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Too many fragmentation mines - which mod?


hucker75

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Heyas Hucker :smile:

You're correct. When the game starts up, the game engine starts at the mods that are at the very top of the load order... Fallout4.esm, followed by your DLC .esm files (if you have any) and then just works it's way down the list until it reaches the end. Which, is the bottom :wink:

It's essentially, exactly like how we read in english.

We start at the first of the first word, and then work our way all the way down to the last, at the bottom of the page.

 

Now there is an exception to this. .esl files. The engine will start to read .esl files after it reads the .esm files. And will read those in whatever order that it chooses to do. (Most likely where they are at in your data folder.

 

Hahaha, yeah I've blown myself up a few times. I have a mod that has a full auto mini nuke launcher.... whooooo boy!

I was thinking... fill an entire room full of mines with a flinger. When something walks in.... either let it trigger a mine, or put a cap into one of them, and watch the whole room go KABLOOEY! (And probly my dinosaur video card immediately after! :laugh: :laugh: )

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The trouble is when I think of it like a company. The guy at the top has priority.

 

So er..... if I have esl mods I actually have no idea what order they're in?

 

I don't usually pay much attention to load order, just when a mod breaks, I disable and reenable it in NMM which puts it at the er... bottom.

 

I can crash the game by deploying 30 impact grenades in a flammable area or one with many tanks that blow up. The amount of fireball created overwhelms the game engine. Might just be my old GPU.

 

I have spare GPUs anyway, I've got to about 10 now. I have the best one on games, another for displaying to extra monitors, and the rest in the garage doing research (see BOINC). They all do research when I'm not playing games. I owe the electric company a lot more than they realise.

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