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Working edits and mods exist to run higher framerates, but are totally use at your own risk, and if cumulative errors muck up your save they cannot be repaired. And if you run higher fps without the fixes you will experience dropped or broken scripts and weird physics even sooner.
High FPS Physics Fix and Load Accelerator - https://www.nexusmods.com/fallout4/mods/44798
Not only does the mod fix this issue, but it also comes with a load accelerator and it increases the text speed on terminals (text displays quicker, maglock doors open faster, etc.), which is a nice feature.
The problem is the way, scripting is tied to fps. Basically every vsync the scripts get a certain amount of time to do thier thing. More fps == less time. This isnt a problem, as long as you dont run script heavy mods (i.e sim settlement). But if a script doesnt have enough time to finish, it schedules the unfinished part to the next vsync. If this happens often enough, the engine start to choke and eventually crash
The script issue is not strictly-speaking a 60 fps issue but more an issue caused by insufficient cpu performance, regardless of the fps above or below 60 fps. The recommendation for Skyrim SE was to cap fps to a level below the maximum fps that the hardware could reach.
These issues are more correctly frametime issues and not fps issues. Frametime is the time it takes to draw one frame. Fps is an average over time.
Baka ScrapHeap - Script Memory Limit Expander
https://www.nexusmods.com/fallout4/mods/46340
Multiple scripts on the same object are even worse, basically each delayed function call takes a "ticket" and the engine handles each call in the order it was made; so, two 10-function scripts that start running on the player simultaneously, for example, will typically run "function A, call 1", "function B, call 1", A/2, B/2, A/3, B/3...and so on to A/10, B/10.
If there were a 10-call (A) and 100-call (B) function in the same circumstances, calls from functions A and B will behave similarly: A/1, B/1, A/2, B/2...until A/10 finishes around frame 20, and function B is free to run B/11, B/12 etc uninterrupted, finishing around frame 110.
There's also another overall limitation on how long the engine will dedicate to the Papyrus VM per frame, shared across all currently running scripts, which is typically 1.2-2.4ms (fUpdateBudgetMS + fExtraTaskletBudgetMS ini settings). This is typically only relevant when there are either a lot of scripts running code simultaneously (like 30+), or some compute-heavy pure Papyrus threads going on, but that sort of code is rare.
Technically it would probably be best to scale these down with framerate because the default settings were targeting max 60 FPS, where Papyrus is allowed up to 14% of overall frame time. At 144 FPS that's bumped by 2.4x to 34%. In reality I don't think it's a big deal.
The inherent instability of the game's framerate + interference from other scripts means that any sanely written script cannot rely on inherent script engine delays to work because you can never know how long a script is going to take to execute other than "at some point in the future". So if timing is important then your script must use one of the following:
--events
--timers via StartTimer()/StartTimerGameTime()
--manual delays via Utility.Wait()/WaitMenuMode() (often combined with some form of
--polling to wait for something to happen)
--manual timing via Utility.GetCurrentRealTime()
None of these are affected by FPS in any meaningful way.
Any other delay in a sanely written script is pretty much just an annoying thing that you have to put up with because FO4's script engine is, generally speaking, very slow—and it follows that increasing FPS, which speeds up the script engine, is strictly a positive thing. As far as I know, all official scripts can handle whatever FPS without issues, so the only place where faster scripts might break something would be in (very) poorly written mods.
TL;DR; Yes, scripts are faster at high fps and it's a good thing.