JimmyRJump, you are SO on it! Have been getting up to speed thrashing around in xedit for FO4, and just wanted to redirect peeps Away from eslFE(s) as a final solution to load order.
Merging mods is where it's at from my observation(s).
The 256 is still mathematically applicable (it's a hexadecimal thing 16x16=256 the first two numbers of the 8 digit form ids from what I can follow). Now i am pretty new to this all. But by my understanding (accepting corrections where applicable), fallout4.esm takes [email protected], and ALL esls take another [email protected] (FE 000-FFF, sort of a diverted hook???) leaving 254 "slots". That has been my target and goal. Exceeding that number CAN be done but can't figure out how based on the math, so I'm sticking to this based on something MatortheEternal alluded to about internal engine limits.
At any rate, that is why my $0.02 worth is to "merge those plugins", but wisely.
Currently have 345 Installed Mods, 286 Total Plugins, but 254 "Active Plugins" According to NMM and that includes Esls.
You can find the approximate number of Esls installed by loading NMM, clicking on the plugins tab, and looking at the last "Index Number" since it excludes ESLs and disabled ESP/ESMs.
In my case that is 221, subtract that number from Active Plugins (254-221) = 33 [Esl]s (which looks to be about right at a glance, give or take a few disabled ESPs).
ESLs suck at overwriting, since they come in too early, and htey all hang in 1 load slot.
But merging mods gives you the results you want without having override or patch. Or when you do it's half sorted out already.
The mod manager really doesn't matter much, it is just a tool mostly for tracking files, and automating the LO rewriting.
NMM gets a little screwy but no worse than any other MM from what I can tell.
GENERAL HELP WITH NMM
Don't leave NMM open for a long time unattended, save profiles, close and reopen frequently. (Think that's a windows idle memory cleanup problem).
ALWAYS install from local files AKA "Manual" to save frustration. (Updating is overrated- if your stuff works already).
Always use the green check mark on the left not "Right-Click->Install" (don't know why that don't always work right but there, I said it).
Keep a Download Archive APART the from folder you are installing From.
(Always install from that Same folder).
(Unless mod is a merged plugin from Merge-Plugins program):
If NMM ever wants to overwrite files in the "Virtual Directory" let it.
Then uninstall the mod, open NMM's "Virtual Install" folder, delete the new plugin folder it created, close and reopen NMM, then reinstall the mod. Same applies to reinstalls that get stuck/messed. Easy Breezy.
Uninstall/Delete old version THEN install updated mods.
Uninstall/Delete THEN install again has more exacting results than RIght-Click->Reinstall.
I made a few tools short of real mods that help NMM/Fallout 4 function better:
Make a text file named meta.ini zip it, and install it through NMM. Then if any mod wants to overwrite it say "No".
That way NMM is only ever tracking one mod for that file, (and it's benign).
If you screw up and one gets past you just reinstall the dummy mod.
Also made batch files that delete desktop.ini's in all sub-directories, since I have seen them sneak in with mods and the game will read those of it's own accord resulting in... ?
Put this in a *.bat file and drop it in your game root directory:
"DesktopIniRemover.bat"
@echo off
echo About to delete all desktop ini files in this directory and subdirectories.
echo Add /q to command line to delete without confirmation.
echo press "Ctrl+C" to Cancel or Enter to Continue...
@pause
echo seeking out vagrant desktop.ini files...
del /s /f ".\desktop.ini"
echo Command executed as requested!
echo All "desktop.ini" files deleted from directory and all subdirectories.
echo Close window to Exit.
pause
Just double-click on it and it goes...
Hope that helps someone.
Cheers!