draco1122 Posted November 2, 2021 Share Posted November 2, 2021 I have recent discovered their is a ba2 cap / limited number of ba2 files fallout 4 can load. Esp's are limited to 255, esl are like 4096 limit. But, the game can only load around 255 ba2 sets of files it appears as well. For me I can go above 253 with out crashing on launch if I unpack a ba2 to loose it will then launch fine. I can also unpack a ba2 and merge into another and will launch fine as well. I have tested this theory over the past few weeks adding new mods to my game. I am currently at 248 esp's, 445 esl's with 248 archives after merging some. Why sometimes it isn't the mod. When you disable a mod it also disables the ba2, removing it from loading. So that could be why disabling a mod makes it look like it is the mods fault. Took me a long time to solve this issue. No one really talks about it. If you using vortex you can set, vortex under plugins to only show loads archive, and see your number of ba2 file being loaded. (This per plugin so a main and textures counts as 1 not 2. I feel it is a unforeseen effect from everyone packing mods into ba2 for performance. Why you have a lot people blaming mods for ctd on launch but no one else having same issue. Theory's on number limit.This number does vary as mine is 253 my friends is 263 not sure why he can have more. Maybe due to creation club content I suspect. He has more then me so some how it allowed more.Also, have not counted total number maybe it is 255 mains or 255 textures so when my textures go above it triggers. (Note: I also have 12 ba2 files being loaded manually in my ini custom which could explain differences). Their was a post that someone suspected this and they felt it was 255 minus creation club content. Unknown if that is true. Hope that is helpful to someone. You will have excuse my grammar. I posted this to help people not offend the grammar police. Link to comment Share on other sites More sharing options...
dwarano Posted November 4, 2021 Share Posted November 4, 2021 I really think you might be onto something here..I have recently begun having a similar issue. My modlist, might be "comprehensive" but I have spent a heck of a lot of time, editing and making it all work together..Then, I add something new which by all means should really just work, but it makes my game ctd, right after creation club "initiates" on the start screen.. Have been "pulling my hair out" as to why on earth it does this..This issue you have brought forth, might actually be the answer! :O So question:I can figure out, how to unpack some ba2's, but will they still work with the mod? If esp points to ba2? Or will esp's just use the unpacked files by default instead?Also, is there a guide somewhere, upon how to merge mods, which mods can be safely merged? I am new to these 2, so my knowledge about it, is at about 0.2% Link to comment Share on other sites More sharing options...
HeyYou Posted November 4, 2021 Share Posted November 4, 2021 Loose files take precedence over archives, so, unpacking them will still have the game using them. (in preference over those still in archives) Link to comment Share on other sites More sharing options...
draco1122 Posted November 4, 2021 Author Share Posted November 4, 2021 To unpack a ba2 you can use Bethesda's archive2 tool under fallout 4 main folder then folder tools (Fallout4\tool where exe is for game). Or grab this mod here on nexus https://www.nexusmods.com/fallout4/mods/17061 To repack a ba2 you use Bethesda's archive2 tool again but use this guide to make sure it is right. https://www.nexusmods.com/fallout4/articles/1022 or https://www.nexusmods.com/fallout4/articles/3054 Link to comment Share on other sites More sharing options...
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