Guest deleted228369666 Posted October 23 Share Posted October 23 Hello. i use the NMM mod manager, and i want to add extra mods, and don't stop to 255, because after that the number get red and the game not going to start ? or is start to crash more often ? Thanks. Link to comment Share on other sites More sharing options...
showler Posted October 23 Share Posted October 23 You'd have to make any others use the ESL or ESP-FE "Light plugin" system. Or learn to merge multiple mods together. The 255 mod limit is a limit of the game, not the mod manager. 1 Link to comment Share on other sites More sharing options...
Guest deleted228369666 Posted October 24 Share Posted October 24 Thanks for the answer. My dream is i know everything about FO4Edit so i merge all my build mods to 1 mod, but i think this is extreme boring and i don't want to spend my time like this. Some mods i think are not made to merge it's other. i have many esl mods and the NMM with esp mods tell 255/301 After 7 or 8 years, people made mods, the best quest and new lands are under 10 for each category. There many mods to build stuff, that is the true. i want more DLC for Fallout 4. Fallout London is not a mod and is not for free, and is a new game because it needs a new start, start with the Bethesda logo and can't get to the map, if not complete the first ..quest.. --Also, from Fallout London, no one can load a save from Fallout 4, even with mods, because is not somewhere a portal to go to Fallout London map. That's all. Link to comment Share on other sites More sharing options...
subaverage Posted October 24 Share Posted October 24 You can inform yourself about how to flag a mod as esl in FO4Edit. If it's ok it gets it's esl flag and doesn't count for a full modslot any more. If it's not possible you stll can try to compact ids as long as the mod is no master for others and try to set the esl flag again. I have more than 400 active plugins and still about 30 full mod slots left. Fallout London is a mod and it's still free as it seems and can be installed as a mod acc. to this https://fallout4london.com/release/ and there is a mod that let's you switch between London and Boston. https://www.nexusmods.com/fallout4london/mods/17 It has disavantages though. If you want to try FOLON some day I would highly recommend to make a copy of your entire game folder + the Fallout 4 Folder under ...\Documents\ My Games + the Fallout 4 folder under C:\Users\*your username*\AppData\Local before you install FOLON so that you easily could revert back. You would have to make sure that your game version is the english 163. After installing FOLON it's best in my eyes to disable all your mods, because FOLON is not compatible with every FO4 mod. You could later try to reenable your mods one by one or blockwise. Link to comment Share on other sites More sharing options...
jjb54 Posted October 24 Share Posted October 24 I can tell you that with Nexus Mod Manager - Yes, you will get a "RED" text at the bottom that one exceeded the "limit". * I have in Skyrim SE/AE = 282 mods running just fine. * Fallout 4 I have 371 mods and it runs fine. You do have to play a bit w/the load order ( Loot ) is a good start, but there are some mods that LOOT puts in the order it is program to do and you may have to manually move down the load list to get various mods to work properly. Link to comment Share on other sites More sharing options...
WaRi0 Posted October 24 Share Posted October 24 You can use Merge Plugins to easily merge small mods together and save space in your load order. Get it here. It works on both Skyrim and Fallout 4. Link to comment Share on other sites More sharing options...
fraquar Posted October 25 Share Posted October 25 Get out of your head right now the idea of merging everything. You want to avoid scripted mods like the plague when merging. Ex. I wouldn't bother trying to merge XM2010 Enhanced Sniper Rifle. Too much scripting magic is behind some of that functionality. 1 Link to comment Share on other sites More sharing options...
Guest deleted228369666 Posted November 3 Share Posted November 3 i use NMM community edition. Try to use the latest version of Mod Manager 2.5.0 with installed 313 mods, both esl and esp -because they tell me, that someone at forum, write that he add 700 mods ! i try to start the game, and it don't work at all. So i delete 10 mods and try again. Nothing. Delete more mods and the game start, but don't load any save, even close to 255 mods limit. So i go back to NMM community edition with 254 mods, try to decide if i finally use the Project Valkyrie mod, or not. i like the peace solution for every faction. if i let institute win, i can't use the workshop at airport. if i let Brotherhood win, and destroy institute, only with Project Valkyrie mod active, i can have 2 new settlements in a new remake institute. i don't like, killing Railroad people. Minuteman faction, well, they useless after all. if someone live at America and have ...big money and play Fallout 4, well a person like that, maybe he can choose and pay for their services, some experience mod authors, to solve this huge 255 limit mods problem. i live at other continent and i don't have money. That's all. Link to comment Share on other sites More sharing options...
BlazeStryker Posted November 5 Share Posted November 5 Guys, guys, guys. This is stuff we old hands had to get our heads around years back. 1) the limit is 255 ESP or ESM plugins. Many mods can be given an ESL tag and those are honestly preferable to straight ESLs because you can play at the load order and keep them all behaving well together. 2) Mods might easily require other mods or conflict with one another. pay close attention to that. 3) It's unsafe to remove mods from your load and keep running the same save. If you do, start over. 4) There may not be a button to quickstart it in NMM but Wrye Smash works for Fallout 4. It's very useful for keeping track of load order, keeping a BASHED PATCH, and checking what can be esl-tagged. Link to comment Share on other sites More sharing options...
fraquar Posted November 9 Share Posted November 9 I will never have a plugin list that hits the original game limit. That doesn't mean I'm limited to using that many mod that the limit restricts. ----- Understand 2 things. 1) What do you intend to add to your game 2) Merge like mods that you intend to add to your game. ----- Ex. I merge the Remington NMA, the Colt SAA, Toggle Revolver Fanning - Wild West Cowboy and support for both Bullet Counted Reload and Tactical Reload into 1 mod. 1 .ESP instead of 3 and a patch that needs to be ESLified. If there were more classic revolvers that warranted inclusion - I'd merge those too. Link to comment Share on other sites More sharing options...
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