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Irresponsible FO4 Mods


Sclerocephalus

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Avoid at all cost:

 

http://www.nexusmods.com/fallout4/mods/1770/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D1770%26preview%3D&pUp=1

 

Disclaimer reads: "This type of modification has been accused of causing save bloat in previous Bethesda titles. I am not responsible for screwing up your saved games."

 

What ?!? Of course you are ....

 

Ironically, four of the five parameters he claims to override do not exist in the master file and all the mod does is to define mod-specific new game settings that don't override anything. Unfortunately, one game setting is indeed overridden and that one will do everlasting harm to your game stability.

 

Assume that he has no idea what he's doing and presumably doesn't even know what save game bloat is.

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Ironically, four of the five parameters he claims to override do not exist in the master file and all the mod does is to define mod-specific new game settings that don't override anything. Unfortunately, one game setting is indeed overridden and that one will do everlasting harm to your game stability.

 

 

All of these settings are real settings that exist in the game binary:

 

iHoursToClearCorpses

iRemoveExcessDeadComplexCount
iRemoveExcessDeadComplexTotalActorCount
iRemoveExcessDeadCount
iRemoveExcessDeadTotalActorCount
 
These settings exist, too.
 

 

fRemoveExcessComplexDeadTime

fRemoveExcessDeadTime

 

Whether the game uses them though is anyone's guess, but game settings don't need to be overridden to work; they just need to be loaded later.
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I can't get that worked up over it. The guy's wording is suspect, because it's not simply "has been accused of" it's "definitely does" but if people willingly wish to subject their games to save bloat, that's on them.

 

Bethesda could have stood to raise the limits on how many corpses exist before the culling system kicks in and begins removing them though. Some battles involve way more than the default values.

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