Well known to the community of New Vegas players and modders, there is a magic threshold/mod limit that one can have before the game engine starts to corrupt all textures,meshes and sounds in game along with any saves made whilst playing over the threshold. I have started this topic to attract anyone who has any theories on the matter and what might be able to be done.
For most people this limit is 140 mods in the LO. For some it is 150-160 or like myself, 175. I have a really good rig but I don't believe it has anything to do with this problem. Now some theories are that the object table is smaller than the actual address space assigned, even with the 4GB patch. However in contrast to this theory, if you were to start merging mods the game runs fine as long as your not over that 140-150-160-170-180, whatever limit. However I am led to believe that it may well be this theory but I think that there is a different system for the games object table underlying.
Now I first noticed something rather peculiar when attempting to use Mod Organizer. I could not run the game from it's run button even with the 4GB patch executable specified in it's menu. In fact I couldn't run it from any executable. It also corrupted my FalloutNV.exe file and I had to re-verify my cache in Steam, where it told me 10 files didn't validate O.O. Now that's a little off topic but here's what I did find intersting in Mod Organizer's logs: FalloutNV.esm STARTS AT 74 WHEN LOADED INTO MEMORY. Now that's a long way down the LO considering it's supposed to start at 00. WTF.
Now let's do some math.
If FalloutNV.esm starts at 74 then there are 138 slots left to fill. WOW. Fits the pattern perfectly .
How we work this out? Well there are 16 combinations of bytes in the first 2 when the first is a set number, or in other words 16 mods for every 1st byte's number i.e 80 through to 8f. Consider 74-7F is only 12 slots and then F0-FE is 15 slots (as the game uses FF block for non-persistent references/temporary items like all Beth games) and then we have blocks starting with 8,9,A,B,C,D,E with 16 possible combinations for each, so do the math it's 12+112+15=139, including Fallout.esm.
Now why do some people go above this limit? I have found that I can go to 175 because several of them are merged or injected at the end and after closer examination, in reality i'm running 139 mods. I have found that despite theoretical sensationalism (lol) that BSA files do not count toward this limit, although loose esp's seem to. I tested this theory with Wyre Flash ghosting technique, when I disable ghosting on several unused merged esp's the game goes to crap again.
Now I may be entirely wrong but this is the closest I have gotten to a reasonable theory, but in saying that think about it for yourself, it makes sense
Please leave your comments on the matter if you know what you're talking about and FEEL FREE to express your opinions and theories. It would be great to have some people that are experienced in these kind of things comment on this page.
Thanks all, happy modding - well at least up to 140 mods XD
P.S - Everyone should give kudos to Xaranth if you spot him - He's mostly behind what started my investigations that led me here and gave me the motivation to pursue his bug If your reading this your a legend and I'd like to see the seal of approval lol XD