How many scripts is too many?

Post » Mon May 17, 2010 10:10 am

I script a lot in my cells and was wondering how many scripts is too many. At what point will the performance take a hit. I may have 100 or more scripts running concurrently, some small, others huge. Is it worthwhile to use RemoveMe on a script once it no longer serves a purpose?
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Tiffany Carter
 
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Post » Mon May 17, 2010 2:14 am

It depends on what the scripts do and what you mean by a performace hit.

Not all computers are built equally, so a hit on one computer could barely be noticable on another.

I say, build it for your computer specs and if your worried about it, then if you release it, make sure you say something in the readme. And get some feedback from some beta testers to see how it works on their rigs.
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Etta Hargrave
 
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Post » Mon May 17, 2010 3:00 am

if a script only needs to run once, then can always err on the side of optimization with removeme if you are worried about the hit
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Sammykins
 
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Post » Mon May 17, 2010 9:52 am

I have several (about 10) staged timers, when the stages are complete I remove the scripts. I spawn many actors (about 80, though not all at once) with the staged timers, they too have a script each that is removed on death (+ disabled & marked for deletion). Plus I have many scripted avtivators whose scripts can't really be removed. But my CPU is dying a slow death, so I can't realisticly judge performance on an "average" PC. I do send the mod out for testing, though. I was just wondering if there were any guidelines on the subject. I realize its a tough call though.
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Daniel Holgate
 
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