems more stable without it), and it spams the papyrus logs unlike any other mods I’ve seen. That mod comes with a failsafe that makes it restart when something goes wrong (and it happens often), which doesn’t sound reassuring to me.
Hmmm, makes sense. I suspected that it is script-heavy and problematic. I dropped it from my load order for now. As for Dynamic Helmets, the mod author also confirmed that it is light on scripts (no looping scripts etc., only triggers on combat).
 
I had problems with "Player Comments" breaking various quests while active, didnt seem to be any reason but it was always in the same spots. The Drumlin Diner quest, for example, as well as a spot during Automatron always broke with that mod in. I didnt trust it to not do the same to SS2 at some point.
 
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