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Maximum Number of Mods? "Number of Doom"?


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Hi there, I am currently running about 180 different plugins (I'd rather not say mods because some mods have multiple esp/esm files). Normally if I have missing mods or conflicts or whatever the game would start up for a second or two and then crash. This time though, when I recently installed a bunch of mods my game would start normally until it reached the Obsidian logo before loading the main menu and after a few seconds would crash.

 

I've experimented with activating/deactivating plugins and it doesn't seem to be any actual mod conflicts/bugs/errors but rather a 'limit' that my game has reached. I've done some searching and came across some feller talking about a "Number of Doom", the number of plugins in which the game can reach up to. I was a little disappointed but further explored any workarounds and I've found many conflicting answers such as 'nothing else you can do but make room' to 'just merge plugins'.

 

I'm hoping somebody can help me out here, especially if merging is an option. I've tried to merge using FNVedit but I can't seem to get any actual merging. Most of my modding knowledge is just from trial and error and interpreting results but if I can get some help with merging (or at least tell me if it's a waste of time or not) that'd be fantastic!

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All of Bethesda's modable games have a hard limit of 255 esp/esm files you can load; this becomes more complex in Skyrim than previous titles because it lacks a simple merge function in it's CK and can choke on BSA's and save files as well as the usual esp/esm limit. However each individual's actual limit will vary depending on their skills as a mod user and the capabilities of their system.

 

Merging is a good option, so is judicial use of save profiles. I'm not familiar with the exact details on mod merging in NV as I've not felt the need for that many mods to begin with. Either there's a function in the GECK, or you'll need to use a third party tool to merge. There are lots of different ways to merge but be aware that a 'merged patch' is not the same as a 'bashed patch' and a 'merged file' can be a whole different thing entirely.

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All of Bethesda's modable games have a hard limit of 255 esp/esm files you can load;

True. However, in practice, due to a bug in the Gamebryo engine, if you run the game with more than 139 active files (ESPs, ESMs and BSAs, combined), you are guaranteed to run into serious issues. This becomes more and more likely as you advance in the game; The risk of having corrupted saved games also increases dramatically the more mods you use.

 

You may want to check out this video, made by Gopher, where he explains in detail the process of making merged patches (using FNVEdit). This FNVEdit guide is also extremely helpful.

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*Edit merged patches do not merge plugins; they merge formlists and record alterations. Unless you really know what you're doing, it's best not to delve into plugin merging at all. Instead, prune things you really don't need from your load order or find alternatives to mods that require a large number of plugins.

 

As Jazz stated, anything over 139 is going to cause major problems in FNV. The limit should be 254, but a bug in the New Vegas engine offsets plugin indexes into memory reserved for other data.

Skyrim actually does not have the normal limit of 255 plugins, according to Arthmoor.

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139-140. (139+merged patch esp) You can really "Merge" mods by doing this: (WARNING: BACKUP .ESP, AND JUST MERGE VERY SIMPLE THINGS LIKE WEAPONS, OTHERWISE BAD THINGS WILL HAPPEN. MESSED UP TEXTURES AND SUCH)

 

First open the geck, load only fallout nv master, and save as anything.esp then open FNVEdit, check your new esp plus the ones you want to merge.

 

Now, right click on everything under "file header" of all the mods you want to merge and "deep override copy" and select into your new esp. do this for all the things:

 

example:

 

something.esp

 

File Header

Armor

Quest

Script

Worldspace

 

you right click on all but file header and do what i said. When you're done go to the file header of your new esp and above all masters there's an empty space, right click it and "Delete masters". Just delete the ones you have merged. If your mod also needs masters like the dlcs or pre-order packs leave them there.

 

Masters:

Master

MAST - Filename FalloutNV

Master: CLICK HERE

MAST - filename Weapon1

Master: AND HERE

MAST - filename Weapon2

 

Then save. Now, there's a chance some minor things get messed up like the weapons sounds, leveled list or so. But it's easy to fix if you put some hours in the geck.

 

There might be better methods, i don't know. This method is the only very-noob friendly i could find, tho. I hope it helps.

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Thanks for the replies everybody! I am well over the 139 limit before, but I cut down a lot of unnecessary mods. I like the immersion of it. Anyways, I'll definitely try some of your guides, as I really am addicted to mass over-modding my game. :/ I have about 17 gb of mods.

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  • 2 weeks later...

 

All of Bethesda's modable games have a hard limit of 255 esp/esm files you can load;

True. However, in practice, due to a bug in the Gamebryo engine, if you run the game with more than 139 active files (ESPs, ESMs and BSAs, combined), you are guaranteed to run into serious issues. This becomes more and more likely as you advance in the game; The risk of having corrupted saved games also increases dramatically the more mods you use.

 

 

I've never had that problem and with the exception of the Fallout games - I routinely run over 200 mods in all Bethesda's moddable games. Of course I am an experienced mod user and have been for nearly 10 years.

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