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Question about New Vegas mod limit

new vegas mod limit mod cap

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#1
Visotr0n

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Hello everyone,

I was playing New Vegas and was a happy gamer. I decided to add a few mods and noticed I suddenly have black screen instead of main menu. I thought it's because of some mod, but later I tried to figure out which one and noticed - it's not about which mod does it, it's about the number of enabled .esp/.esm files counts.

My current list of mods: http://privatepaste.com/885786f000 (not working)

But if I disable 2 of them, everything works fine.

 

Oh, and it's is my files list (not sure if needed) :

http://privatepaste.com/f9d9044f0b

 

This is what it shows after the game is loaded:

http://i.cubeupload.com/LFt1TW.png

 

I'm sure you will think I'm some lunatic modding the game so much, but I just got bored with standard new vegas and want to have 2 playthroughs of highly modded New Vegas (I'm sure you all know that some of them are amazing). I already spent almost 100 hours in my current save with almost all of those mods. The game runs suprisingly fine, I have 40-60 fps, after I found amazing ini tweaks for better threading. I play maxed out. My rig is i5-2500k, Radeon HD6850 1GB, 2x4GB of RAM.

 

<- as you can see, the game even with recording software runs fairly good.

 

So, anyway, is there any way to prevent this so I can play with those mods or even add more? I thought of merging them, but I'm not really info G.E.C.K. . If you know how to solve this problem, please help :)

 

P.S. The highest number of mods that seems to work is 9C (which is 156 I believe)



#2
Ladez

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In theory the limit should be 256, but due to a bug in the engine FalloutNV.esm is loaded much later than it should be. Details here.

 

In practice the limit is therefore 139 including FalloutNV.esm. Go above that and you will start having issues.

 

You need to either uninstall or merge mods. You can merge by making a bashed patch or by using FNVEdit, either by hand or by using a script to automate the process.

 

If you're not comfortable merging mods, then you must uninstall some to bring the number below that limit. Adding more mods is out of the question.


Edited by Ladez, 13 December 2014 - 02:49 PM.


#3
bben46

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My own guess is Obsidian put something into that address space that was supposed to be reserved for mods - possibly by error, possibly for a reason. And it would just be too difficult to change now without some major rework that they aren't going to do this late in the product cycle. We are probably going to have to live with the mod limit they stuck us with - and hope they don't do it in the next game. :ermm:



#4
Visotr0n

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Thank you for all the replies!

But this is weird. I was playing for a long time with +/- 150 mods and everything was perfectly fine, no crashes (literally, game wasn't crashing) and pretty good framerates for this number of mods. And I add 1 mod and suddenly nothing works. Weird.

 

How can I merge 2 esps? If I'm correct, the best way is to first create pack with files (textures, sounds etc.) from a few mods in 7z and then add to it an esp file of those merged mods. Is there an easy way of merging esps together without breaking anything? How can I do it using FNVEdit? Because I only figured out how to make merged patch, but I think it's just patch allowing conflicts to be resolven (giving new ids to conflicted items etc).

 

I would appreciate any help you give me to how to merge 2 plugins without breaking anything. Thanks :)



#5
Ladez

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I use FNVEdit to merge plugins by hand and that's too complicated of a process for me to explain here. You can use a script to automate the process, like this one from the Skyrim Nexus. It should work just fine with FNVEdit as well. You can also look into creating a bashed patch, I believe merging whole plugins is a feature of those. If you do a few searches on Google you should be able to find some guides to help you with this. Good luck! :)



#6
Visotr0n

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Thanks for all the replies! You were very helpful, but I found the greatest tool of them all!

http://www.nexusmods...as/mods/39655/? <= FNV Plugin

 

It allows to open every esp/esm and merge another plugins into him (of course you can save in different name). I had a bad time making Craft Pack and Case addons merged, because they consist of 42 esp/esms (It's f***ing hilarious, great mod, but made that way to advertise this modder's utility to install and merge mods). But I did my best, cleaned duplicates (NV Bounties when I have NVEC for example) and now I have a lot of free space for new mods. I even installed about 10-15 of new mods. This playthrough will be awesome.

 

I wrote this just because maybe someone will be looking for fast and easy way of merging plugins (addons). FNV Plugin does everything for you, it's a lot easier than FNV Edit that I can't really get (I mean, I merged some 2 plugins using script, but still, it's not as user-friendly as FNV Plugin).

 

I only tested if the game opens, I didn't play it yet, but I think everything will be ok. Again friends, thanks for help!



#7
Ladez

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I am familiar with that, it's a neat little tool. I only forgot, because I haven't used it since moving on to use FNVEdit. :P







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