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Some Fnv questions.


Mrhappyjello

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i just have two questions, One, why isn't archive invalidation in nexus mod manager working cause i have a lot of red exclamation points, speaking of which neither is archiveinvalidation invalidated, am going to try the archive invalidation generator mod and two is about FnvEdit. So the thing is that I heard that you could merge mods into the same master file and when i went into the manual it said that you can then delete or deactivate those mods and only have the new master file loaded, so does this mean that if i were to say have 25 armour mods and was at the limit as in i couldn't load anymore esps or esms, and were to split those 25 into 5 master files then could i add another 20 esps or esms?

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To answer your questions in order, you have missing meshes, not textures, so trying to correct this by toggling archive invalidation won't work. You either have mesh files not properly installed or you have exceeded the limit for plugins.

 

You cannot necessarily do this. It isn't about the number of mods, but about the amount of data that has to be processed. If you are using very large mods, the number of mods you can have is reduced. If you have a lot of small mods, the number of mods you can have is increased. It is all about the cumulative data that has to be processed. You also have to take into consideration those mods that do not have an .esm or .esp, such as texture mods.

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Thank you, when i first saw this i thought you know that it was awesome then i thought about it a bit more and it made less sense cause the game still has to process that data, and if this were true than what would be stopping people from creating four gigantic master files, but thank you for the confirmation, do you by any chance happen to know what the advantage of merging mods into master files is, other than to clean up the load order?

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