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Texture Issues and Other Errors


MoutainSplitter

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I recently got back into FNV, which I always had a lot of mods for. All of a sudden now, when I install new mods, they have error (!) textures and make other errors. I tried the readius mods, but it would corrupt all my save files and screw with other mod textures. I looked in an old thread: http://steamcommunity.com/app/22380/discussions/0/540738052413612698/

and those who were there said that going over a certain # of mods in the load order screws up FNV's load order or something. I deleted a lot of mods, now to around 140 active mods, 138 active plugins. Included here is a strange screenshot I took showing some weird .esm file, i'm not sure what to make of. Can anyone here help me out? I think i just might have bloated the game too much with mods, but idk. If I need to post a list of all my installed mods if it'll help, ill do it. Anything to play one of my favorite games.

Edited by MoutainSplitter
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You need to educate yourself, beyond just asking questions. I suggest you start here. All of your issues are covered, and they give you the tools you need.

 

The limit on plugins is roughly 135. The exact number depends upon your system. You should be adding only one mod at a time and back out the last one when things go wonky once you get to around 130.

 

Your texture errors are either missing texture/mesh files from a mod, or you need "Archive Invalidation". That is covered in the STEP article I linked.

 

The "New Vegas.esp" is a plugin with "FalloutNV.esm" as a master. It was added by some mod (i'm not familiar with it).

 

I have no idea what is meant by "mod loadout". The common method of reducing the number of plugins is by "merging mods". The STEP site covers that as well. A slightly easier method, and a more effective one for getting the benefit of conflicting mods, is to use a "Bashed Patch" from Wrye Flash. Again, STEP covers this. Both techniques can be used together.

 

-Dubious-

Edited by dubiousintent
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When you merge mods, often you will find more than one wants to make an adjustment to the same record. (This is determined by the "ID number".) Usually the higher/larger numbered mod (loaded later in sequence) is considered the "winner" and "overrides" the record of earlier adjustments. This is normally what you want and is the default in the tool.

 

The alternative is to create a "new record" for each of the conflicting mod records by giving it a new "ID number", which will most likely break anything in the mod that references it. So it has to adjust the entire mod, making it incompatible with other mods that normally might reference that original "ID number". It is usually only of use to mod creators who are copying from another mod to make a "new" item.

 

There are actually several kinds of "ID numbers", so it's a good idea for mod users to stay away from meddling with them until you learn much more about creating mods and understand their differences.

 

That said, if you are using the "Standalone Merge Plugins" tool, it's defaults do a good job of handling things. If it decides it needs to "renumber Form IDs", let it.

 

-Dubious-

Edited by dubiousintent
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Ok, cool. Also, when I create the merged .esp file, do I just copy it from the mod's folder and paste it in the FNV Data folder? I'm using the NMM, and if i de-activate the mods, their files disappear from the data folder. Should I manually put all the mod's data that are needed for the merged .esp in the data folder except the .esp's?

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When you create a merged plugin, you need to note where in the load order the highest/largest numbered is located. That is where you place your merged file in the LO. (LOOT provides the "edit metadata" function (sort of a colon ":" with an extra dot) for each file so you can tell it files to "load after".) The files you merge should be adjacent to each other in the load order. And there is nothing stopping you from having several such merged files.

You have the basic idea correct. If a mod has additional files to the ESP (such as textures/meshes, INIs, XMLs, etc.), then those need to stay installed or you have to have the merged plugin include "assets". (Not sure if "assets" in that tool includes things other than textures & meshes.) I'm not familiar with NMM but my understanding is it's a simple "mod manager" for dealing with entire mods rather than components. You should be able to simply deactivate the ESP (not the entire mod), but perhaps not with that tool. At worst you can deactivate them in the game "Data File" menu. If you are building a Bashed Patch, then you can simply deactivate the ESP (and "ghost it" so it doesn't get counted against your mod cap) in the Wrye Flash "Mods" page instead of in NMM. Personally I use WF as my mod manager because it provides the most fine grained control of all the mod managers. But I would recommend Mod Organizer over NMM.

Note that the game counts any ESM/ESP file extensions it finds in the Data folder against the mod cap, active or not. So it's important to remove (or hide by renaming, which Wrye Flash calls "ghosting" because it sticks ".ghost" on the end of the original file extension) any not in use. WF takes care of that automatically when you have "ghosting" enabled.

-Dubious-

Edited by dubiousintent
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