About this mod
Report on actors, workshops, random encounters and loose loot in the loaded area to help investigate performance issues or savegame corruptions.
- Permissions and credits
- Mirrors
- Changelogs
Install this mod at any time in any game and the player is given a never ending [ .SKK Object Counter ] aid item after Vault exit (craft replacement at chemlab). When you want a report either:
(a) Use the aid item in the pipboy.
(b) Favourite the aid item on a key.
(c) Hotkey/Console command [ cqf SKK_ObjectCounterQuest "SKK_ObjectCounterQuestScript.CountObjects" 1 ] (PC Only)
The report is shown on screen and as a CSV entry in the Papyrus debug log if logging is enabled (PC only).
If you do not understand the load that placing/spawning heaps of actors and complex objects can generate, read the SKK Script Lag Detector page. Hint: the problem is not script functions, it's objects and/or geometry.
On screen message report
The heading includes the Location Name if there is one else (...)
Live actors in the loaded area = actor objects (includes turrets, animals) that have 3D loaded not flagged as dead. Base game average 38 maximum 130. More than 300 and a save game is unlikely to load.
Dead actors in the loaded area = actor objects (includes turrets, animals) that have 3D loaded and are flagged as dead. Base game average 0 maximum 7.
Disabled actors in the loaded area (new in v002) = actor objects (includes turrets, animals) that are ... not enabled. Sometimes quest related placed or spawned actors waiting on enable triggers (InstituteConcourse has 110 of them), more often killed actors being handled by iHoursToClearCorpses and MarkedForDelete that have not yet been purged.
Furthest actor in the loaded area = helps understand the current loaded cell buffer. With default 5 uGridsToLoad you should not see any actors over ~ 10,240 game units distance, BUT if neighboring cells have been preloaded or visited and are still in the cell buffer their actors may still be 3D loaded up to 16,000 game units away. Things to read up on: uGridsToLoad, uExteriorCellBuffer, PCB, fLODFadeOutMultActors. Base game (5 uGrids) average 12,530 maximum 16,506
Persistent actors in the unloaded world = actor objects (includes turrets, animals) that do not have 3D loaded, may be dead or alive, may be enabled or disabled, but can still be found by the game engine so are likely to be persistent in memory. They are not GFX rendering but AI follow/travel packages (if alive) and object attached scripts can still run on them. Unfortunatley this count is imprecise, as it may or may not include disabled actors in the local loaded area that are not persistent. Bah! pesky details. Base game average 1,655 maximum 1,755 this will naturally increase a little as your save game bloats out. More than 5,000 you probably have an uncapped spawning mod creating too many actors and/or not releasing actors to clean up.
Workshops in the loaded area = objects that have Keyword: WorkshopKeyword with 3D loaded. All Workshops are persistent in the world. Loaded workshops and their built objects can trigger significant script load plus of course the 3d rendering and the usual broken cleanup solution precombines. Base game maximum 3 (Sanctuary, RedRocket, Abernathy "triangle of death").
RETriggers in the loaded area = Random Encounter RECenter LocationRefType Xmarker objects that have 3D loaded. These are not actually the trigger activators, but there is a 1:1 relationship between them. Random encounter spawned actors typically have complex AI packages attached. Base game average 3, maximum 9
Loose Loot enabled in the loaded area (new in v002) = misc / potion / ammo / weapon / armor objects. Base game average 229 maximum 663.
Loose Loot disabled in the loaded area (new in v002) = misc / potion / ammo / weapon / armor objects. Base game average 6 maximum 120.
This DOES NOT report on workshop constructed objects and static scenery objects that generate rendering load, use an ENB overlay to show drawcalls where > 10,000 starts to get sporty for DirectX 11.
This DOES NOT report on broken previsibility and precombines which can not only slow FPS (and therefore script execution), but patch conflicts will cause stutters. This needs entity analysis in xEdit .
This is a reference list of the ~300 enabled Commonwealth map marker locations with the number of loaded objects in a vanilla game configuration of 5 uGridsToLoad (10,240 active radius around the player):
ParentCell,ActorsLive,ActorsDead,FurthestActor,PersistentActors,WorkshopsLoaded,RETriggersLoaded
GoodneighborExt02,130,5,13283,1699,0,9
FinancialPostalSquare,127,5,14128,1651,0,8
Wilderness,116,1,13723,1620,0,7
MassFusionExt02,114,1,16210,1637,0,7
TheaterHub360Ext,113,0,14060,1654,0,9
Wilderness,107,3,15497,1699,0,8
Financial21Ext,100,1,13134,1557,0,3
FaneuilHallExt,100,1,12670,1596,0,5
CrossRoadsExt01,97,0,14332,1504,0,9
BostonCommonExt03,97,0,13848,1712,0,8
Vault114Ext,96,1,12651,1604,0,8
Wilderness,95,0,14272,1581,0,8
CombatZoneExt,91,0,15153,1678,0,7
BostonCommonExt04,89,0,13176,1609,0,5
CombatZoneExt,89,0,13618,1713,0,7
BostonCommonExt02,88,0,15382,1598,0,6
MassFusionExt,87,5,14788,1686,0,7
BostonCommonExt02,87,0,13541,1715,0,6
VaultTecOfficeExt02,85,0,15143,1561,0,8
MassFusionExt,85,1,12887,1639,0,7
Financial18Ext,83,0,15721,1578,0,3
Wilderness,83,1,13694,1688,0,5
USSConstitutionPostExt,83,2,13444,1684,0,4
USSConstitutionPostExt,80,2,12276,1664,0,4
BeaconHillPlaygroundExt,78,3,14120,1646,0,6
BackBayCarDealershipExt,78,0,13947,1722,0,4
USSConstitutionPostExt,77,4,12276,1640,0,4
ShamrockTaphouseExt,76,0,13603,1492,0,4
BostonCommonExt,76,0,14325,1611,0,7
MassBayMedicalCenterExt,75,0,14249,1608,0,7
MassBayMedicalCenterExt,74,0,15142,1621,0,7
FensStreetSewerExt,72,0,12373,1673,1,0
Wilderness,72,0,13349,1710,0,4
Wilderness,70,1,11990,1661,0,2
Wilderness,70,4,12199,1648,0,2
Wilderness,70,1,13528,1673,0,2
BeaconHillBostonBugleExt,69,1,14481,1600,0,5
DiamondCityExt03,69,1,13714,1658,0,5
BostonPublicLibraryExt,68,0,14990,1609,0,4
CabotHouseExt,68,1,14651,1626,0,4
FensSquare,67,0,11964,1633,1,1
NorthEndGraveyardEXT,67,1,12219,1667,0,4
FensSquare,67,0,13597,1665,1,1
FensBrookelineBuildingExt,67,0,13095,1714,1,0
Wilderness,66,0,14451,1540,1,3
HestersRoboticsExt,66,0,12739,1552,0,7
SouthBostonPDExt,66,1,13471,1586,0,4
Wilderness,66,1,13644,1688,0,7
NorthEndGraveyardEXT,65,3,11953,1703,0,4
FensParkviewApartmentsExt,64,0,11805,1634,0,0
LaytonTowersExt,64,1,13102,1635,0,6
NorthEndGraveyardEXT,64,1,13310,1662,0,4
CustomHouseTowerExt,63,0,11560,1636,0,2
PickmanGalleryExt,61,1,13160,1606,0,3
TrinityTowerExt,60,0,15177,1565,0,5
Wilderness,60,0,13120,1651,0,4
TrinityTowerExt,59,0,13091,1677,0,5
FensIntersection01,58,3,14298,1693,0,4
HubrisComicsExt,58,3,13415,1670,0,4
JamaicaPlainExt04,57,0,13880,1710,1,1
CambridgeConstructionSiteExt02,56,5,11584,1604,0,5
CambridgeConstructionSiteExt02,56,5,12640,1599,0,5
Wilderness,54,0,15414,1600,0,1
Wilderness,54,3,13904,1715,0,7
SouthBostonExtN,53,0,13712,1483,0,4
FensEvansWayCuldeSac,53,0,13994,1606,0,3
Wilderness,53,0,16056,1665,1,2
Wilderness,53,1,12096,1701,1,1
HalluciGenExt,52,0,13217,1551,0,3
Wilderness,52,2,13057,1621,0,4
AtomatoysFactoryExt,52,0,12952,1619,0,3
HalluciGenExt,52,0,14157,1590,0,3
TiconderogaStationExt,52,2,12289,1675,0,3
CambridgeMonsignorPlazaExt,52,2,10956,1680,0,4
BeaconHillApartmentsExt01,52,2,13925,1698,0,3
CorvegaAssemblyPlantExt06,51,0,13398,1557,0,0
USSConstitutionExt03,51,0,13630,1643,1,1
GwinnettBreweryExt,51,2,14819,1688,0,5
CharlesViewAmphitheaterExt,50,0,13579,1514,0,3
Wilderness,50,0,13850,1556,0,2
SomervillePlace02,50,2,11687,1659,0,3
CambridgeCraterExt02,50,2,11524,1673,0,8
BADTFLExt,50,0,13260,1696,1,3
GwinnettBreweryExt02,49,1,11362,1565,0,5
AndrewStationExt,49,0,13417,1639,0,5
BunkerHillExt,48,0,12664,1639,1,1
Wilderness,48,0,16180,1653,0,5
Wilderness,47,1,15570,1625,0,5
Wilderness,46,0,13193,1589,0,6
BostonPoliceRationingSiteExt,45,0,12384,1573,0,2
GreenetechGeneticsExt,45,2,13953,1620,0,4
GreenetechGeneticsExt,45,2,14648,1596,0,4
USSConstitutionExt02,44,0,13479,1558,1,1
SouthBostonExtW,44,1,11977,1596,0,3
CambridgeCampKendallExt,44,2,12418,1694,0,1
USSConstitutionExt02,43,0,13404,1706,1,1
BostonAirportExt04,42,4,7672,1646,1,0
BostonAirportExt01,42,4,9376,1639,1,0
RevereBeachStationExt05,42,0,12360,1637,0,2
GeneralAtomicsFactoryExt02,42,1,15203,1681,0,3
UniversityPointExt,41,0,14128,1609,0,4
FensBankExt,41,0,11557,1653,0,2
Wilderness,41,1,14178,1684,0,4
CambridgePDExt,41,3,9142,1674,0,4
QuincyQuarriesExt,41,0,12299,1643,0,3
QuincyRuinsExt05,41,0,13684,1643,0,2
Wilderness,41,0,11832,1683,1,1
Wilderness,41,0,12190,1717,1,1
CollegeSquareExt,40,1,11603,1533,0,5
Wilderness,40,0,13919,1539,0,5
Wilderness,40,0,14184,1605,1,2
RevereBeachStationExt02,40,0,13424,1628,0,3
NeponsetParkExt03,40,0,13344,1648,1,1
BobbisNewPlaceExt,40,1,13760,1666,0,3
Wilderness,40,1,14019,1688,0,5
FensRaiderCampExt,39,0,12955,1528,1,1
FinchFarmExt,39,0,13647,1591,0,1
Wilderness,39,4,13696,1603,0,5
DiamondCityOrigin,39,0,6546,1635,0,0
Wilderness,39,0,15088,1653,0,3
BostonAirportExt11,39,4,10821,1719,1,0
FourLeafFishpackingExt,39,2,12159,1684,0,4
HubCityAutoWreckersExt,39,0,15081,1688,0,3
SouthBostonCheckpointExt,38,0,13446,1582,0,5
SuperDuperMartExt,38,0,13154,1641,0,1
CambridgePDExt,38,2,11502,1681,0,4
DiamondCityEntrance,38,0,9539,1647,0,0
Wilderness,38,1,12052,1695,0,3
BackStreetApparelExt,38,1,12574,1690,0,0
Wilderness,37,0,11799,1521,0,0
Wilderness,37,0,14423,1576,0,1
Wilderness,37,0,13223,1570,0,6
WestEverettEstatesExt,37,0,13232,1622,1,2
Wilderness,37,1,14016,1653,0,3
SomervillePlace01,37,1,14722,1699,0,5
LexingtonExt05,36,0,14052,1671,0,0
BillysHouseExt,35,0,12580,1625,0,1
WreckofTheFMSNorthernStarExt,35,0,10624,1581,1,0
GlowingSeaPOIJB06,35,0,10974,1648,0,0
QuincyRuinsExt05,35,0,12763,1662,0,2
Wilderness,35,0,14543,1728,0,2
Wilderness,35,0,13891,1714,0,1
RelayTower01ext,35,0,12555,1677,0,1
CutlerBendExt,34,0,15325,1606,1,1
ChestnutHillockReservoirExt,34,0,13269,1674,1,1
CharlestownDrugDenExt,34,0,14034,1668,1,1
TheSlogExt,34,0,12108,1649,0,1
GlowingSeaPOIDB01,33,0,16229,1635,0,0
BedfordStationExt,33,0,12204,1704,1,3
Wilderness,33,0,14694,1689,1,1
Wilderness,32,0,13161,1632,0,4
CovenantExt,32,0,13421,1642,1,1
TaffingtonBoatHouseExt,31,0,14812,1482,1,2
GeneralAtomicsGalleriaExt,31,0,12061,1589,0,1
GlowingSeaOutpost,31,0,13329,1630,0,0
InstituteConcourse,31,0,3202,1748,0,0
BigJohnsSalvageExt,31,0,12464,1706,0,6
Vault81,31,0,5521,1684,0,0
POIJS017,30,0,11483,1515,0,3
PoseidonEnergyExt,30,0,14088,1564,0,2
MassPikeTunnelWestExt,29,0,12617,1711,0,0
GibsonPointPierExt,28,0,12304,1585,1,3
SouthBostonExtS,28,0,11494,1582,0,3
RangerCabinExt,28,0,13124,1623,0,2
Wilderness,28,0,13323,1668,0,3
MaldenCenterExt,27,0,13145,1573,0,2
FortHagenExt02,27,0,13614,1586,0,1
AbernathyFarmExt,27,0,10548,1614,0,3
GlowingSeaPOIJB04a,27,0,11717,1598,0,0
JalbertBrothersDisposalExt02,27,0,14319,1648,0,1
HydeParkExt06,27,0,11947,1633,1,2
DarkHollowPondExt,27,0,13491,1682,0,2
IrishPrideShipyardExt,26,0,14441,1670,0,1
Wilderness,26,0,9062,1678,1,0
Wilderness,26,0,14448,1705,0,2
Wilderness,26,0,14309,1700,0,2
USSRiptideExt,25,0,14504,1614,1,0
IvansExt,25,1,13471,1610,1,3
Wilderness,25,0,15534,1592,0,5
IvansExt,25,1,13627,1585,1,3
RockyNarrowsParkExt02,25,0,13080,1671,0,1
Wilderness,24,0,13306,1577,0,2
FederalRationStockpileExt,24,0,13252,1615,0,1
GNNExt,24,4,12145,1621,0,1
ScrapPalaceExt,24,0,10587,1626,0,3
MassFusionContainmentShed,24,0,13396,1662,0,2
USAFSatelliteExt,24,0,13917,1689,0,2
Wilderness,24,0,10956,1640,0,2
EasyCityDownsExt03,24,0,6276,1694,0,0
ThicketExcavationsExt05,24,0,16506,1727,0,3
GreentopNurseryExt,23,0,11814,1512,1,1
InstituteExt04,23,3,11376,1591,0,1
GoodneighborOrigin,23,0,4205,1566,0,0
Wilderness,23,0,13542,1568,1,2
GorskiCabinExt02,23,0,12059,1595,0,2
RoadsidePinesMotelExt,23,0,10971,1670,0,2
CountyCrossing,22,0,11401,1477,1,2
GlowingSeaPOIJB01c,22,0,13811,1598,0,0
Wilderness,22,0,12647,1588,1,2
Wilderness,22,0,11304,1610,0,0
GlowingSeaPOIDB02,22,0,9699,1597,0,0
RoadsidePinesMotelExt02,22,0,11416,1676,0,2
LakeCochituateExt04,22,0,12555,1639,0,2
Wilderness,22,0,12346,1681,0,1
Vault95Ext,21,0,12388,1676,0,1
GlowingSeaPOIJB02,21,0,11435,1633,0,0
GlowingSeaPOIJB03,21,0,11036,1659,0,0
BoSBattleSiteExt,21,0,14673,1655,0,3
BeantownBreweryExt04,20,0,15320,1605,0,3
WickedShippingExt,20,0,15293,1650,0,1
NordhagenBeach,20,0,14528,1673,1,0
GreaterMassBloodClinicExt,20,0,14442,1646,0,0
DrumlinDiner,20,0,12268,1664,0,4
WestRoxburyStationExt,20,3,11438,1671,0,3
FallonsDepartmentStoreExt,20,2,11338,1751,0,2
CoastGuardPierExt,19,0,9604,1525,0,4
MiltonGeneralExt,19,0,14343,1585,0,4
DunwichBorersExt05,19,0,9044,1560,0,3
LibertaliaNorthExt,19,0,13287,1606,0,2
Wilderness,19,0,12116,1572,0,0
Wilderness,19,0,13561,1617,0,0
Wilderness,19,0,13071,1623,0,2
SlocumsJoeHQExt,19,0,13096,1602,0,2
SlocumsJoeHQExt,19,0,13146,1595,0,2
ListeningPostBravoExt,19,0,14026,1661,0,3
MassGravelAndSandExt,19,0,13681,1661,0,2
Wilderness,19,0,11257,1643,0,1
NatickBanksExt,19,0,12508,1640,0,1
SlocumsJoeHQExt,19,0,13348,1695,0,2
GraygardenHomesteadExt,19,0,11285,1721,0,1
DunwichBorersExt05,19,0,10379,1696,0,3
Wilderness,19,0,13870,1696,0,0
CraterHouseExt,18,0,8366,1573,1,2
SunshineTidingsExt,18,0,10755,1626,1,2
SanctuaryExt,18,0,14076,1658,2,0
SkylanesFlightExt,17,0,13225,1582,0,2
FiddlersGreenExt,17,2,13239,1608,0,3
FederalSurveillanceCenterExt,17,0,12860,1631,0,0
Wilderness,17,0,15718,1668,0,2
Wilderness,17,0,12306,1654,0,1
Wilderness,17,0,12212,1660,0,3
FederalSurveillanceCenterExt,17,0,13266,1695,0,0
OldGulletSinkholeExt,16,0,11433,1571,0,3
EgretToursMarinaExt,16,0,14116,1591,1,3
NahantChapelExt,16,0,10973,1627,1,1
TenPinesBluff,16,0,13704,1648,1,2
KingsportLighthouseExt04,16,0,11654,1694,1,2
Farm05Ext,15,0,10526,1610,1,1
Wilderness,15,0,11772,1566,0,1
WaldenPondExt05,15,1,13486,1605,1,3
FallonsDepartmentStoreExt,15,0,8386,1603,0,2
BreakheartBanksExt,15,0,9561,1653,0,1
Wilderness,15,0,11950,1638,1,3
SandyCovesHomeExt,15,0,13074,1684,0,2
GlowingSeaPOIRJ01,15,0,11622,1689,0,0
RottenLandfillExt02,15,0,12579,1679,0,1
Vault111Ext,14,0,12536,1585,1,0
Wilderness,14,0,11102,1640,0,1
RedRocketExt02,14,0,10693,1649,2,1
CroupManorExt,14,0,11465,1655,1,3
ConcordExt02,14,0,10821,1712,1,1
AtomCatsGarageExt,14,0,11842,1670,0,2
Wilderness,14,0,11681,1695,0,2
LakeQuannapowittExt,14,0,11378,1685,0,2
LongneckLukowskisExt,13,0,15638,1703,0,2
Wilderness,12,0,12947,1586,0,0
WRVRBroadcastCenterExt,12,0,12970,1591,1,3
RelayTower02Ext,12,0,12904,1653,0,2
SalemExt03,12,0,12918,1650,0,3
GlowingSeaCrater02,12,0,12966,1635,0,0
RelayOutpostZimonja,12,0,7780,1687,1,1
BarneysBunkerExt,12,0,8687,1697,0,1
Wilderness,11,0,11723,1613,0,1
LynnWoodsExt,11,0,12028,1723,0,1
RelayTower05Ext,10,0,14579,1498,1,3
FraternalPost115Ext,10,0,7746,1562,0,2
MassFusionDisposalExt,10,0,11596,1584,0,1
POIBryanB01,10,0,10038,1615,1,1
WestonWaterTreatmentExt,10,0,8464,1611,0,4
Wilderness,10,0,13021,1648,0,2
SpectacleIslandExt,10,0,12531,1661,1,0
Wilderness,10,0,11674,1685,0,0
ConcordExt,9,0,15504,1596,0,3
ForestGroveMarshExt,9,0,11634,1711,0,2
ParsonsStateExt02,8,0,12216,1583,0,0
NahantOceanSocietyExt,8,0,11393,1584,0,1
Wilderness,8,0,11945,1595,0,0
ArcjetSystemsExt,8,0,12139,1642,0,5
WildwoodCemeteryExt02,8,0,10066,1681,0,2
Wilderness,7,0,10098,1550,0,0
POIMCamp01,7,0,12316,1576,1,2
RailroadHQ01,7,0,2356,1579,0,0
RelayTower04Ext,7,0,10991,1620,0,2
MahkraFishpackingExt,7,0,11281,1710,0,1
FortHagenSatelliteArrayExt,6,0,10708,1700,0,1
ParsonsPOIExt,5,0,9943,1611,0,2
EastBostonPDExt,5,0,13705,1668,0,0
CambridgePolymerLabsExt,5,0,10271,1678,0,2
ReconBunkerThetaExt02,5,0,9541,1649,0,2
OberlandStation,4,0,9896,1578,0,3
VirgilsLabExt,4,0,10596,1572,0,0
BostonMayoralShelterExt,4,0,6123,1653,0,1
FortStrongExt06,3,0,4109,1722,0,0
DmndPlayerHouse01,0,0,0,1689,1,0
Size of active area and loaded objects
Fallout4.exe generally stops loading games at 300 active actors / 5Gb memory allocated, depending on amount of scenery and other objects in the active area defined by uGridsToLoad. These are the limits I found by gradually increasing uGridsToLoad in clean vanilla games when Fallout4.exe would crash (note how the actor count is consistent, memory is not):
Vault111ext 31 uGrids 296 actors 6.2Gb Fallout4.exe memory
DiamondCityExt 15 uGrids 299 actors 5.0Gb Fallout4.exe memory
GoodneighborExt 13 uGrids 288 actors 4.5Gb Fallout4.exe memory
Detail analytic tables:
Comparision of the default uGridsToLoad 5 and 15 at DiamondCityExt:
Save game file bloat
Linking performance issues to savegame bloat: a fresh clean vanilla vault exit fullsave is 4Mb with 1,500 persistent actors. A fresh clean all DLC vault exit fullsave is 5Mb with 2,000 persistent actors. Any more in a new game suggests you have stuff already managing to inject bloat. A clean Level 100 endgame with 30 workshops and 600 settlers has 2,200 persistent actors in a 16Mb fullsave.
Save game bloat is mostly generated (in order of usual suspects): unreleased actors, spawned actors, built objects, dropped objects (junk/potions/weaps/armo). The type of bloat is material: a 50Mb game bloated by built objects will load fine whereas a 20Mb game bloated by uncapped or unlreased actors can have issues because actors are complex objects.
New sh1t comes to light (man): Principle reasons for unreleased actors that can never be removed from a savegame is PROMOTED PERSISTENCE from (a) creating LinkedReferences to them and then never removing the LinkedReference on linkowner or linktarget death/destruction/delete (b) creating persistent cloak spells that include the actor object as a script variable and not closing down on death/destruction/delete (c) putting the actor in a quest alias and not removing on death/destruction/delete (d) my all time lunatic ignorance favorite: attaching a script to an object and then assigning a script level variable that points back at its "self" host object locking it in perpetuity. Spawn and kill 5000 of the fuckers and see what happens to the game.
It's not difficult if your neat and tidy. For example SKK spawning mods have over 2 million unique downlods on PC and Xbox with ZERO DETECTED BLOAT as scripts always manage to cleanup their spawned actors and objects.
There are a number of well known and highly rated uncapped spawning mods that have bloated and corrupted thousands of games over many years. Yet y'all keep on chowing down on them like a dog on vomit and then crying about the corruptions. What is that about ?
If you have a cherished save game that has been bloated beyond usability and this tool can detect a significant persistent actor count, you may be able to recover using the ForceDelete function in Larrannkiar's Garden of Eden Papyrus Script Extender (if you know how to write scripts).
Hardware
If you are constrained by script execution or object memory, throwing more hardware at the issue is unlikely to do anything. Many game engine systems in Fallout 4 CreationEngine were optimised for 2015 console hardware and will not use more resources. The ONLY solution is to reduce load.
PC manual installation
Install this mod at any point in any game as it is 100% new content. It has zero dependencies on *anything* and no load order requirements.
Copy SKKObjectCounter.esp and SKKObjectCounter – Main.BA2 to your ...\Fallout 4\Data directory and add to Plugins.txt, or enable in the Bethesda mod menu, use a mod manger or however you organise. Yes you can ESL flag this ESP.
As this is published after November 2019 it requires Fallout4.exe 1.10.162.0 (or later) or equivalent workarounds.
Yes you can ESL flag the ESP.
Known Issues
(1) Using HopMapMarkers, the game sometimes (not always around 50% of runs) freezes in particulalry busy downtown areas during the quest conditional actor fills. Get that Xbox downtown UX on your PC !
(2) Using HopMapMarkers you will see duplicate parent cell names where different map markers point to the same location record (CombatZoneExt has 3) or the location has no discrete name (Wilderness has 66). Also notice how the furthest actor increases on revisit from uExteriorCellBuffer.
Console Commands
cqf SKK_ObjectCounterQuest "SKK_ObjectCounterQuestScript.CountObjects" 1
;triggers the count with a UI message and debug log output.
cqf SKK_ObjectCounterQuest "SKK_ObjectCounterQuestScript.CountObjects" 0
;triggers a slient count with debug log output only.
cqf SKK_ObjectCounterQuest "SKK_ObjectCounterQuestScript.HopMapMarkers"
;hops the player around the 300 commonwealth map markers generating silent debug log output only. Takes around 60 real world minutes on a decent spec system using the excellent LOAD ACCELERATOR for uncapped load screens (or the F4SE equivalent).
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If you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord discord://discord.gg/tgKNT77DC8
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