******************************************************************************************** If you have read the comprehensive solution description and articles but still need support, best to use the SKK Mods Discord discord://discord.gg/tgKNT77DC8 ********************************************************************************************
For persistent actors in the world if I may recommend https://www.nexusmods.com/skyrimspecialedition/mods/76750 it’s on the Skyrim nexus but so far it works flawlessly for FO4. Took my persistent actor count from 4200 down to 2300. Used it on 701 plugin files and haven’t had an issue yet (Other than vortex sorting my plugins way wrong because master flags)
That is caused by (a) bethesda website keeps corrupting images that have been there for years and (b) Fallout4.exe update1.10.980 which cant cope with corrputed images and pops the error on download.
What do web page display images have to do with download ? Best ask them as no one can figure out that .... "logic".
I have tried to remove the the corrupted images, try again.
I have seen ZERO actual hard evidence that running higher uGrids causes issues EXCEPT system load increases and frame rates will drop.
But, I would be totally mad to suggest a higher ugrid to anyone as that performance hit totally depends on your hardware, ammount of other crap you have generating actors and objects in your game, hirez textures and hipoly objects which I have zero knowledge of.
What I can suggest is that I have spent several THOUSAND hours running uGridsToLoad=9 and my vanilla + SKK mods set to low spawn rates games on a 9700K & RTX2070 will maintain 72fps genrwally and 60fps downtown at 1080p.
HI! I have no choice but to reach out to you with a PLEA .. which would ALSO make this mod a million dollar mod :)
Lots of furniture mods for example, just nakedly dump everything into the furniture category without using their OWN unique directory structure in the workshop menus... this makes building on the one hand easier, because you can pick ie., the perfect couch for the perfect decorated room
but if ANY of the half a dozen building mods wants to UPGRADE .. you are now in a nightmare scenario :( to try and remember HOW MANY ITEMS from any particular mod you built into HOW MANY different settlements ... so that you can diligently travel around scrapping or storing items from the previous version of a mod in order to upgrade any one of half a dozen mods...
What does this have to do with your mod? Well i thought heck you already have this puppy built and doing the legwork.. PERHAPS you could add a small feature so that your mod would NOT ONLY count the objects in a particular settlement but .. also tell you WHICH mods the items are coming from and how many from each of your mods each there ARE in that settlement?
at least you would not have to run through a million structures in a million settlements hunting, with this mod of yours all you would have to do is load the cell and launch your mod and you would instantly see whether there were ANY items from a particular mod you are hoping to upgrade :) .. [ heaven forbid we forget to store objects with scripts attached to them or settlers assigned to them ]
16 comments
If you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord discord://discord.gg/tgKNT77DC8
********************************************************************************************
What do web page display images have to do with download ? Best ask them as no one can figure out that .... "logic".
I have tried to remove the the corrupted images, try again.
But, I would be totally mad to suggest a higher ugrid to anyone as that performance hit totally depends on your hardware, ammount of other crap you have generating actors and objects in your game, hirez textures and hipoly objects which I have zero knowledge of.
What I can suggest is that I have spent several THOUSAND hours running uGridsToLoad=9 and my vanilla + SKK mods set to low spawn rates games on a 9700K & RTX2070 will maintain 72fps genrwally and 60fps downtown at 1080p.
You will need to do your own benchmark testing.
Plus we dont fully understand how the procedural worldspaces handle persistent objects and actors.
lmao the madlad did it
I have no choice but to reach out to you with a PLEA .. which would ALSO make this mod a million dollar mod :)
Lots of furniture mods for example, just nakedly dump everything into the furniture category without using their OWN unique directory structure in the workshop menus... this makes building on the one hand easier, because you can pick ie., the perfect couch for the perfect decorated room
but if ANY of the half a dozen building mods wants to UPGRADE .. you are now in a nightmare scenario :( to try and remember HOW MANY ITEMS from any particular mod you built into HOW MANY different settlements ... so that you can diligently travel around scrapping or storing items from the previous version of a mod in order to upgrade any one of half a dozen mods...
What does this have to do with your mod?
Well i thought heck you already have this puppy built and doing the legwork.. PERHAPS you could add a small feature so that your mod would NOT ONLY count the objects in a particular settlement but .. also tell you WHICH mods the items are coming from and how many from each of your mods each there ARE in that settlement?
at least you would not have to run through a million structures in a million settlements hunting, with this mod of yours all you would have to do is load the cell and launch your mod and you would instantly see whether there were ANY items from a particular mod you are hoping to upgrade :) .. [ heaven forbid we forget to store objects with scripts attached to them or settlers assigned to them ]
Thanks for reading,
Wayner
Even more useful than the script lag ring.