Ensure the VRAMr mod is activated (ticked/enabled) in your Mod Manager
Temporarily disable AV if you VRAMr is unexpectedly exiting to desktop
Be 100% sure you are choosing a drive root for your VRAMr folder (ie. select just D:\ and a VRAMr folder will be created)
Check 'Optional Downloads' for GPU processing scripts and to download the User Guide
Watch the Video User Guide
Send me your VRAMr Logfile (via Pastebin or similar) if you need a detailed support response
See the Skyrim Special Edition VRAMr modpage for more help and information
Support requests where it is evident you have not watched the video and/or read the User Guide and/or without a pastebin link to your Logfile may not get a reply
Please, help me to help you...I'm a busy human in real life too 🙏
I was running VRAMr through a high-end gaming laptop with a spec of Ryzen 9 7945hx, RTX 4080 12g, and 32g Ram, on SSD. Quality preset and Layered Extract for MO2. Around 110 gb of original textures are processed and optimized to a 40 gb output. Here's what I get:
On less demanding areas like Sanctuary, there's a mild improvement on VRAM usage between 0.5 to 1g.
8.6/12g to 7.8/12g. Places like these are not that graphically challenging but a bit heavy since there are greenery mods. Other than VRAM usage I didn't really notice changes on graphics and control.
On highly demanding areas like Boston where draw cell counts skyrockets, my VRAM usage reduces by 1.2 to 2g.
9.7/12g to 8.3/12g. Although it might not be fruitful as thought, there's a huge improvement on graphic stability and control, equivalently much less statters. The view moves more smoothly and responsive to the mouse and turning around no longer pauses the game for a second. And as you probably notice nothing really looks worse prior to optimization (LODs somehow did so I removed those optimized textures afterwards).
To sum things up, VRAM improvements are going to be much more obvious on lower end machines, but the increase on game experience by reducing stutters without breaking game graphics shares in any cases. So far I haven't really find bugged textures and the game just feels better. Easy to use, no snake oil, 10/10. Endorsed. Thanks for creating it, awesome work!
[For other Vortex Users, this is what worked for me.]
To use VRAMr in Vortex as a dashboard shortcut:
- Set 'Name' to whatever you want. I picked 'VRAMr-FO4' - Set 'Target' to '<your steam Drive>\Steam\steamapps\common\Fallout 4\Data\VRAMr\VRAMr.bat' - Set 'On Start' to 'Hide Vortex, restore when closed' (recommended choice) - Set 'Run in shell' to On - Set 'Run detached' to On - Set an Icon - Save
Love this mod! Been using it with Nolvus for skyrim. Now im using it with Fallout Anomoly, but, when I added it into the list on MO2 the mods just go green and not red and green irrespectively. Idk if green means if that mod is being overwritten or not, so, is it still working if the mods go green and not have red mods in the list?
Amazing tool, I just have some questions about the message you give with the Texgen, hope you can help 1. I'm following The Midnight Ride to generate my own LOD, should I run VRAMr first then gen LOD or vice versa? 2. Is this the correct LO after I generate LOD? .... All LOD resources FOLIP - Before Generation TextGen_Output VRamr Output FO4LODGen Output FOLIP - After Generation
Any Linux users here that have gotten VRAMr to run through Vortex that runs within it's own wine prefix? VRAMr starts up with a blank terminal and at 5% it closes no error messages.
One thing, I forget that I have a Windows VM for things that don't run through Wine. If the script can be run bare metal, so not going through MO2/Vortex and if it can detect FO4/Skyrim Steam install path that is shared to the VM as network path then this could be a workaround for some folks on Linux. I'll test out if this works.
Tested my W11 VM running the script bare metal. It functions up to the following point "Extracting your BA archives", it ends with "ERROR: Files of type *.ba2 not found."
The log output: VRAMr session started 05/04/2025 12:20:40,26 VRAMrTEMP="Y:\VRAMr-FO4" GameDir=Z:\SteamLibrary\steamapps\common\Fallout 4 StartDir="C:\Users\gkir\Desktop" Calculated inital required drive space is ECHO is off.GB Mod Manager is Vortex User selected Quality preset
Destination directories are created Directory of Y:\VRAMr-FO4
...snip...
Total Files Listed: 1 File(s)23.371 bytes 38 Dir(s) 183.403.954.176 bytes free ========================================================================== Unpacking BA2s using Simple Extract ========================================================================== Extracting _n.dds normal maps from your BA2 archives
This is where I get "ERROR: Files of type *.ba2 not found.".
Btw the VM runs Tiny11, don't know if that could be limiting the script.
1/ After optimizing all the mods with VRAMr, is it necessary to delete the Archives of the original mods to get the benefits in terms of stuttering / loading time?
2/ Does this also improve the game initial loading time (I have a1600 mods)?
3/ THe first question it is asking me is where is my mod folder (I use MO2). I it pointing by default at C/Fallout 4, however I use MO2 and my Mods are actually at C/MO2/FALLOUT 4. SHould i point to the latter?
So I set this up properly with Vortex using the above sticky and I dont have an "icon" so I just used a random photo for it. The ability to run this at all from the dashboard is greyed out and not working. Any fix? I deployed with mod enabled, restarted Vortex, changed icon photo again. Nothing works
So I only have one drive, my C drive. I tried to partition my drive to create a D drive but I am unable to shrink space to create a new drive (despite have a lot of free space, "unmovable files" are blocking the shrink). Nothing online I could find would work for me, disabling page file, system restore, etc. It seems I am stuck with a C drive.
So, my question is, despite being told specifically not to, if I attempted to use VRAMr on my C drive, am I risking and long term damage to my PC, windows or anything else? I figured I might as well the C drive, but I would really like to not make a brick out of my PC.
Good question! The reason I state not to is because not everyone is as tech aware as you....running C:\ below 5% free space can be fatal for Windows, even if temporarily. You also have Windows User Account Control that gets awkward with writes to the root drive.
So, provided you have atleast 1.2x (ideally) the VRAMr stated disk space free, go ahead and use C: but create your VRAMr folder not in a Windows folder (users/program files) if it won't let you create the folder at right (unlikely). Once VRAMr has finished and installed into your mod manager (and play tested), you can delete the folder to free up that disk space again. Enjoy!
Does the process also take into consideration the mods that are disabled in mo2? For example i have different versions of the same mod in the left side in mo2 with only one version actually enabled. The different versions have different textures, i wouldnt want the textures from the deactivated versions to be processed thats why im asking
431 comments
Support requests where it is evident you have not watched the video and/or read the User Guide and/or without a pastebin link to your Logfile may not get a reply
Please, help me to help you...I'm a busy human in real life too 🙏
On less demanding areas like Sanctuary, there's a mild improvement on VRAM usage between 0.5 to 1g.
8.6/12g to 7.8/12g. Places like these are not that graphically challenging but a bit heavy since there are greenery mods. Other than VRAM usage I didn't really notice changes on graphics and control.
On highly demanding areas like Boston where draw cell counts skyrockets, my VRAM usage reduces by 1.2 to 2g.
9.7/12g to 8.3/12g. Although it might not be fruitful as thought, there's a huge improvement on graphic stability and control, equivalently much less statters. The view moves more smoothly and responsive to the mouse and turning around no longer pauses the game for a second. And as you probably notice nothing really looks worse prior to optimization (LODs somehow did so I removed those optimized textures afterwards).
To sum things up, VRAM improvements are going to be much more obvious on lower end machines, but the increase on game experience by reducing stutters without breaking game graphics shares in any cases. So far I haven't really find bugged textures and the game just feels better. Easy to use, no snake oil, 10/10. Endorsed. Thanks for creating it, awesome work!
To use VRAMr in Vortex as a dashboard shortcut:
- Set 'Name' to whatever you want. I picked 'VRAMr-FO4'
- Set 'Target' to '<your steam Drive>\Steam\steamapps\common\Fallout 4\Data\VRAMr\VRAMr.bat'
- Set 'On Start' to 'Hide Vortex, restore when closed' (recommended choice)
- Set 'Run in shell' to On
- Set 'Run detached' to On
- Set an Icon
- Save
--Hope this helps!
1. I'm following The Midnight Ride to generate my own LOD, should I run VRAMr first then gen LOD or vice versa?
2. Is this the correct LO after I generate LOD?
....
All LOD resources
FOLIP - Before Generation
TextGen_Output
VRamr Output
FO4LODGen Output
FOLIP - After Generation
VRAMr starts up with a blank terminal and at 5% it closes no error messages.
One thing, I forget that I have a Windows VM for things that don't run through Wine.
If the script can be run bare metal, so not going through MO2/Vortex and if it can detect FO4/Skyrim Steam install path that is shared to the VM as network path then this could be a workaround for some folks on Linux.
I'll test out if this works.
The log output:
VRAMr session started 05/04/2025 12:20:40,26
VRAMrTEMP="Y:\VRAMr-FO4"
GameDir=Z:\SteamLibrary\steamapps\common\Fallout 4
StartDir="C:\Users\gkir\Desktop"
Calculated inital required drive space is ECHO is off.GB
Mod Manager is Vortex
User selected Quality preset
Destination directories are created
Directory of Y:\VRAMr-FO4
...snip...
Total Files Listed:
1 File(s)23.371 bytes
38 Dir(s) 183.403.954.176 bytes free
==========================================================================
Unpacking BA2s using Simple Extract
==========================================================================
Extracting _n.dds normal maps from your BA2 archives
This is where I get "ERROR: Files of type *.ba2 not found.".
Btw the VM runs Tiny11, don't know if that could be limiting the script.
Hope this is helpful.
1/ After optimizing all the mods with VRAMr, is it necessary to delete the Archives of the original mods to get the benefits in terms of stuttering / loading time?
2/ Does this also improve the game initial loading time (I have a1600 mods)?
3/ THe first question it is asking me is where is my mod folder (I use MO2). I it pointing by default at C/Fallout 4, however I use MO2 and my Mods are actually at C/MO2/FALLOUT 4. SHould i point to the latter?
https://www.nexusmods.com/fallout4/mods/10283
2) KyGuy89 says it best
3) point it to F04.exe
So, my question is, despite being told specifically not to, if I attempted to use VRAMr on my C drive, am I risking and long term damage to my PC, windows or anything else? I figured I might as well the C drive, but I would really like to not make a brick out of my PC.
The reason I state not to is because not everyone is as tech aware as you....running C:\ below 5% free space can be fatal for Windows, even if temporarily. You also have Windows User Account Control that gets awkward with writes to the root drive.
So, provided you have atleast 1.2x (ideally) the VRAMr stated disk space free, go ahead and use C: but create your VRAMr folder not in a Windows folder (users/program files) if it won't let you create the folder at right (unlikely). Once VRAMr has finished and installed into your mod manager (and play tested), you can delete the folder to free up that disk space again. Enjoy!