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Help me find mods that are affecting gaming performance, would really appreciate it


wayne1290

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Hi guys, probably any of you know which one is affecting gaming performance, fps drops, stuttering, etc.

 

0 0 Fallout4.esm

1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
254 FE 0 ccbgsfo4001-pipboy(black).esl
254 FE 1 ccbgsfo4003-pipboy(camo01).esl
254 FE 2 ccbgsfo4004-pipboy(camo02).esl
254 FE 3 ccbgsfo4006-pipboy(chrome).esl
254 FE 4 ccbgsfo4016-prey.esl
254 FE 5 ccbgsfo4018-gaussrifleprototype.esl
254 FE 6 ccbgsfo4019-chinesestealtharmor.esl
254 FE 7 ccbgsfo4020-powerarmorskin(black).esl
254 FE 8 ccbgsfo4022-powerarmorskin(camo01).esl
254 FE 9 ccbgsfo4023-powerarmorskin(camo02).esl
254 FE a ccbgsfo4025-powerarmorskin(chrome).esl
254 FE b ccbgsfo4038-horsearmor.esl
254 FE c ccbgsfo4041-doommarinearmor.esl
254 FE d ccbgsfo4042-bfg.esl
254 FE e ccbgsfo4044-hellfirepowerarmor.esl
254 FE f ccfsvfo4001-modularmilitarybackpack.esl
254 FE 10 ccfsvfo4002-midcenturymodern.esl
254 FE 11 ccfrsfo4001-handmadeshotgun.esl
254 FE 12 cceejfo4001-decorationpack.esl
254 FE 13 ccgcafo4005-factionws05hrpink.esl
254 FE 14 ccgcafo4006-factionws06hrshark.esl
254 FE 15 ccgcafo4007-factionws07hrflames.esl
254 FE 16 GCM_DLC_Automatron.esl
7 7 ArmorKeywords.esm
8 8 Settlement Electricity Overhaul.esm
9 9 Homemaker.esm
10 a HUDFramework.esm
11 b NewCalibers.esp
254 FE 17 FAR.esl
12 c OVT.esp
13 d ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp
14 e Rebuilt_SeriesPrewarHouses.esp
15 f DoYourDamnJobCodsworth.esp
16 10 NoraSpouse.esp
17 11 GCM.esp
18 12 NoNegativeAffinityNof*#@s.esp
19 13 NoAffinityCooldown.esp
20 14 OCDispenser.esp
21 15 OCDecorator.esp
22 16 OCDecorator - No Experience.esp
23 17 OCDecoratorDLC.esp
24 18 Realistic_conversations.esp
25 19 MamaMurphyFurniture.esp
26 1a jdmSofaSurfer.esp
27 1b ImmersiveVendors.esp
28 1c HoloTime.esp
29 1d Factor.esp
30 1e EatFood.esp
31 1f VeryRichMerchants.esp
32 20 AnS Wearable Backpacks and Pouches.esp
33 21 AnS Wearable Backpacks and Pouches - No Crafting Perks.esp
34 22 AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
35 23 BetterModDescriptions.esp
36 24 Armorsmith Extended.esp
37 25 clothingoverhaul.esp
38 26 AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
39 27 dinoshelf.esp
40 28 dinoshelf_retex.esp
41 29 dinoshelf_extra_ammo.esp
42 2a Harness-calyps.esp
43 2b CraftableAmmo.esp
44 2c CraftableAmmo_plus.esp
45 2d Headcrab_Bunny.esp
46 2e BuildableBurningCampfires.esp
47 2f Clean_Settler_Faces_All.esp
48 30 Quieter Settlements - Wasteland Workshop.esp
49 31 Quieter Settlements - Contraptions.esp
50 32 Quieter Settlements - Vanilla.esp
51 33 Locksmith.esp
52 34 NoraSpouseV101LooksMenuAddon.esp
53 35 Pip-Boy Flashlight.esp
54 36 VisibleCompanionAffinity.esp
55 37 PushAwayCompanions.esp
56 38 PA-Quick Animations.esp
57 39 Gorgeous_VaultGirlV1_preset2.esp
58 3a RemoteExplosives.esp
59 3b PerfectlySane.esp
60 3c Any Armour on Any Clothes - Legendary Edition.esp
61 3d FogOut - Interiors - All DLC.esp
62 3e FogOut - Interiors - Base Game Only.esp
63 3f Killable Children - Nuka World.esp
64 40 AWKCR - Mod Power Armor Engine Glitch Fix.esp
65 41 Killable Children - Far Harbor.esp
66 42 CBBE.esp
67 43 Crafting Workbench.esp
68 44 WBO-Automatron.esp
69 45 AnyModAnyWeapon2.esp
70 46 WBO.esp
71 47 Lasers Have No Recoil.esp
72 48 MODGirlyAnimation.esp
73 49 Lever Action Reload Fix.esp
74 4a Faster Terminal Displays (100x).esp
75 4b Crossbow.esp
76 4c Homemaker - Streetlights Use Passive Power.esp
77 4d Homemaker - Unlocked Institute Objects.esp
78 4e Invisible wires.esp
79 4f Better Vendor Stalls.esp
80 50 Buildable_PAFrames.esp
81 51 Heightstest.esp
82 52 Buildable_PAFrames_Recipe.esp
83 53 Companion Infinite Ammo and Unbreakable Power Armour.esp
84 54 Crafting Workbenches - Ammo.esp
85 55 Crafting Workbenches - Ammo Expanded.esp
86 56 Crafting Workbenches - Ammo Special.esp
87 57 Crafting Workbenches - Automatron DLC.esp
88 58 Crafting Workbenches - Junk Items.esp
89 59 Crafting Workbenches - Power Armor.esp
90 5a Crafting Workbenches - Pre War and Manufactured.esp
91 5b Crafting Workbenches - Removed Crafting Experience.esp
92 5c Extended weapon mods.esp
93 5d WBO-Extended Weapon Mods.esp
94 5e LongerPowerLinesInf.esp
95 5f Passthrough.esp
96 60 AdvSettleTurretSet.esp
97 61 LooksMenu.esp
98 62 Multiple Floors Sandboxing.esp
99 63 Performance Of The Gods - Extreme - DLCs.esp
100 64 Insignificant Object Remover.esp
101 65 FogOut - Exterior - All DLC.esp
102 66 FogOut - Exterior - Base Game Only.esp
103 67 FogOut - Exterior - DLCCoast.esp
104 68 FogOut - Exterior - DLCNuka.esp
105 69 FogOut - Interiors - DLCCoast.esp
106 6a FogOut - Interiors - DLCNuka.esp
107 6b FogOut - Interiors - Vault 88.esp
108 6c BostonFPSFixAIO.esp
109 6d Raider Children.esp
110 6e SMH.esp
111 6f CheatTerminal.esp
112 70 SSEX.esp
113 71 Build_all_Beds.esp
114 72 Killable Children.esp
115 73 Orphans.esp
116 74 FogOut - Interiors - DLCRobot.esp
117 75 ASE_PerfPatch.esp
118 76 F4NVServiceRifleRedux.esp
119 77 M1Garand.esp
120 78 Journal.esp
121 79 M1Garand-2xDMG.esp
122 7a M1Garand - AWKCR-VIS.esp
123 7b Scrap Everything - Ultimate Edition.esp

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scrap everything ultimate, can cause severe fps drops, if you scrap something that disables pre-combines

 

i strongly recommend placing boston fps fix at the very bottom of the load order, especially below scrapping mods. basically place it at the very bottom.

 

for reference i also use both mods and have boston fps fix below scrap everything in my load order, scrap everything still works perfectly as does boston fps fix ( their is a potentional downside to placing boston fps fix below scrap everthing, and that is scrapped objects re-appearing, however i have yet to come across this), i choose performance over settlement building anyday, and as such is also the reason why i have the mods in a specific order in my load order.

 

placing boston fps fix above other mods will diminish its attempt at fixing precombines, as others mods could easily override it if placed lower in the load order. performance should always be maximum priority imo

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As the previous poster said, those tempting mods that let you significantly change the landscape will often tank performance on even the best gaming rig, while tedious fellows in the mod's comments claim such "never happens".

 

The trick with TRUSTABLE mods is this. Only use mods (that change interiors or the world exteriors) where the mod auther ADMITS the pre-combine issue, and has used the latest methods to avoid the issue. Even then, try to test your game immediately after installing said mod, to see if the performance impact is acceptable in regions affected.

 

Do NOT trust comments that claim that the mod runs fine. Do NOT trust mod authors who are informed of the issue, yet claim they do not need to take account of it in THEIR mod. Do NOT expect older mods without current support to fix the combine object issue.

 

Some mod authors took a year+ before they bothered to recreate the new combine object data. Many modders think a collapse in performance is a reasonable price to pay for using their mod- which is a valid POV, but not one some of us might share.

 

PS what is the 'precombine' issue. Well Beth uses an ANCIENT game engine whose unfixable fundamentals were designed for GPU hardware long extinct. There is a major issue handling too many objects in a scene, if each object is treated as seperate. Beth had the 'genius' idea of laying down loads of objects in their editor, then telling the data processing system to treat a bunch of objects as if they were part of one object. Fallout 4 runs like a dog as it is. Without this cheating bodge, it would run 10 times worse.

 

Mods, in order to change a scene, sometimes are made by using the editor to break apart a combined object into its original parts, hideously over-loading the ancient and very broken engine. Many popular modders feigned ignorance of this issue even when technical bods spelt it out to them- but eventually most popular modders learned how to recombine their new object arrangements, or similar optimisations.

 

HOWEVER, some mods by design, cannot mitigate this issue. These are mods where the USER needs to make choices about the new objects in the scene, so pre-optimisation is impossible. You insist on using these mods, you MUST be prepared to live with the cost. And NO- you are not entitled to pester these mod authors demanding the impossible. There are mods KNOWN to break the game - yet they must break the game to offer the function they do.

 

The battle enhancement mods that put loads more combatants on the screen are such a category. You fancy loads more fights, well you better fancy loads more bugs, crashes and slow-downs. The rotten engine just can't handle too many actors in existence at once, or passing cell boundaries.

 

Here's an irony- texture replacement mods that make textures BETTER also tend to make the game run better. On launch,Beth artificially inflated the GPU spec needed by wasting as much GPU memory as possible on very unoptimised textures. They figured needing a better GPU would imply the game was more uptodate than it really was.

 

Better bodies and clothes and weapon meshes rarely impact recent GPUs either. Nor do the weather mods.

 

HOWEVER if your machine is very LOW spec (integrated graphics, very old GPU etc, low RAM), ANY modding can collapse performance and advice may be hard to come by. Few modders seem to have really mega-systems, but few have minimal or very old systems either. And modders cannot be expected to account for obviously inadequate hardware.

 

In conclusion, I would say do NOT allow you desires to blindly drive your mod choices - for too many people grab the mods they think cool without researching the impact of those mods. These are the peeps whose modding experience is often unhappy.

 

whoops, just noticed you gave a giant list of mods. debugging in that circumstance is pretty foolish. Like writing a hundred modules of dependent code, and then only testing the modules AFTER they are all done.

 

As was said, temp disable any that impact pre-combine, then bring them back one by one to find the issue. It really is a good idea to track the 'safe' mods and always keep an eye on the 'difficult' ones, making the hard decision to kill or keep when you realise there is a significant impact. And I found what i might accept on one playthru I felt different on another, Sometimes that sweet sweet 60FPS is a very nice thing to keep.

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To check if you have any scripts running wild try my SKK Script Lag Detector. It wont tell you which mod/script is causing the problem but it will tell you if you need to investigate.

 

As above if you use bright shiny mods that break scenery precombines your FPS is hosed. User choice. To index I published Natick Warehouse Settlement as a reference mod. With no broken precombines to enable scrapping its a tiny 50Kb ESP. With all precombines in the build area broken to allow scraping, frame rates tank from 60 to 20 in combat. Regenerating precobione and previs files pops FPS back up to 60 but adds 20Mb to the mod. That's a 400% increase for rendering performance.

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When I started downloading mods, my data folder got filled with a lot of loose files, and my game started to slow down. After learning how to unify the loose files into single BA2 files, it definitely made my game much smoother again.

 

There are highly suggested (by youtube and major gaming sites), highly endorsed mods that made my game run worse, and ctd on occassion, and I run a decent rig (1070ti, 16gig ram). CTD is the one thing I can never tolerate since I only play survival, and it can waste hours worth of gameplay. Whenever I download a mod, I check its contents in fo4edit for conflicts or errors and do a fix if there are issues, then I test run it across the Commonwealth under the worst conditions (big fights, Boston area), not just one area, before it takes a permanent spot in my load order.

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