TL;DR: DO NOT TRY THE BETA UNTIL YOU HAVE READ WHAT I HAVE TO SAY HERE. I AIM TO SAVE YOU SOME TIME AND HASSLE BY NOT NEEDING TO BOTHER WITH IT....HOPEFULLY
Where to begin? The beginning I guess. Got the Valley DLC update on the 13th. Totally broke my game. Unplayable .5 FPS nightmare. Did some looking around to see what other folks were doing about it. Heard someone say reinstalling the game fixed it. Tried that. Didn't fix it. It appeared to work briefly. When I tried running them game immediately after Steam said it was ready to play. This was as soon as the game was installed, but the workshop mods were still being installed. I'd saved the workshop contents folder before uninstalling the game. In hopes I could avoid the waiting for 11GB of mods to download by using that as a backup. Didn't work, game said no mods there after putting it back where it goes. I didn't want to play without workshop mods, so I closed the game and waited for them to finish downloading. Got pissed off at that point and pitched a fit that my plan didn't work and I ended up having to wait for mods to download anyway. Made some angry posts, here and over on Steam.
I decided I couldn't wait to play until all the mods downloaded, so with about 50% still remaining I started the game up. Instantly realized that the game was no longer working. Same as before reinstall. Got back on here and read a post saying to unsubscribe from all mods after reinstall and that would fix it. I then made a post about having figured out that it had something to do with mods. But I'd made up my mind I was not going to be unsubscribing from mods, unless it was going to be the last thing I did. I decided I was going to try and find a better way. Around about that time the workshop mods were 95% finished downloading. I started the game up at that point and...BAM...it was working perfectly again. So much for the unsubscribing from mods idea. SO GLAD I DIDN'T DO THAT! No reason to. Game's working perfectly without it. Took the time then to go back and edit my post to reflect that.
2.5 days transpire. During which the game is working flawlessly. The today I start it up and it's broke again. Decided to try the beta. And THE BETA FIXED IT. But, and this is A BIG BUT, it broke SpintiresMod v1.6.8 in the process. NOT GOOD!!! I need that!!!
So I threw up another pissed off post here. To which I got this reply...
@shadowsincere said in Microstuttering after update (Fixed - Workarounds):
@mudhappy Same shit happened to me too, didn't try the beta though.
Once again go to single player > manage mods and delete all no name (blank) mods.
Fixed it for me but yea the big question WTF happened that suddenly a bunch of mods disappear....
Hmmm I thought. I'll bet he's onto something there. I wonder what it is? I noticed when updating SpintiresMod from 1.6.7 to 1.6.8 that he'd changed the way his program was listing the names(or lack thereof rather) of workshop mods.
Used to look like this with 1.6.7...
Looks like this now with 1.6.8...
So what's up with that? Is there a problem with the names of workshop mods? I believe I have all the evidence to prove once and for all that YES...THERE LIKELY IS!!! And it's a "problem" that Focus has actually created, and needs to rectify ASAP!!! Without a beta that breaks things as much as it fixes them. JUST FIX WHAT NEEDS FIXED...AND NOTHING MORE!!! You know exactly what the problem is. It shouldn't be that difficult to undo it without a beta that breaks things that don't need broke. Hell...you don't even need a beta PERIOD!!! You just need to tell us what's going on, and the simple way to fix it. Which is actually A WHOLE LOT EASIER AND DOESN'T BREAK ANYTHING!!! But no. Just pretend like you don't know what's going on and make me do all the work here. Whatever.
So here's the deal with it. Just do like he says and...
go to single player > manage mods and delete all no name (blank) mods.
"But I don't want to delete any mods" you say. Yeah...me neither. But trust me on this...YOU WON'T REALLY BE DELETING ANYTHING. Aside from the damage done by the Valley DLC update. Here's what/how/why...
This list of mods here is corrupted by 10 invalid entries.
Wherein lies THE ENTIRE PROBLEM!!! Just delete those entries and...BAM...you're done! You don't even need to restart the game. Like magic it will start working perfectly as soon as you delete ALL(could be more or less than 10 for you) the empty spaces and click OK. If you're confused by how to do that, it's super easy. Left click on the empty spaces in the list(individually/one at a time) and, after highlighting them, left click on <<. Do that for each instance. Then left click on OK. If it doesn't immediately fix your game, go back through the list again. Because you missed one(or two or however many).
How can I prove it's not actually deleting any mods? I'm sure I can. But I have enough valid reason to not bother counting each and every mod before and after to be 100% sure. So I haven't. But hear me out and you'll see why I think what I do.
The problem seems to be with just that manage mods list itself. I thought(and still think) it might also have something to do with these strangely named mods that I'd found in the billboards before deleting the empty spaces in the manage mods list(or why would the beta correct that? more on that later). I checked the billboards again after to see if they were being deleted or not. And they were NOT DELETED. Nor were any other mods that I could tell. And when I searched for mods afterwards, in manage mods, "No available mods found!". Coincidence? I think not. Now for the pics of before and after.
The 12 oddly named mods I found prior to deleting the empty spaces in the list(without the beta installed, more on that later).
The same 12 oddly named mods after deleting the empty spaces in the manage mods list. Only in different places this time.
Now what does the beta have to do with all this? Good question. As stated, the beta works. I've tried it. I don't know exactly how. But I do know what it does and what it doesn't do in regards to the manage mods list and the 12 oddly named mods in the billboards. Which I believe is of crucial importance.
It doesn't fix the empty spaces in the manage mods list. It ignores them somehow.
It does fix the names of the 12 oddly named mods in the billboards.
Other than those 2 things I don't know exactly what all it does. Well...besides knowing it's not needed to solve the problem, and is therefore a waste of time, and that it breaks SpintiresMod.
Pics for #1 are above(no need to post them twice, same 10 empty spaces as before).
Pics for #2 are right here. All 12 mods with more normal looking names.
Pics for #3? You'll just have to trust me that it's all true.
So what's really going on with all of this? I think it has something to do with the empty spaces in the manage mods list, 100% certain of that actually. But these strangely named mods that the beta fixes might be a part of it to. Something's going on with all that. Frankly though, I don't really know what, and I don't really care. Why 10 empty spaces and 12 strangely named mods? How's that add up? Again, don't know, don't care. All I care about really is that I get to play my game now with SpintiresMod v1.6.8 installed. And so far as I can tell I didn't I didn't lose ANY workshop mods in the process. And I didn't need to do anything but delete some empty spaces in the manage mods list to fix the stupid problem THE RIGHT WAY!!!
NO BETA REQUIRED!!!
Sidenote: I tested all of the mods with the strange names with the beta and without. They all work just fine with and without the beta. So the problem IS OBVIOUSLY NOT with the mods themselves. So why delete, and/or unsubscribe to, any workshop mods? Too lazy to just delete some empty spaces in the manage mods list would be the only reason that I know of.
Of course I could be wrong about all of this. But I highly doubt it. Well see I guess...