Awesome and thank you for sharing! You can also go into the mod organizer 2 load order for your game to get the full list of the dlcs. Just make sure that you don't include the main game esm.
One comment, I'd change the following in the description;
"...and close the exe for the script to clean the next DLC..." -- to --
"...and close FO4edit for the script to clean the next DLC..."
Update: I've put in about three hours after doing the auto-cleans and a persistent issue I've been having has disappeared now. I'm playing survival mode/permadeath, character level 139, ~400/300 mods/plugins, and when changing cells (e.g. entering an interior cell from an exterior one, like walking into Diamond City), the game will freeze and not recover. I have to Alt-F4 out, then Ctrl+Alt+Del and force FO4 to close. This can be a PITA since survival mode doesn't allow quick saves by default (yes, I know there are multiple survival mods that allow you to enable that feature), but still it is a pain and not really in the spirit of playing the intended way...anywho, I didn't have a single freeze/crash after using this, *knock on wood*...
Awesome! Kind of funny that someone posted "Bethesda put in a lot of work to make it much more robust and resistant to crashes." claiming that there is no need to auto clean and that it doesn't do anything which your case proves otherwise.
I went and jinxed myself...after about 12 hours of additional playing, I just had my first zone/cell change freeze/crash, luckily I had just slept and saved, so I only lost about 20 seconds of game play. But still, I've gone from about 1 crash per hour to 1 crash in 15 hours...huge difference.
Understand your concern and your welcome to not clean. This bat file is for those who don't plan on installing a conversion and want clean there mod list to keep there load times down and prevent lots of script lag.
I'm confused - what does cleaning plugins with FO4Edit have to do with scripts and load times? FO4Edit's automated cleaning does two things:
Removes identical to master records to improve compatibility (This should never be relevant for DLCs, since they will always be loaded before any mods that might conflict with an ITM)
Undeleting deleted references to improve game stability. (This is less of an issue in Fallout 4 since Bethesda put in a lot of work to make it much more robust and resistant to crashes. In older games, if I made a mod that deleted a rock and someone else made a mod that moved that rock, loading their mod after mine would cause the game to crash)
On the other hand, script performance is a design issue that can only be resolved by editing the scripts and then recompiling them. Load times depend on a lot of things such as framerate, how many mods you have installed, and what kinds of things (such as large textures or precombines) are being loaded. Not only that, but the plugin format itself is not fully decoded and as a result some data will be lost when you re-save the DLCs in FO4Edit. Most notably, here are some (but by no means all) things that happen as a result of saving something in FO4Edit:
Localization data is replaced by the actual text of the translation (To clarify - the DLCs don't store things like item names as text. They store them as an ID, and the game grabs the text to use from a translation file. FO4Edit replaces that id with the text from the translation file when it edits things.)
Version control data is lost (this is related to my credit on the America Rising 2 page - just saving the mod in FO4Edit was enough to fix a specific crash because FO4Edit wiped out some data that it doesn't understand)
Quest dialogue can be rearranged and given different priorities (I have run into this issue multiple times when updating You And What Army 2 - FO4Edit touching the mod at all is enough to re-prioritize the radio responses I added and allow Minutemen to call in artillery strikes on settlements)
Depending on your settings and/or version of FO4Edit, navmesh data may wind up corrupted as well
Thank you for the detailed explanation! I noticed that my computer after cleaning the dlc doesn't have to ramp up the fans as much and the games feels a bit snappy when it's under load.
Hi. :) Can this mod not disrupt my language subtitle localization? https://github.com/prekladyher/fallout4-cestina/releases/download/1.2.1/fallout4-cestina-1.2.1.zip
Don't know that it will cause language errors. The cleaning process is to get rid of identical to master records which are records that are being called by a plug-in but don't edit anything.
I'm a dumbass for this sort of thing, looking at the pictures, does it mean that i have to individually clean each plugin instead selcting all of them and cleaning them in one go?
Don't worry, the reason you have clean the dlc and cc content one by one is that each of the plug-ins would edited the games records and some may edit the same record in multiple instances.
All what cleaning will do is remove any instances where the plug-in might have identical to master records which are records that are called by the plug-in but they don't have any changes and therefore just sit there and add to the load time of your game.
Which is why the process is setup to be done manually for each plug-in. Even before I made this bat file you would have to run the autoclean.exe, select a plug-in you want to clean by clicking ok or by pressing enter on the keyboard, let it clean and then when it is finished close the exe and repeat the process for another plug-in.
My guess is that the xEdit team may have tried to auto clean all the plug-ins at once but it may have caused a lot of errors hence why the process must be done manually for each plug-in.
CM-Toolkit has a feature to downgrade the BA2. :O xEdit also allows you to clean the references yourself. Is there a difference? Or is this more or less an automated process?
This uses a bat that will open up the auto clean exe and go through the loader of the DLC and CC content with the Next Gen update that can be found in the txt file.
You can also customise the txt so that it can go through more plugins that you want to clean.
OH! That's actually pretty nifty! :O I'd market this mod as that! Cant wait to try this out! I'm not too keen on the batch plugin cleaning options out there, but one that's a simple copy and paste, I can get behind! (:
36 comments
One comment, I'd change the following in the description;
Update: I've put in about three hours after doing the auto-cleans and a persistent issue I've been having has disappeared now. I'm playing survival mode/permadeath, character level 139, ~400/300 mods/plugins, and when changing cells (e.g. entering an interior cell from an exterior one, like walking into Diamond City), the game will freeze and not recover. I have to Alt-F4 out, then Ctrl+Alt+Del and force FO4 to close. This can be a PITA since survival mode doesn't allow quick saves by default (yes, I know there are multiple survival mods that allow you to enable that feature), but still it is a pain and not really in the spirit of playing the intended way...anywho, I didn't have a single freeze/crash after using this, *knock on wood*...
I've got a few other official CC mods, player homes, weapon and armor mods that I've added to the list and it worked (auto-cleaned them).
I was scolded by LOOT and had just done this manually. I'm hoping to rely on it when I reinstall.
- Removes identical to master records to improve compatibility (This should never be relevant for DLCs, since they will always be loaded before any mods that might conflict with an ITM)
- Undeleting deleted references to improve game stability. (This is less of an issue in Fallout 4 since Bethesda put in a lot of work to make it much more robust and resistant to crashes. In older games, if I made a mod that deleted a rock and someone else made a mod that moved that rock, loading their mod after mine would cause the game to crash)
On the other hand, script performance is a design issue that can only be resolved by editing the scripts and then recompiling them. Load times depend on a lot of things such as framerate, how many mods you have installed, and what kinds of things (such as large textures or precombines) are being loaded. Not only that, but the plugin format itself is not fully decoded and as a result some data will be lost when you re-save the DLCs in FO4Edit. Most notably, here are some (but by no means all) things that happen as a result of saving something in FO4Edit:https://github.com/prekladyher/fallout4-cestina/releases/download/1.2.1/fallout4-cestina-1.2.1.zip
All what cleaning will do is remove any instances where the plug-in might have identical to master records which are records that are called by the plug-in but they don't have any changes and therefore just sit there and add to the load time of your game.
Which is why the process is setup to be done manually for each plug-in. Even before I made this bat file you would have to run the autoclean.exe, select a plug-in you want to clean by clicking ok or by pressing enter on the keyboard, let it clean and then when it is finished close the exe and repeat the process for another plug-in.
My guess is that the xEdit team may have tried to auto clean all the plug-ins at once but it may have caused a lot of errors hence why the process must be done manually for each plug-in.
xEdit also allows you to clean the references yourself.
Is there a difference? Or is this more or less an automated process?
You can also customise the txt so that it can go through more plugins that you want to clean.