PuffDuff Posted November 4, 2009 Share Posted November 4, 2009 Hi, I seem to have this propblem that when I load over 200 mods my fallout 3 starts behaving wierdly, And I've merged mods so that my plugin count is 170 (I merged them with plugin utility) so whenever I start the game It just doesn't work my fallout behaves strangely, I see exclamination marks when I use my pipboy my char loses her clothes so I just see floating heads and hands, inc weapon, backpack. I've attached an image of what happens after I take out my pipboy and 30 secs later the game crashes. I couldn't find much help when I googled it so if anyone knows why this happens please help! Link to comment Share on other sites More sharing options...
csb Posted November 4, 2009 Share Posted November 4, 2009 No offense to the FO3 Plug-in utility, it's great for quick-fixes to small mods that aren't likely to conflict. But for heavyweight mod merging you really need to use FO3Edit by ElminsterAU (and get Miax's great FO3Edit Guide - Web-enized to learn how to do it). This is a heavy-hitter, do everything utility for such purposes. What you describe are resource failures ... the merged mods got merged, but not the interaction of critical ONAM and other records need to tap resources, I am not entirely sure FO3 Plug-in correctly masters the two merged mods and merges their FormID references properly. Without the MASTer reference in the Header section, the resources of the mods won't be "accessible" to the other. Secondly, you need archive invalidation to be disabled. Fallout Mod Manager (FOMM) by Timeslip has a function that does this for you (Toggle invalidation). Hope this helps get you started down the right path. Link to comment Share on other sites More sharing options...
PuffDuff Posted November 4, 2009 Author Share Posted November 4, 2009 No offense to the FO3 Plug-in utility, it's great for quick-fixes to small mods that aren't likely to conflict. But for heavyweight mod merging you really need to use FO3Edit by ElminsterAU (and get Miax's great FO3Edit Guide - Web-enized to learn how to do it). This is a heavy-hitter, do everything utility for such purposes. What you describe are resource failures ... the merged mods got merged, but not the interaction of critical ONAM and other records need to tap resources, I am not entirely sure FO3 Plug-in correctly masters the two merged mods and merges their FormID references properly. Without the MASTer reference in the Header section, the resources of the mods won't be "accessible" to the other. Secondly, you need archive invalidation to be disabled. Fallout Mod Manager (FOMM) by Timeslip has a function that does this for you (Toggle invalidation). Hope this helps get you started down the right path. I haven't tried Fo3edit yet I have it though, What I mean is that merged plugins doesn't help the "maximum mod count" for example if the modlimit would be 255 and I merge 40 mods so that when I copy load order to clipboard it says 215 plugins active 255 total plugins and then I would add a new mod that contains 1 esp so that if I wouldn't have merged the plugin count would exceed the modlimit and even though I merge it seems that happens, if you know what I try to explain my english isn't that good... Link to comment Share on other sites More sharing options...
csb Posted November 4, 2009 Share Posted November 4, 2009 I know exactly what you mean! :smile: I have a lot of little mods that change a single game setting or fix a single game nerf. The trick is to use FO3Edit to combine the mods (in an altogether new one) without having to use them as master references (and defeating the purpose of lowering the mod count). Better still is to use GECK and build a whole new mod, using the installed mods as a "model" ... this will ultimately be my solution for all the little mods I have, with the new mod replacing all those others. While it is achievable in FO3Edit, really the best place to accomplish such things is in GECK. Link to comment Share on other sites More sharing options...
PuffDuff Posted November 5, 2009 Author Share Posted November 5, 2009 I know exactly what you mean! :smile: I have a lot of little mods that change a single game setting or fix a single game nerf. The trick is to use FO3Edit to combine the mods (in an altogether new one) without having to use them as master references (and defeating the purpose of lowering the mod count). Better still is to use GECK and build a whole new mod, using the installed mods as a "model" ... this will ultimately be my solution for all the little mods I have, with the new mod replacing all those others. While it is achievable in FO3Edit, really the best place to accomplish such things is in GECK. I tried to do that with some weapon/armor mods that just places 1 weapon/armor into the wasteland but the thing si that I didn't find the armors and weapons in geck so do I need to make an esm out of those esps to be able to place the objects where I wan't them and just use 1 esp instead of using 20 esps? Link to comment Share on other sites More sharing options...
csb Posted November 5, 2009 Share Posted November 5, 2009 In GECK, load the mod you want to copy from as well as yours by checking them in the list, but do not set the resource mod as Active, set your mod Active (or none active if creating a new mod). Link to comment Share on other sites More sharing options...
PuffDuff Posted November 5, 2009 Author Share Posted November 5, 2009 In GECK, load the mod you want to copy from as well as yours by checking them in the list, but do not set the resource mod as Active, set your mod Active (or none active if creating a new mod). Thanks I'll check that out, but does that allow me to uncheck the other esps after I made a new one with GECK? Link to comment Share on other sites More sharing options...
csb Posted November 6, 2009 Share Posted November 6, 2009 The idea is to have the other mods loaded, but not Active, so you can either (a) mimic the mods and create from scratch or (b) utilize their resources. Not sure if this creates a "master" dependency to that mod or not ... lol ... I'm still learning the ins and outs of GECK myself. Link to comment Share on other sites More sharing options...
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