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Which mods to ditch for improved FPS?


chaospearl

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Soo... I have a pretty damn good gaming rig built, and my FPS is still below acceptable levels particularly in cities. I know it's because my CPU can't handle all the mods I'm running, but I'm not sure which ones have the most effect. Just last night I ditched five large quest mods and my game didn't change in the slightest. I thought the issue was that running lots of AI-adding quest mods would add more for my CPU to choke on, but either that's wrong, or I just chose the wrong ones to uninstall.

 

I got rid of:

Integration: Stranded Light

Feudal Empire 300

Mighty Umbra

Gates to Asegaard

Dungeons of Ivellon

Lost Sword of the Ayleids

Windfall

Cybiades: Daggerfall Memories

SovVM

 

No change whatsoever to FPS. I'm a little annoyed because I know at least a few of those are huge giant quest mods and I THOUGHT that kinda thing is what was sucking all my CPU power and causing the low framerates. Now I'm not so sure.

 

I'm still running:

Tears of the Fiend

Origins of the Mages Guild

The Elder Council

Lost Spires

Ayleid Steps

Malevolent

Verona House: Bloodlines

 

I'm wondering if getting rid of a few more quest mods will help any. If so, which ones? Or am I just doomed to have 10 FPS in cities unless I get rid of RAEVWD and Better Cities? (Those two are not subject to debate; I'm keeping them even if my FPS suffers for it.)

 

Specs: ATI Radeon 5870 with 2GB VRAM, Intel i7 2.8GHz, 8GB RAM, Win 7 Home Premium

 

Load Order:

 

Active Mod Files:
00  Oblivion.esm
01  TR_OoT_Main.esm
02  Jog_X_Mod.esm
03  EnhancedWeather.esm  [Version 1.4.1]
04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]
05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]
06  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]
07  Cobl Main.esm  [Version 1.72]
08  Qarls_Harvest.esm
09  Mart's Monster Mod.esm  [Version 3.7b3p3]
0A  CyrodiilUpgradeResourcePack.esm
0B  TamrielTravellers.esm  [Version 1.39c]
0C  Kvatch Rebuilt.esm
0D  Better Cities Resources.esm
0E  BetterMusicSystem.esm
0F  bookplacing.esm  [Version 1]
10  CURP_Controller.esm
11  CM Partners.esm
12  Merged Books.esp
**  TNR ALL RACES FINAL.esp
**  TNR - ShiveringIsles.esp
13  Merged Tweak.esp
14  Unofficial Oblivion Patch.esp  [Version 3.2.8]
15  TEC_4ERA_Dialog_Filter.esp
16  DLCShiveringIsles.esp
17  Better Cities .esp
**  LoadingScreens.esp
18  Merged Lights Waters.esp
19  EnhancedWeather.esp  [Version 1.3.5]
++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]
1A  Enhanced Weather - Across-The-Borders Mods Patch.esp  [Version Final]
1B  All Natural - Real Lights.esp  [Version 0.9.9]
1C  MIS Low Wind.esp
1D  MIS New Sounds Optional Part.esp
1E  Atmospheric Oblivion.esp
1F  Storms & Sound.esp
20  Rainbows.esp
21  CampfireBehavior.esp  [Version 2.1]
22  WindowLightingSystem.esp
23  Merged Alchemy Magic.esp
24  Jewelry Names.esp
25  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp
++  CM_Better Wine.esp
26  Horse Whistle.esp
++  Item interchange - Extraction.esp  [Version 0.76]
27  BetterMusicSystem(SI).esp  [Version 1.0]
28  P1DseeYouSleep.esp
29  Portable Campsite - Quickstart.esp
2A  Qarls_Harvest.esp
++  Ride Wild Horses.esp
2B  RAEVWD New Sheoth.esp  [Version 1.5]
2C  SigilStonesExpanded1.5.esp
2D  Tamika Sells Wines.esp
2E  Harvest[Containers].esp
2F  Harvest[Containers] - Player Home Add-on.esp
30  Harvest[Containers] - Flat-Top Barrels Add-on.esp
31  Harvest[Containers] - Havok Crates Add-on.esp
32  Merged Immersion.esp
33  Merged Clothes Jewelry.esp
34  Crowded Roads Revisited.esp  [Version 1.1]
35  Map Marker Overhaul.esp  [Version 3.4]
36  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]
37  DLCHorseArmor.esp
38  DLCOrrery.esp
39  DLCVileLair.esp
3A  DLCMehrunesRazor.esp
3B  DLCSpellTomes.esp
++  MaleBodyReplacerV4.esp
++  TFF_FantasyFigures_Base.esp
++  EVE_StockEquipmentReplacer.esp
++  HGEC_special_armor_repl.esp
3C  Kafei's Circlets Reforged.esp
3D  Scarves!.esp
3E  kuerteeHorseCommands.esp
3F  Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp  [Version 1.0]
40  DLCThievesDen.esp
41  Francesco's Optional Chance of Stronger Bosses.esp
42  Francesco's Optional Chance of Stronger Enemies.esp
43  Francesco's Optional Files 1.esp
44  Francesco's Optional Files 2.esp
45  Francesco's Optional Files 4.esp
46  Cobl Glue.esp  [Version 1.72]
47  Cobl Si.esp  [Version 1.63]
48  FF_Real_Thirst, Cobl.esp
++  Cobl Tweaks.esp  [Version 1.44]
49  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]
4A  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]
4B  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]
4C  Mart's Monster Mod - Durability & Damage.esp  [Version 3.7b3p3]
4D  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b3p3]
4E  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]
4F  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]
50  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]
51  TamrielTravellers4MMM.esp  [Version 1.39c]
52  TamrielTravellersItemsCobl.esp  [Version 1.39c]
53  ShiveringIsleTravellers.esp  [Version 1.39c]
++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]
++  PersuasionOverhaul_MMM.esp  [Version 1.2]
++  MMM-Cobl.esp  [Version 1.69]
++  EVE_StockEquipmentReplacer4MMM.esp
54  Amajor7 Imperial Furniture.esp
55  Anvil_MorningGloryBetterCities_Mixed.esp
56  Better Benirus Manor.esp
57  BeyondCyrodiil-Camps.esp
58  BHC_Expanded.esp  [Version 1.2]
59  Delivery Job - BC.esp
5A  DragonHouse.esp
5B  HeartOftheDead.esp  [Version 6.0]
5C  JolardHome.esp
5D  Kvatch Rebuilt.esp
5E  EiAmod.esp  [Version 1.1]
++  EiAmod_ShiveringIsles.esp
5F  OldCrowInn.esp  [Version 1.5]
60  GlenvarCastle.esp
61  LetThePeopleDrink.esp  [Version 2.5]
62  Skingrad Market 1.0.esp  [Version 1.00]
63  The Ayleid Steps.esp  [Version 3.3]
64  TheElderCouncil.esp
65  thievery.esp
66  VaultsofCyrodiil.esp
67  VaultsofCyrodiilBC.esp
68  VHBloodlines 1.2.esp  [Version 1.4]
69  Apachii_Goddess_Store.esp
6A  Woodcutters_Cabin_COBL.esp
6B  za_bankmod.esp
6C  Merged Commercial.esp
6D  Merged Homes.esp
6E  Merged Treasure Maps.esp
6F  Merged Quests.esp
70  DLCBattlehornCastle.esp
71  DLCFrostcrag.esp
72  Knights.esp
++  EVE_KnightsoftheNine.esp
++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]
++  KotN Wayshrine Fix.esp
73  TOTF.esp
74  TOTF-EiAE Patch.esp
75  The Lost Spires.esp
76  AFK_Weye.esp  [Version 2.0.COBL]
77  Blood&Mud.esp
78  Origin of the Mages Guild.esp  [Version 6]
79  Unofficial Patches & Refurbish - ALL.esp
7A  ElsweyrAnequina.esp
7B  BetterMusicSystem(Elsweyr).esp  [Version 1.1]
7C  road+bridges.esp  [Version 4.5.4]
7D  Feldscar.esp  [Version 1.0.4]
7E  Vergayun.esp  [Version 1.0.4]
7F  Faregyl.esp  [Version 1.0.10]
80  Faregyl+Anequina Patch.esp
81  xuldarkforest.esp  [Version 1.0.5]
82  LostSpires-DarkForest patch.esp
83  xulStendarrValley.esp  [Version 1.2.2]
84  xulTheHeath.esp
85  MMMMWL-TheHeath patch.esp
86  XulEntiusGorge.esp
87  xulFallenleafEverglade.esp  [Version 1.3.1]
88  LostSpires-Everglade patch.esp  [Version 1.2]
89  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]
8A  Anequina-Fallenleaf-Patch.esp
8B  xulColovianHighlands_EV.esp  [Version 1.2.1]
8C  xulChorrolHinterland.esp  [Version 1.2.2]
8D  mythsandlegends.esp
8E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]
8F  SkingradMarket-LostCoast patch.esp
90  xulBravilBarrowfields.esp  [Version 1.3.2]
91  xulLushWoodlands.esp  [Version 1.3]
92  xulAncientYews.esp  [Version 1.4.2]
93  xulAncientRedwoods.esp  [Version 1.6]
94  xulCloudtopMountains.esp  [Version 1.0.3]
95  xulArriusCreek.esp  [Version 1.1.3]
96  xulPatch_AY_AC.esp  [Version 1.1]
97  HeartoftheDead-ArriusCreek patch.esp
98  xulRollingHills_EV.esp  [Version 1.3.2]
99  MMMMWL-RollingHills patch.esp
9A  xulPantherRiver.esp
9B  Blood&Mud-PantherRiver patch.esp
9C  xulRiverEthe.esp  [Version 1.0.2]
9D  xulBrenaRiverRavine.esp  [Version 1.0.2]
9E  xulBlackwoodForest.esp
9F  xulCheydinhalFalls.esp  [Version 1.0.1]
A0  Blood&Mud-CheydinhalFalls patch.esp
A1  TearsOfTheFiend-CheydinhalFalls patch.esp
A2  KvatchRebuilt-CheydinhalFalls patch.esp
A3  xulAspenWood.esp  [Version 1.0.1]
A4  xulSkingradOutskirts.esp
A5  NRB4+LtPD Patch.esp  [Version 3.0]
A6  EtInArkay-UniqueLandscapes Merged patch.esp
A7  West Roads.esp
A8  Harvest [Flora].esp  [Version 3.0.0]
++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]
A9  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]
++  Ranokoas Realistic Item Prices.esp
AA  Ayelid Wells.esp
AB  DS Storage Sacks.esp  [Version 1.21]
AC  Kyoma's Journal Mod.esp  [Version 3.2.0]
AD  PersuasionOverhaul.esp  [Version 1.43]
AE  kuerteeGoldIsAnInventoryItem.esp
AF  Salmo the Baker, Cobl.esp  [Version 3.08]
B0  Storms and Sound Patches.esp
B1  Quest Award Leveller.esp  [Version 2.0.1]
B2  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]
++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]
B3  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]
B4  Alternative Start by Robert Evrae.esp
B5  More Realistic Encumbrance.esp
B6  Natural Hunger v2_1 by QF.esp
B7  RealSleepExtended.esp  [Version 2.3.4]
B8  SupremeMagicka.esp  [Version 0.88]
B9  SM_ShiveringIsles.esp  [Version 0.86]
++  SM_DLCSpellTome.esp  [Version 0.80]
++  SM_MMM.esp  [Version 0.82]
++  SM_COBL.esp  [Version 0.86]
BA  SM_Misc.esp
BB  AudaciousMagery.esp
BC  Vector.esp  [Version 0.1]
BD  RenGuardOverhaul.esp
BE  RenGuardOverhaulShiveringIsles.esp
++  Francesco's Slower skills x1.5.esp
**  Dark Dungeons -  SI.esp  [Version 1.0]
++  Item interchange - Placement.esp  [Version 0.76]
++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]
BF  CM Partners.esp
C0  nt_CompanionForceEquip.esp
C1  CM Linly.esp
C2  Cobl Races.esp  [Version 1.52]
**  Cobl Races TNR.esp  [Version 1.53]
**  Cobl Races TNR SI.esp  [Version 1.53]
++  Cobl Races - Balanced.esp  [Version 1.52]
C3  Better Cities Full - B&M Edition.esp
C4  BCBravilB&MFULL-Barrowfields patch.esp
C5  Better Cities - Unique Landscape Barrowfields.esp
C6  Better Cities - Unique Landscape Chorrol Hinterland.esp
C7  Better Cities - Tears of the Fiend.esp
C8  BCCheydinhalFULLB&M-CheydinhalFalls patch.esp
C9  BCSkingrad-SkingradOutskirts patch.esp
CA  Better Cities - Unique Landscape Skingrad Outskirts.esp
CB  Better Cities - Thievery.esp
CC  Better Cities - VHBloodlines.esp
CD  Better Cities Full - B&M Edition FPS Patch.esp
CE  Better Imperial City.esp
CF  Better Imperial City FPS Patch.esp
D0  Better Cities - Old Crow Inn.esp
D1  Better Cities - COBL.esp  [Version 2]
D2  Portrait Painter for Better Cities.esp
++  P1DshieldNoGlow.esp
++  Life Detected - OMOD.esp
D3  Get Wet.esp
D4  FuseSnailRacing.esp
D5  Hemingweys Capes.esp  [Version 2.00]
D6  NRB4 Standard Road Record.esp
++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]
D7  Cobl Silent Equip Misc.esp  [Version 01]
D8  Bashed Patch, 0.esp
D9  Streamline 3.1.esp

 

 

Edit: I'm already running Streamline and OSR, and using the RAM booster. Not using QTP.

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RAEVWD and Better Cities is a deadly combination for FPS, I'm afraid. Uninstalling your remaining mods won't help that much. (Typically, major quest mods don't sap that much CPU power...it's the graphical overhauls and the "effect changers", such as my mod that constantly changes armor or weapon enchantment strength based on their health, that are the real sappers).

 

If RAEVWD and Better Cities are non-negotiable, then all I can suggest is trying some tweaks in your Oblivion.ini file, and also installing other efficiency improvers such as Kuertee's Cleanup. On Oblivion.ini, one of the biggest things that can make a difference is lowering the uGridDistant settings, which causes Oblivion to load less distant detail. (Don't change uGridstoLoad though - doing so can break your map.)

 

Good luck!

 

Edit: Overhaul mods like FCOM, OOO and MMM can also be framerate killers. For example, even the best systems can struggle with MMM if you have 15 Reavers on screen at once! Lowering spawn rates can help.

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Yep, no matter what rig you have -- it's NOT the rig, it's the Oblivion engine -- the combination of RAEVWD and BC is gonna kill your FPS, even worse if you have QTP.

 

I have a kind of similar mod list to you, less MMM, which screws with OOO, and Francesco's as the main big ones. Now, the thing is, I only have a moderate to low rig, and I can run EVERYTHING fine, until I install RAEVWD, especially in the IC, Waterfront and Bruma.

 

If you really want to thin your mods out, ignoring the above two, go for mods that use scripts heavily. Badly written scripts (lots of 'Begin GameMode's) will impact FPS as surely as HR textures.

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Hehe, thank you for the advice.

 

In a way it's actually good news. If there's nothing to be done about my lousy city FPS, that means I can put all the quest mods back into place and I won't have to get rid of any others. As is obvious from my load order I really do love to pack on the quests and additional content, new lands, etc. My gaming machine is new; I'd been playing on a laptop for over a year, and the main reason I spent a year's savings on the upgrade for gaming is that I badly wanted to use Better Cities, Unique Landscapes, and RAEVWD. Now that I can, I'm so happy with them that I feel the reduced FPS is an acceptable price to pay. I'd been hoping that I could pick it up a bit by compromising on the quest mods, but if that's not going to help, then there's no reason not to use all the mods I love.

 

I'm a little disappointed that that I won't be able to fix the FPS without losing RAEVWD or BC, but it's good to know that for a certainty, at least. And I do get great FPS in dungeons and interiors -- usually 60+ or better. I don't care much for combat so I'm using the Extra Reduced Spawn Rates plugin for MMM. Do you think it'd help any if I ditched my CM Partner? One less NPC on the screen, at least. Also, I'm not sure which if any of my mods would qualify as effect changers... am I running anything like that?

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Getting rid of your CM partner will have absolutely no effect on a rig like yours -- now if you had twelve parners following you!

 

Effect changers: You are running Enhanced Weather but only Real Lights from All Natural, and also WindowLightingSystem. I think a better bet would be the full All Natural and Animated Window Lighting System.

 

Remember, if you are using high resolution textures for TFF, EVE, HGEC, that's going to have an impact, too.

 

I really don't see the need (unless you like spiders and slimes) to have MMM and Francesco's running at the same time as OOO -- all except the slimes and spiders are already in OOO, which also has quests. I'm thinking along the lines that you mention you don't care much for combat.

 

Never forget what I mentioned before: lots of quest mods with lots of (badly written) scripts running will have a REAL impact on your FPS. It can be a pain, I know, but disabling quest mods that you aren't involved in presently can help in those circumstances.

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Hrm. Okay, it seems like there's not much I can do, then. Thanks again for answering the questions!

 

I use Enhanced Weather because All Natural's weather system is just too buggy for me. I tried it out for about a week and couldn't deal with the various issues. I started using the lights module because... let me think. Because I had been using a different lights mod - I want to say Real Lights? Or maybe Cities Alive at Night? Something like that. And one day after running BOSS I was skimming through the report it generates and noticed that next to my lights mod BOSS informed me that the mod was out of date\buggy\inefficient and that I ought to use the lights module from All Natural instead. So I switched and have been using AN's lights ever since.

 

As for what you said here...

I really don't see the need (unless you like spiders and slimes) to have MMM and Francesco's running at the same time as OOO -- all except the slimes and spiders are already in OOO, which also has quests. I'm thinking along the lines that you mention you don't care much for combat.

 

I'm afraid I don't understand what you mean. I don't use OOO at all, only Fran's and MMM. I don't think it's actually possible to run all three simultaneously unless you go the FCOM route, which is more hassle than I want to deal with at this time. I prefer Fran's over OOO because OOO changes the leveling system, which I know a lot of people hate but I happen to like it. When I go into an unknown dungeon I don't want to have absolutely no idea whether the enemies are 1st level or 50th. I like the fact that Fran's keeps most of the bad guys at a roughly similar level to my own, but it eliminates the things that kill immersion -- like bandits wearing Daedric armor once you reach a certain level. In any case, the Frans vs OOO decision is a personal one and I happen to prefer Fran's.

 

MMM... well, I use that mainly for its various modules, not so much for the extra monsters. I really like the Safer Roads plugin, for example. I played vanilla for a long time on my PS3 before switching to PC Oblivion and I'd say the number one thing that annoyed me (maybe number two, since those Daedric armor bandits were probably the worst annoyance) was not being able to walk from Bravil to Leyawiin without being accosted by eight minotaurs along the road. Like I said, I don't play this game for the combat and if I wanted to hunt monsters I'd go explore a dark hole somewhere, or at least wander through the woods away from civilization. What the hell are all those Imperial Legion guys getting paid for if they aren't keeping the roads safe, anyway? That's also why I use the Extra Reduced Spawn Rates plugin from MMM.

 

I also really like the diverse Imperial armor, the gem dust, the additional passive wildlife (deer and rabbits and such), and the extra wounding + extra durability plugins so my fights go faster. I used to use the hunting & crafting stuff too, but ended up ditching those modules after I realized that you can't make anything better than what you can buy\find after level 10 or so.

 

Anyway. That's why I chose the Fran's \ MMM combo instead of OOO or FCOM.

 

As for the badly scripted quests... hrm. Hrm, hrm. I'm able to write decent scripts in the CS, I guess, allowing for much trial and error (mostly the latter) but I would not recognize a badly-written script if it bit me in the butt. Most of my own scripts probably are the badly-written variety! If I successfully make something work as intended and it doesn't blow up the game, I don't tend to examine it looking for more efficient ways to execute the same concept.

 

What I'm saying is: How do I know if any of my smaller quest mods are poorly scripted?

 

The thing about disabling quests I'm not in the middle of is that I haven't played through any of them yet, so I have no idea what they're adding to my game. I don't like to add stuff mid-game that wasn't there before -- talk about immersion killer. That's why I tend to start a new game with all the quests I intend to play already active. It depends on what it adds, though. I mean, if a small quest mod adds a dungeon and a bandit camp in the middle of nowhere, then I don't give a rat's ass if those things weren't there the last time I passed through. Tamriel's a big place and my borders are turned off, so I'm not gonna remember each and every bandit camp I see. That being said, when it's something like Verona House that adds a whole damn village which is visible from the Imperial City (thank you RAEVWD), it is fairly obvious when said village suddenly pops into existence due to me enabling the mod after having played for 50 hours already. That's why I have VH:B enabled from the start of the game even though I know there's no point until after I've finished the main quest. The thing is, since I've never played through any of the small quest mods, I don't KNOW what they add and whether or not it's important enough that I'm going to notice if I suddenly enable the mod midway through my game. See what I'm saying? I generally try not to examine quest mods in too much detail before playing them because I like the feeling of stumbling across a cabin in the wilderness and having no idea if it's from the vanilla game, or a mod, and if so, which one and who lives there.

 

I really need to stop talking, don't I. Heh.

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Ok, and I need to read mod lists more thoroughly! Truly, I thought I saw OOO in your list -- now I feel like a chump! :whistling:

 

I hear what you're saying about the mods, and regarding spotting badly scripted mods, there is no easy way, unfortunately. But anything that uses a lot of 'Begin GameMode', which runs the whole time, is eating up CPU time. Better to only use GameMode when absolutely necessary. An example of, not necessarly badly written, but mods whose scripts have an impact on FPS is levelling system overhauls, which have to continually monitor everything you do -- no names.

 

Anyway, if I can run 237 mods on my lowly machine, you'll be OK. :)

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