Jump to content
  • 0

There is brick wall at around 400 mods for FPS stability


Question

Posted

After many many hours of testing trying to improve FPS in my heavily modded Skyrim, I realised there is brick wall at some point crossing which will lead to constant stutters and FPS drops. I cant say exact number of mods, but its at about 400. Before hitting this brick wall, game will run well with no severe FPS issues (maybe in very populated areas). If you try to install any mods after reaching the wall, it doesnt matter which mods you add - small patches or new dungeon or follower - even if its just 2 of those it turns from very fluent to almost unplayable due to stutters and FPS drops.

 

I know it doesnt make sence that few tiny innocent mods could suddenly turn stable game into framerate hell, I didnt want to believe it also. But tests showed exactly that. Looks like there is something similar to memory segments that were fixed by Shensen patch, but related to FPS too. 

 

9 answers to this question

Recommended Posts

  • 0
Posted

I guess it would REALLY help out if you actually had your list in spoiler tags, as well as showing which mods you are adding which is the proverbial drops. 

 

In general you cannot say it like you do however... Even one very extensive 4k texture mod will be able to cause all kinds of stutter on just about all systems and still be the only mod you ever installed. 

The number of mods does not matter... it is what you install that does. Also if you merge your texture mods your mod number most likely go from 400 to 40. 

 

So just to stress it... number of mods is an extremely irrelevant number.. just like saying how big your mod folder is! Since the entire mod folder is never loaded at once! 

  • 0
Posted (edited)

Did you ever tested Skyrim with more then 400 mods? Since I was thinking just like you before I went through alot of testing.

 

Few facts:

-When at brick wall, next mods you install wont matter. Any of them start causing stutter and FPS drops.

-Mods inside merged files are counted. So merged file with 50 mods doesnt equal 1 mod, it equals 50 separate mods. And merging everything wont help to improve FPS (in fact I already have like 300 mods merged in few files).

-If you remove merged file, it frees space for alot of non merged mods. Hitting brick wall I removed merged file with like 40 new places and dungeons and could install dozens of mods that didnt cause FPS drops anymore.

-As for your remark about one extensive mod that could cause stutter. I have very stable and fast running game right before brick wall. Add few more mods (i added very different in many combinations) = its now disaster. It also doesnt matter with what mods you reach brick wall. I tried to hit it with very different load orders, its always like that - fluent before wall, stutters after.

Edited by mindw0rk
  • 0
Posted

The STEP team takes a pretty rigorous approach to verifying claims like this.  You'll want to post your mod list for them to get started.

  • 0
Posted (edited)

Ok. Although not all mods in this load order are turned on (about 70 are off). Im still experimenting.

About 250 more mods are inside files with MERGED tag.

This is NOT Step or any other guide installation.

Textures are 4k/2k/1k (all normals are 1k, only armors and weapons are 4k) handpicked from different texture packs.

 

 

  Reveal hidden contents

Edited by mindw0rk
  • 0
Posted

Again.. please try to come with some concrete information. Also a mod list, not a load order. The load order is by definition capped at 255.. so you would have to merge at least some of all those mods. So info on what is inside your merged patches would also be appreciated.

 

I am sure there are plenty of other people who will find this really interesting. Not many people care to go about and try to actually do lists that large. 

 

Also it would matter if a mod is just a texture mod or an .esp mod. 

 

I refuse to believe that you can produce a list where if you just add ONE more texture replacement that it will suddenly all go to hell (again assuming you do not add like a 4k pack of doom or even a 2k one... in general I assume your memory useage is within limits)... if you add one more .esp then yes I might be inclined to believe that there is perhaps a sort of upper limit to just how complex you can make your list. 

 

Btw. If that entire list can run stable then hats off to you... I would love to see the video of the stress test on that badboy! Also the amount of time it would most likely take to even load and startup a game and wait for all the scripts to settle down. 

  • 0
Posted (edited)

I didnt say anything about texture replacement, its all about esp/esm. I think at some point when engine is overloaded with specific amount of mods something breaks there. Just like it was with memory before Shensen released memory patch. I wanted to hear, maybe someone also has big compilation and experienced this.

 

I have SSD so game loads fast and I optimized scripts turning off some stuff in MCM and removing mods like Footsteps, so there isnt much lag.

There is old video btw. I made it last summer, so its pretty outdated and it was way beyond brick wall, so its stuttering like crazy outdoors. I now have different ENB, grass and cities look different and load list changed abit. Still: https://www.youtube.com/watch?v=qppc4J9xcNQ

Edited by mindw0rk
  • 0
Posted

I think there is a language barrier or a misuse of definitions happening here.

 

400 plugins active in a game! I don't think so.

 

You say 250 mods are "inside files with MERGED tag". Presumably you are talking about records that are now cared for in your bashed patch or even a merged patch. Again, doing this does not mean you have those 250 plugins loaded there is now just the one bashed/merged patch. So the original 400 now is 151. 400 original plugins minus those merged equals 150, plus the bashed/merged patch equals 151.

  • 0
Posted

Well makes sense that eventually there is just too much stuff in individual cells for the engine to handle. Even if you merged everything back down into the main .esm you would most likely still have so many new additions that it is just too much. 

 

Funny if it is any .esp that cause it and not specific ones however. 

 

Again I am sure someone else here is equally crazy with large builds, but it would help with more detailed information, like what is inside your merges etc. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.