Purr4me Posted February 12, 2013 Share Posted February 12, 2013 (edited) I'ma bring the dead horse back but I think it's worth it. Can anyone confirm a solid fix or at least identify the root cause of this whole stupid bug. So far seems these are the theories: 1. Game can't read past a certain number of mods - likely but not my favorite theory 2. Game has a limit on the total number of RECORDS/OVERRIDES that it can process - again not my favorite 3. Game has a fatal flaw in it's code that prevents the game from using past "x" amount of memory even with the 4GB patch - my favorite for sure, makes perfect sense since the rest of the game is so badly implemented 4. Conflicts - AS IF. 1. Answer: Merge the files, then repair the merged data. 2.Answer: remove duplicated data. 3.Answer: This my friend is not the esm's or the esp's, but all the other data loading per cell, Textures and mesh files. this also can be addressed and cut down too. 4. Answer: 1 -> 3------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Example: Fix: Bad Size 1180x1532 => DXT1 = Textures\warzones\NYC SUBWAY MAP.dds (1178Kb => 1365Kb) Compressed: RGB => DXT1c = Textures\creatures\smbehemoth\mutantmeatcapbrain.dds (341Kb => 42Kb) Compressed: RGB => DXT5 = Textures\creatures\smbehemoth\mutantmeatcapbrain_n.dds (85Kb => 21Kb) Compressed: RGB => DXT1c = Textures\creatures\smbehemoth\smbehemoth.dds (5461Kb => 682Kb) Compressed: RGB => DXT5 = Textures\creatures\smbehemoth\smbehemotharmor.dds (5461Kb => 1365Kb) Compressed: RGB => DXT5 = Textures\creatures\smbehemoth\smbehemotharmor_n.dds (341Kb => 85Kb) Fix: Alpha Channel => DXT1c = Textures\creatures\smbehemoth\smbehemoth_n.dds (874Kb => 111Kb) ------------------------------------------------------------------------------------------------------------------------ Textures\creatures\smbehemoth\smbehemoth_n.dds ... DXT1 410x410 => DXT1 512x512 (111 Kb => 170 Kb) => Fixed Bad Size ------------------------------------------------------------------------------------------------------------------------ How many mods are loaded in this condition? It does add up fast ! Now from my experience - I'm up to 175 mods active - can't go any higher - BUT HERE'S THE CATCH - I can go higher, as long as the mod or plugin DOES NOT CONTAIN Worldspace data or cell data. HOW VERY INTERESTING. The mods are made using the source, what you speak of here is redundant repeats of data not required for the engine but rather the individual mods. A I've gone to extremes and extracted out the NV.exe. Whilst I can't findall the sections necessary nor view it properly I can see enough to seehow bad they have made this game. I can't believe it runs. It's like awhole port of TES4 with null ref's added to most of the original contentand the new stuff whacked straight on top. yes, very disappointing but, because you can see it, means you can figure a work around and fix it. Now I am definitely going to change my opinion as to which theory I believe in: Has to be a hard limit of mods or it has to be the number of records in total that the game loads. I have tested memory and I can get the game up to 3gb. With another large mod installed of any kind I can sit at 2.3gb and the game's resources go nuts, no menus etc etc etc. We need a disgruntled player to go in to Obsidians office and put them at gun-point for this s*** XD. f*** that, but still.... On this matter, eh, well NVEC has how many mods in it? I lost count. On fallout 3, I have only 1 esm file, My master mod, it contains over 300 + mods in it, way past any limits and the game flat rocks out.+ I have about 80 or so newer mods I am still testing. Best amount of ram seen so far used at any one moment 1.2 gigs, most of the time it's around 860 mb. This includes Nmc's data, a floral mod, all your best mods, and total data in the game 35 gig's. That's what it means to figure out a work around, they can make a better effort before release, I agree, but we have what we were given.it's up to the user to fix the problems. Kitty. Edited February 12, 2013 by Purr4me Link to comment Share on other sites More sharing options...
Raven405 Posted February 12, 2013 Share Posted February 12, 2013 That's right Isabell the safe maximal amount of mods that can load in NMM or FOMM is 140 mods more than that you will get funny moments with red exclamation in your play. Too much add texturing mods or animation can make your system can't recognize it and sometimes you will lose many patterns or losing animation like weapons animation or running animation. Link to comment Share on other sites More sharing options...
rmp123 Posted February 12, 2013 Share Posted February 12, 2013 i too can say that i have seen this same problem with a number close to 150. for a long time i hade problems where i would be walking and suddenly lose the texture for a gun or an entire mesh and alsways thought it was a newer mod i had added. i even tried contacting the maker of said mod and he reassured me his mod couldn't be the problem as it didn't alter the things i was losing. after removing some less then necessary mods i soon realized that after i got it down past 150 (im unsure what my actual limit is ) that i could play fine with all the mods i want Link to comment Share on other sites More sharing options...
luthienanarion Posted February 12, 2013 Share Posted February 12, 2013 The number of assets and/or records loaded is irrelevant. There is a bug in the game that causes corruption of data when the total number of loaded plugins and BSA archives approaches 140. You could load 140 blank ESP files and trigger the bug. Link to comment Share on other sites More sharing options...
Xaranth Posted February 12, 2013 Share Posted February 12, 2013 The number of assets and/or records loaded is irrelevant. There is a bug in the game that causes corruption of data when the total number of loaded plugins and BSA archives approaches 140. You could load 140 blank ESP files and trigger the bug. That's actually not the case, or at least not entirely the case. We've been testing this more and it's certainly got something to do with the number of formIDs combined with the number of plugins. Example: A plugin with a single NEW record in the object table causes faults, although I don't remember if it's a new record or just an override that faults. BUT if you load a plugin with only CELL data changed, it doesn't fault. I'm starting to believe there's an overflow in the object/reference pointer table issue at fault here. It's such a WEIRD bug... Link to comment Share on other sites More sharing options...
GenaTrius Posted December 12, 2013 Share Posted December 12, 2013 (edited) On fallout 3, I have only 1 esm file, My master mod, it contains over 300 + mods in it, way past any limits and the game flat rocks out. What sort of tools and techniques have you used to produce this mod collection? Could you make a tutorial of some sort? People talk about using Wrye Bash and FNVEdit, and I've experimented with them both, but because it's so unclear what one can and cannot do I constantly feel like I'm going to break everything. Edited December 12, 2013 by GenaTrius Link to comment Share on other sites More sharing options...
battlefeld2 Posted December 2, 2014 Share Posted December 2, 2014 I realy feel like im kicking a dead horse... but my current load order is up at 196, (35GB of mods XD) And my game runs well, (load screens take a bit, and pip boy sometimes takes a second)... [X] FalloutNV.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] CaravanPack.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] TaleOfTwoWastelands.esm[X] Brahmin Bess.esm[X] Ambient Temperature.esm[X] Inventory Access.esm[X] ELECTRO-CITY - Highways and Byways.esm[X] ELECTRO-CITY - CompletedWorkorders.esm[X] NVInteriors_Core.esm[X] CASE.esm[X] Leveled List Organizer.esm[X] aHUD.esm[X] Caliber.esm[X] CaliberXgunrunners.esm[X] CaliberXhonesthearts.esm[X] Interior Lighting Overhaul - Core.esm[X] Interior Lighting Overhaul - L38PS.esm[X] JIP Selective-Fire.esm[X] NSkies URWLified.esm[X] Weapons.of.the.New.Millenia.esm[X] oHUD.esm[X] NVInteriors_ComboEdition.esm[X] XRE - CARS!.esm[X] IWR.esm[X] NevadaSkies.esm[X] Project Nevada - Core.esm[X] Project Nevada - Cyberware.esp[X] Project Nevada - Equipment.esm[X] Project Nevada - Extra Options.esm[X] Project Nevada - Rebalance.esp[X] Ahzteks Weapon Overhaul.esp[X] WMVM.esm[X] DWCNV.esm[X] STUN.esm[X] TTWInteriors_Core.esm[X] TTWInteriorsProject_Combo.esm[X] RadPackRadio.esp[X] IWR - Rebuilt.esp[X] MojaveEnclavePatrols_v1.0.esp[X] Return of the Enclave - Fix.esp[X] Return of the Enclave - Play as the Enclave.esp[X] Return of the Enclave - Main File.esp[X] CASM.esp[X] JoOsModernNCRtrooper.esp[X] UltimatelyStrongAutoShotgun.esp[X] JoOsModernNCRrangersCombat.esp[X] JoOsArmory.esp[X] Readius_NV.esp[X] Weapons.of.the.New.Millenia.Store.esp[X] Living Casino Interiors.esp[X] UHNV.esp[X] UHNV-Dead Money.esp[X] UHNV-Honest Hearts.esp[X] UHNV-OWB.esp[X] UHNV-Lonesome Road.esp[X] DLCCompanions.esp[X] UHNV-More Mannequins.esp[X] UHNV-Brighter Lighting.esp[X] LLO-Partial Patch-Ahzteks Weapon Overhaul.esp[X] PerkEveryLevel.esp[X] PA Footsteps.esp[X] Casino UnBanner.esp[X] SignatureArmor.esp[X] Barrett 98B.esp[X] XVSharlArmour.esp[X] RealisticReloading.esp[X] PonyPack.esp[X] SignatureWeapons.esp[X] Ahzteks Impact Data (Optional).esp[X] Ahzteks Muzzle Flashes (Optional).esp[X] CASE-Patch HH.esp[X] CASE-Patch GRA.esp[X] CASE-Rebalance.esp[X] Powered Power Armor.esp[X] Ambient Temperature - PPA.esp[X] P0N-3 Radio.esp[X] BiggunsTerminal_DM_HH_OWB_LR.esp[X] ModFusion.esp[X] T6M Female Power Armor NV.esp[X] HelplessFalling.esp[X] GARU.esp[X] AllCompanionsEssential 2.0b.esp[X] HiddenBunker.esp[X] Leveled List Organizer.esp[X] After War Nevada.esp[X] Advanced Power Armor.esp[X] XFO - 4bb - Perks - Two per level.esp[X] XVSharlArmor-PN Patch.esp[X] Better Casinos.esp[X] DarNifiedUINV.esp[X] BoostedSkills.esp[X] JillBSAA Multicolor.esp[X] Project Nevada - Old World Blues.esp[X] Masada S New Vegas.esp[X] SR556.esp[X] ILO - GS Shack.esp[X] ILO - NVInteriors Project.esp[X] ILO - NSkies URWLified Patch.esp[X] Interior Lighting Overhaul - Ultimate Edition.esp[X] JIP Realistic Weapon Overheating.esp[X] NSkies URWLifiedDM.esp[X] NSkies URWLifiedHH.esp[X] NSkies URWLifiedOWB.esp[X] The Weapon Mod Menu.esp[X] Weapons.of.the.New.Millenia.Leveled.Lists.esp[X] Weapons.of.the.New.Millenia.Cheat.Cabinet.esp[X] Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp[X] Weapons.of.the.New.Millenia.CaliberX.Patch.esp[X] LFox Sneaky Casino Patron.esp[X] LadderRestorationProject.esp[X] RagdollOverhaulULTIMATE.esp[X] Zombie Serenade.esp[X] NCR Rearmament v1.5 (Lore).esp[X] Colossus T49.esp[X] ReadBookExcerptsNV.esp[X] FlashlightNVSE.esp[X] 50sFFFLVJOD-Freeside.esp[X] XVEnclaveBunker.esp[X] Project Nevada - Cyberware Additions.esp[X] Project Nevada - Rebalance Complete.esp[X] PN-Patch Advanced Power Armor .esp[X] Project Nevada - Dead Money.esp[X] Project Nevada - Honest Hearts.esp[X] Project Nevada - Lonesome Road.esp[X] Project Nevada - Gun Runners' Arsenal.esp[X] Project Nevada - T49XV Patch.esp[X] Project Nevada - XV Enclave Bunker Patch.esp[X] 12gaugeHEshells.esp[X] Zan_AutoPurge_SmartAgro_NV.esp[X] TmT - Open Broken Doors.esp[X] Player Editor.esp[X] NevadaSkies - Ultimate DLC Edition.esp[X] CONELRAD 640-1240.esp[X] ShadowGasMaskBreathing.esp[X] FeelingIrradiated.esp[X] TheLozza's_Gasmasks.esp[X] Gas Masks of the World - PN Patch.esp[X] mk46jtucker40full.esp[X] Uncut Wasteland.esp[X] XRE - CARS! Armored Truck.esp[X] XRE - CARS!.esp[X] DYNAVISION 3.esp[X] PKM.esp[X] Visible Implants Mk II.esp[X] Impact - TheGamingRig.esp[X] Clean-QuickSave.esp[X] DrugsAreBadMKay.esp[X] realistic headshots.esp[X] Roberts_NewVegas.esp[X] Vurt's WFO.esp[X] ProjectRealityMkIv5HDR.esp[X] Holster Gear.esp[X] 1nivVSLArmors.esp[X] 1nivDWSLPatch.esp[X] 1nivPNSLPatch.esp[X] Camp Searchlight HotFix.esp[X] EVE FNV - ALL DLC.esp[X] CZ805.esp[X] MyLittleAnthroPonies.esp[X] ED-E Radio.esp[X] Real Radiation Suits.esp[X] Real Rad-X.esp[X] STUN.esp[X] The Mod Configuration Menu.esp[X] TTW_OutcastTrading.esp[X] TTW_NoKarmaDCFollowers.esp[X] TTW_StashPackOptions.esp[X] TTW_XPReduction.esp[X] TTW_MoreCookingItems.esp[X] TTW_SuperMutantRebalance.esp[X] TTW_Bobbleheads.esp[X] TTW_SpeechChecks.esp[X] TTW_Reputation.esp[X] TTW_AnchorageCustomization.esp[X] TTW_StartupMenu.esp[X] Project Nevada - TTW.esp[X] Vending Machines of The Wastes.esp[X] AutoGates.esp[X] Busworld.esp[X] Better Breaching.esp[X] DestructionOverhaul.esp[X] FNV TTW Merged Patch.esp Link to comment Share on other sites More sharing options...
FreeEconomicZoneofNewVegas Posted April 17, 2020 Share Posted April 17, 2020 I've ran into serious problems with as few as 125 (with a merged patch), but 123 is good for sure (without the patch). Link to comment Share on other sites More sharing options...
JimboUK Posted April 17, 2020 Share Posted April 17, 2020 Please don't dig up old threads. Link to comment Share on other sites More sharing options...
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