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As a part of optimization process for the game, every time you e.g. reload the save, the game calls Unity's built-in function called Resources.UnloadUnusedAssets(), which makes the engine cycle through the entire scene hierarchy to figure out what is used and what isn't. This is not really good for performance, but what is even worse is the game may need to load those assets again. This results in a lot of processing time being wasted on unloading and loading back the assets, all to save what, a few hundred megabytes of memory?
This mod does not just remove all references to the function but dummies out the function itself. This means that even internal calls to it (when it's the engine that decided the assets should be unloaded, not the game) are now not doing anything.
In practice, this means that the game will use more RAM (500MB on average, up to 2-3GB in longer playthroughs where you visited every interior) but the loading times will be decreased. On lower-end PCs, they should be decreased quite substantially.
Currently the mod is done as entire library replacement as P2ML does not allow you to modify extern calls, but will be updated for increased compatibility later. However, as no mods currently edit the same .dll, there shouldn't be any conflicts.