How many mods are you using?
If you're using more than 1oo mods, don't use LOOT. You'll have to organize it yourself.
Also, if you're using more than 1oo mods, don't use UFO4 Patch.
8gb ram is a wee bit low. Give the PhyOp textures mod a shot if you're not already using it.
Are you using any ENB mods? With your system specs that might be trouble.
Are you using Sim Settlements? If so - how many settlements do you have running, and how big are they? That mod is particularly taxing on the system.
I myself have nearly 300 mods up and running in my game, and the ONLY time i ever crash is a fraction of the time whenever i'm trying to Save.
I just checked your plugins. So yes, you are using more than 1oo mods. That means you can't trust LOOT to organize it properly, you'll have to do it yourself.
Also, you're using Anime Race, but it's not at the very bottom of your load order. It really needs to be.
Your load order is a complete mess, fix that up @[email protected]
I'll tell you how i organize my own load order -
First - the mods that snap to the top of your load order no matter what, can't really organize those.
Second - Settlement mods
- - - - - Mods that add new settlements
- - - - - Followed by mods that alter settlement functionality [more build limit, unlocked dlc buildable objects, etc]
- - - - - Followed by mods that add buildable items to the build-mode menu
- - - - - Followed by Patches for build mode mods
Third - Mods that tweak and alter the game in broad little ways
- - - - - Changes to sneak mechanics, Cell respawn timers, Combat damage variables, Faction tweaks, Quicktrade, Player comments, things like that.
- - - - - Auto-Looting mods, Mods that make Radstags friendly, Mods like Chill Pill, No Death Weapon Drop, Level Cap, Edits to how Melee combat works
- - - - -
Fourth - Mods that add NPCs to locations
- - - - - Goodneighbor Neighborhood Watch, NPCs Travel, Dr Goodneighbor, Better Goodneighbor and Better Third Rail, etc.
Fifth - Quest Mods.
- - - - - Start with the bigger quest mods and place smaller quest mods beneath them.
- - - - - Combat Zone Restored goes here, too.
- - - - - If you have any patches between quest mods, place them where appropriate in this section.
Sixth - Settlement Overhaul mods -> Mods that alter the Settlement Framework in any way
- - - - - This might seem like an odd location for these types of mods, but go with it.
- - - - - Anything that cleans up a settlement, or makes it look entirely different.
- - - - - Also if you have any mods which add special, unique NPCs to a base-game, or new settlement goes here.
- - - - - Mods that remove invisible markers from settlements
- - - - - Mods that add new settlers
- - - - - Mods like Conquest or Portable Workshop
- - - - - Transfer Settlements goes here
- - - - - Mods that make Home Plate (and similar settlements) into Full settlements
- - - - - No Random Mercer Safehouse mod
Seventh - Companion related mods, and any mods that alter or replace NPCs.
- - - - - Start with NPC replacers
- - - - - Followed by invisible companion tweaks -> Visible Companion Affinity, Dialogue tweaks, Additional Followers
- - - - - Followed by mods that alter NPC looks -> New Automatron parts, Companion makeovers
- - - - - Followed by mods that alter NPCs on a large scale -> Named Settlers, Settler Makeovers
Eighth - Animations and sounds
- - - - - Start with mods that add vehicles which you can ride
- - - - - Animated drinking or smoking
- - - - - Animated sex mods
- - - - - Mods that change how weapons sound
- - - - - Mods that alter player's voice or other NPC voices
- - - - - Mods that add new animations to walking or all rifles or all pistols or all 1hand melee weapons
- - - - - 3rd person movement altering mods
Ninth - Weather, terrain and lighting
- - - - - Anything that effects timescale in the game counts
- - - - - CLO Custom Lighting Overhaul or other ENBs go here
- - - - - Mods that remove shadows for performance
- - - - - Nightvision altering mods
- - - - - Godray removers or enhancers
- - - - - More Grass mods
- - - - - Mods that change textures in game, to increase performance or make bricks look better or something.
Tenth - Style mods
- - - - - Start with anything affecting NPC heights
- - - - - Hair and makeup -> New eyes
- - - - - CBBE comes next -> Followed by Skin replacers
- - - - - Looksmenu comes next -> Followed by Overlays and Customization Compendium
- - - - - Pip-pad or other Pipboy altering mods comes next
Eleventh - Weapons
- - - - - Straightforward. If it adds a new weapon to the game, put it here.
- - - - - If the weapon adds new animations, put it at the bottom of this section
Twelfth - Armor and Clothing
- - - - - If it is equip-able to your character from the Armor section, it goes here.
- - - - - This doesn't include mods which work like a toggle (like CLO Remote) from the equip section.
- - - - - If the armor or clothing has additional, special script effects, put it at the bottom of this section.
- - - - - If it's a clothing patch, it goes here. Like something that alters how NPCs dress on a wide scale. [Like Hookers of the Commonwealth patch to make them stop wearing EasyGirl outfits]
Thirteenth - Armor and Weapon Framework altering mods
- - - - - UCO, Armorsmith Extended, Wacky Weapons Workshop, New Legendary Effects,
Fourteenth - Finally, any mods that are finicky. Mods that have trouble working if not placed beneath everything else. Or mods that you want to make SURE work. Mods with heavy, frequently-used scripts.
- - - - - Outfit Switcher, FO4Hotkeys, Cheat Terminal, Custom Camera, Console mods, Item Sorting mods, ESP Explorer, Mods that alter how you eat/drink
- - - - - Race Customizer, followed by Anime Race goes at the bottom.
Edited by LucidLady, 11 August 2020 - 02:27 PM.