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 Console Mod Performance

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PROROOK363



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Join date : 2015-07-10

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Faction: Helljumpers
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PostSubject: Console Mod Performance   Tue Jun 07, 2016 2:10 pm

Hello everyone, I just had a quick question for console users playing with mods for the first time. I know they discussed a 2 gb limit on the amount of mods once can use before experiencing stutter'pocalypse, but at around what mark did you all start experiencing heavy performance issues like stuttering, lag, and so forth?

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dazzerfong



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PostSubject: Re: Console Mod Performance   Tue Jun 07, 2016 6:39 pm

I released a fairly texture-heavy weapon mod for XB1 which is identical to the PC version. Besides the usual problems with games on HDD (slow loading of weapons), doesn't seem to be any performance issues so far from the reports.

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PROROOK363



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PostSubject: Re: Console Mod Performance   Tue Jun 07, 2016 6:55 pm

@"dazzerfong" Oh you released the MK14 mod on Xbox One? Thank you for that sir, been hearing alot of positive approval about your work in the console community.

And thanks for that. Thing is I have a lot of mods in my library I'm just itching to implement all at once (almost all are armor and weapon mods, but I don't know how that will take a toll on my system).

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dazzerfong



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PostSubject: Re: Console Mod Performance   Tue Jun 07, 2016 7:46 pm

@PROROOK363: Considering that my mod was hardly complex, the only additional work moving the mod to XB1 was literally clicking another button named 'XB1' rather than 'PC'.

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PROROOK363



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PostSubject: Re: Console Mod Performance   Tue Jun 07, 2016 9:12 pm

@"dazzerfong" Really? Maybe mods won't be that performance heavy on consoles if that be the case

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VeteranAlpha



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Age : 17
Location : London, United Kingdom

PostSubject: Re: Console Mod Performance   Wed Jun 08, 2016 2:10 am

Well since i play on the consoles because i already own it and don't want to buy it again on PC.

(Plus my PC Mobo BIOS killed my PC ;_; )

But i have around like 56 mods and still have space for 123MB worth of mods, i also have Dazzerfongs MK14 and that game runs fine, i had like one crash and that is about it, it looks like it runs at a steady 30 FPS and i haven't had any major issue with it. TongueTril

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PROROOK363



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PostSubject: Re: Console Mod Performance   Wed Jun 08, 2016 2:18 am

@"VeteranAlpha" Oh, wow that sounds wonderful! I have ALOT of armor mods I'm itching to try out, so I'm hoping it works out well.

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dazzerfong



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PostSubject: Re: Console Mod Performance   Wed Jun 08, 2016 5:54 am

@PROROOK363: Well, there was this one P99 mod which had literally every part of the gun have 4096x4096 textures, and the gun had like 5+ parts. That'll equate to around 800MB of texture memory consumed. If you have something like that, your Xbox probably won't be too nice about it.

And yeah, console porting is ridiculously easy. At least for me: I haven't considered F4SE implications or any of that stuff.

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PROROOK363



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PostSubject: Re: Console Mod Performance   Wed Jun 08, 2016 6:24 am

@"dazzerfong" Now THAT sounds like a whopper of a mod.

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BallistaEd87



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PostSubject: Re: Console Mod Performance   Wed Jun 08, 2016 7:29 pm

The performance on the xbox one with mods are surprisingly stable but there were instances where they weren't loading up correctly. To fix this, you would have to sometimes quit and reload the save or quit the game and disable and then enable the mod back and load up the save or even delete the mod and re download it and so on. That to me is pretty tedious. Also got to make sure one mod does not conflict with the other mod. So there are more than one factor that determines what could make a mod faulty and/or cause some performance issues.

One thing for sure is that this game really struggles when under heavy fire in buildings or cities. Pc not so much because of the high FPS it produces (depending which gpu you have) and can be more stable than console. But it is good that consoles are getting mod support. Speaking of which, I've been wanting to ask. Has anyone besides @"dazzerfong" uploaded mods to Bethesda or has thought about it? I ask because there are some mods I would like to use from here but I understand these mods are for people in this community and not intended for anyone else unless they either join GUN network or is up to the modders discretion whether to upload it to Bethesda.
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dazzerfong



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PostSubject: Re: Console Mod Performance   Wed Jun 08, 2016 9:15 pm

@BallistaEd87: most mods here won't be uploaded due to their copyright-infringing nature.

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rkelly



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PostSubject: Re: Console Mod Performance   Wed Jun 08, 2016 10:54 pm

@dazzerfong wrote:
@BallistaEd87: most mods here won't be uploaded due to their copyright-infringing nature.

unless some thieving asshole uploads it. i mean itr would be up for a few minutes maybe a few hours but it would get banned eventually.
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SomeGuysUserName



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Join date : 2016-03-05
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PostSubject: Re: Console Mod Performance   Thu Jun 09, 2016 12:23 am

@PROROOK363 wrote:
Hello everyone, I just had a quick question for console users playing with mods for the first time. I know they discussed a 2 gb limit on the amount of mods once can use before experiencing stutter'pocalypse, but at around what mark did you all start experiencing heavy performance issues like stuttering, lag, and so forth?

It's not that you get 2GB of space before you have stutter issues. You *ONLY* get 2GB of mod storage capacity. They call it reserved space for a reason. I'm not sure if the PS4 will be different but that's how the XB1 is.
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PostSubject: Re: Console Mod Performance   Today at 10:03 pm

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