Weapon Subgraph Accelerator - F4SE

⭐ ⭐ (157 endorsements) 📥 3,062 downloads 📌 v1.1.0 📅 8/8/2026
🟡 Updated this year

By tryname · Performance

⬇ Download Mod Source: Nexus Mods 📅 Updated: 8/8/2026 📅 Created: 8/8/2026
⚠️ Install Order · 2 steps
1🛠️ F4SE — Fallout 4 Script Extender Download ↗
2🔧 UFO4P — Unofficial Fallout 4 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 5.1% endorsement rate — high engagement, a strong quality signal
  • 🏆 #5 of 6 Performance mods in this game by downloads

📋 About This Mod

Engine-level fix for the subgraph stutter that's plagued heavy modded load orders for years. Eliminates 98% of redundant race animation registrations and slashes load times, and gives NG/AE users a solid FPS boost.

Fallout 4 re-registers the same animation data for every NPC race, every time an NPC loads into a cell. With heavy modded load orders, that's 32,000+ redundant calls per load. The more weapon and animation mods you have, the worse the stutter, especially in cities like Diamond City where NPCs constantly spawn around you.

This plugin caches the results at the engine level. When the game asks for data it's already computed, the cached answer is returned instantly. No re-registration, no wasted CPU. Written in C++. No game files are modified.

Installation

Install with your mod manager.

Game Versions

OG/NG/AE.

Note: OG uses a fundamentally different internal structure for race animation registration compared to NG/AE. The plugin adapts to these differences automatically, but cache effectiveness may vary on OG. NG and AE deliver the full tested benefit.

Source Code

github

How To Verify

SubgraphAccelerator ships with a diagnostic config, SubgraphAccelerator.toml, placed next to the DLL. To verify everything stated here yourself, set the following and launch the game:

bEnabled = true bConsoleDump = true bLogRegister = true bHookRegister = true

Every RegisterRaceSubgraphs call is then logged to F4SE/Logs/SubgraphAccelerator.log. A cache miss runs the original function and prints its real cost (time=...us); a cache hit prints with no time field, because the original function is never executed. Opening the in-game console (~) dumps an aggregate summary: total calls, hits/misses, cache size, hit rate, and a per-race breakdown.

Measured result from my own run (OG 1. 10. 163, F4SE 0. 6. 23): 4,745 RegisterRaceSubgraphs calls in one session, 4,650 of them cache hits, a 98. 0% hit rate. That is what "eliminates ~98% of redundant registrations" refers to. It's a measured number from the plugin's own counters, and the other 2% are the first-time calls that populate the cache. The 98% is hit rate, not an FPS guarantee; whether it shows up as faster loading or fewer hitches depends on your load order and hardware, since with a hit the original function is skipped entirely.

CommonlibF4 team

Hwushen,  GhostSkylineZ - testers

My other F4SE fixes

📊 Mod Details

Game
Fallout 4 Mods
Author
tryname
Version
1.1.0
Downloads
3,062
Endorsements
157
Category
Performance
Created
8/8/2026
Updated
8/8/2026

🔧 How to Install Fallout 4 Mods

Download from Nexus.

📖 Full step-by-step install guide for Fallout 4 →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Fallout 4 commands, item IDs, and more.

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