This file is a huge CTD risk. Deleting references is bad, you should disable them instead to get the same speed boost. Any mod adjusting those deleted references will probably cause instant CTD.
But what's even worse is deleting the base object. Any mod that references deleted objects will lead to CTD, and this part doesn't even save any performance AT ALL since the base objects won't be loaded if there are no references to them.
Removing a lot of meshes/textures will deffinetly help with performance, hope this gets expanded so my laptop can finally run the game without stuttering.
Due to the way Skyrim loads cells, I doubt this will actually do much. Removing 10k objects sounds all big and fancy, sure... but Skyrim only loads so much at a time, and then there is also occlusion. When you break it all down, you are really only removing a small handful of objects for people at any given time. If a lot of these removed objects are to interior spaces, those will have even less of an effect because of room bounds/portals. Removing objects, especially large rocks and trees, can also lead to some wonky navmesh issues, which in turn will lead to crashes.
"fix them easily using TES5EDIT by using its "un-delete and disable references" function. This way you will adhere to the modding community's preferred practice of initially disabling objects rather than straight-up deleting them." =================
i've always wondered about that. so if an item is deleted, then it's mesh won't load thus increasing perf? but if it's disabled, then then it gets loaded? is that how that works? so using tesedit to fix undelete ect, will undo some of your mod i don't mind errors in tesedit, as long as they don't really do anything. tho i know some mods won't merge if there are errors like that
Wouldnt mind a bit more info on the types of objects removed. Perhaps would've been better to disabled them instead of delete? I'd also suggest you dont load this mod last as it will screw up the landscape of any mod that make such changes, which people are likely to have. If you load it early, objects will still be removed (or not deleted if a mod calls on them or unless its grass or somesuch), and other mods landscape changes will take effect.
Most of them can be undeleted/disabled in Tes5Edit. But I think will be better to convert it to master and load right after skyrim.esp and before other esm\esp and use it only if it really helps.
22 comments
But what's even worse is deleting the base object. Any mod that references deleted objects will lead to CTD, and this part doesn't even save any performance AT ALL since the base objects won't be loaded if there are no references to them.
That's pretty large and may take up a lot of VRAM.
Removing a lot of meshes/textures will deffinetly help with performance, hope this gets expanded so my laptop can finally run the game without stuttering.
will adhere to the modding community's preferred practice of initially disabling objects rather than straight-up deleting them."
=================
i've always wondered about that. so if an item is deleted, then it's mesh won't load thus increasing perf? but if it's disabled, then then it gets loaded? is that how that works? so using tesedit to fix undelete ect, will undo some of your mod
i don't mind errors in tesedit, as long as they don't really do anything. tho i know some mods won't merge if there are errors like that
Did you manually remove each one or did you use a xEdit script of some kind to remove them?