27.12.2019

Fallout 4 How Many Mods Is Too Many

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  1. Fallout 4 300 Mods
Fallout 4 How Many Mods Is Too Many

Well, my Oblivion has 224 plugins currently (FCOM and the some ), crashes less frequently than my New Vegas with only 44 plugins does. And runs worse too:shrug:With excessively big load orders (unlike the one you're planning ) you should learn to use Wrye Flash and FNVEdit to resolve mod conflicts. Big load orders require patches to make them work nicely together, WF can build one automatically, but you should check it afterwards with FNVEdit to spot wheter it screwed up or did something you disagree with:hehe:Posts: 3452 Joined: Sat Mar 24, 2007 2:58 am.

After a bit too much time trying to break fallout with too many mods, I think I've finally done it. But by doing so I've weeded out a few mods that don't work well with sim settlements. At least on my extensive tests. Mostly due to too many scripts. Not saying these mods will break your game, but after going back and forth in game between resaver and fallout 4 I noticed some mods that really don't play well with SS in the long run, and can lead to all manner of issues if you're not constantly making backup saves. Once active scripts start stacking up, you're basically screwed. I've never been able to recover a save that had over 100 active scripts firing (terminating them just won't work if it's happening on a regular basis and leads to ctds eventually).

No amount of waiting, no amount of resaver fudgery. Only going back to a save before the stacking occurred. So, to maybe save a few people the time, these are a few mods I've removed from my list (at least for now).

Again, not saying there is anything wrong with these mods, but they did cause me issues, and I confirmed it by watching how they interacted with sim settlements over time, using constant saving, and checking via resaver. Also, I still think there is something terribly wrong with autosave and quicksave. I always save via console commands.Sim Settlement Recruitable Leaders Conversion - Don't know what was going on, but eventually, either some or one of the leaders would screw up and cause all sorts of script issues. Terminating active scripts worked sometimes if I caught it fast enough, but it would just crop up again after an hour or so.Pack Attack - Such a cool mod when it worked.

Fallout 4 300 Mods

Years

I'd get owned by the AI more often than vanilla. But it's attaching scripts and overriding the vanilla AI. All sorts of weird stuff happens eventually. AI attacking things they shouldn't, AI running off of buildings, AI straight up CTDing the game. I've yet to use a single mod that extensively manipulates AI and combat behaviour and not eventually break something.

The vanilla AI is so bad to begin with.just really bad. Stacking scripts on top of that.well.Wasteland Codex - Loved this mod, and I'm sad it's no longer in my list, but it's the last one I removed, and zero active script stacking in over 10 hours. With the mod installed I was having issues every couple of hours, especially when leaving or returning to settlements.Saw scripts related to these mods in resaver almost constantly (multiple instances of the same script usually). And eventually all three of them led to active scripts going bonkers and ruining the save.

Removing them seems to have allowed me to play quite a bit without any scripts stacking or crazy array count (averaging 1 - 5 active scripts most of the time now). I'm sure there are more, but those 3 caused me the biggest problems. With them gone everything is running super smooth lately.

This was on SS versions 3.1.5a, 3.1.6a, and 3.2.0a.Take what you will from this. Click to expand.I think it happens when the wasteland codex scripts get interrupted. Maybe the autoplay feature I had enabled caused it. You'd discover something, or multiple somethings (via the codex), then get into combat and the autoplay voice over would get interrupted. Then it tries to resume after a fight.

But you get into more combat. Interrupted again, discover things, more and more scripts related to the same things stacking up unable to fire off because of combat or whatever. Then SS pops in with a bunch of management scripts. Active scripts going bonkers. Took me forever to figure out it was happening. They sometimes recover if you wait a long time or terminate scripts, but it would happen again eventually.

Click to expand.WoTC is a mess. Gave it up over a year ago. Massive save game bloat that will destroy your game. Endless Warfare is a great alternative and works perfectly fine with SS. Just keep the spawn rate below 5% and a reasonable amount of enemy spawn numbers (including vanilla extra spawns).

There are 1500 odd spawn points, so there is plenty of opportunity for EW to send enemies your way even with small spawn rate percentages. I've actually never seen Endless Warfare scripts in my save files as it just fires and disappears. Click to expand.I honestly don't know. I'd just catch scripts related to that mod WAY too often in my save file.

And a lot of times multiple instances even with only one or two leaders from that mod even active. Seemed like something wasn't completing or something is wrong with the mod. Then it would just try and try and try. Eventually, you'd get the hit from SS management scripts and the entire thing would go nuts. Active scripts stacking into the hundreds and no scripts would function. Removing it and the other mods I mentioned solved pretty much all of my active script issues. Dunno.could just be my load set up.

But the key seems to be related to how and when scripts fire, and whether or not they are completing in time to make way for all of the SS management scripts that maintain the state of your settlements.