Mookeylama Posted June 23, 2011 Share Posted June 23, 2011 (edited) i'm at my wit's end. the consistent things i see; at 138 esps game is fine and stable. 139 and on around the 3rd fast travel i start getting missing textures. bright pink (sometimes pure black or invisible) bodies, faces, but these are just a few and it fixes itself upon another fast travel or going thru a zone loading door. doesn't even need a reboot. 140 esps and hell breaks loose. huge amount of red <!> missing meshes on people AND all over the terrain. black fire hydrants, bright pink bodies & heads, black & invisible bodies and heads. this always happens on the 3rd fast travel, tho it happens rarely on 2nd or 4th. zoning nor even rebooting helps. it doesn't seem to matter which esps i disable to fix it. large mods, small, esps only mods. i can add texture & mesh mods as long as there's no esps. haven't tested esms much tho. is it just the sheer large amount of mods i'm using? i would not think so since i ran 200+ in Fallout 3 on this same PC rig, tho i think there was a tweak needed to the ini to allow that many mods. is there a tweak like that for FNV? oh and AIInvalidated actually seems to make things worseso any advice appreciated! is it just too many mods? thanks! Edited June 23, 2011 by Mookeylama Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted June 23, 2011 Share Posted June 23, 2011 Merge esps or disable some. Link to comment Share on other sites More sharing options...
Slstoev Posted June 23, 2011 Share Posted June 23, 2011 How do you do that? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted June 23, 2011 Share Posted June 23, 2011 fnv plugin utility is the easiest, IMO. Link to comment Share on other sites More sharing options...
Mookeylama Posted June 24, 2011 Author Share Posted June 24, 2011 so this is a common occurrence, the game only allowing 140 or so esps/mods? i'm old and not very computer literate, and the readme for that Plugin utility has me all kindsa confused. i've made merged patches w/ FNVEdit. so that's the only option...to merge mods? coulda swore there was a tweak to FO3 ini that allowed lots of mods. just an added line of text or something. nothing like that for FNV? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted June 24, 2011 Share Posted June 24, 2011 Nope. the issue has been around since fo3. Different people hit the limit at different #s, I was never able to find a root cause. Link to comment Share on other sites More sharing options...
roboroller Posted June 24, 2011 Share Posted June 24, 2011 You should feel lucky that your limit is so high. Mine starts going bonkers at about 95 or so. I'd give my left nut for room for another 30 .esp's. I've tried the plugin merger, and it seems to sorta-kinda work, but it also seems to cause a few weird glitches in my game as well, and you have to be careful with what you merge, so I typically don't use it. I just have to practice restraint. Link to comment Share on other sites More sharing options...
Mookeylama Posted June 24, 2011 Author Share Posted June 24, 2011 well thank you Que! that Plugin utility worked great! merged 10 outfit/armor mods fast and easily. the readme was confusing but the utility is easy to use. only thing is i had to go back around and pick up some of the clothes again, but not even all of it as some was still in my inventory. gonna merge a few more item mods. i'll just steer clear of merging weapons because of modding them, and won't merge anything w/ perks. thanks much! Link to comment Share on other sites More sharing options...
TheTalkieToaster Posted June 25, 2011 Share Posted June 25, 2011 IIRC the game has a cap of something like 255 usable files (including unactivated mods, BSAs etc., excluding txt files and others it doesn't use) in the Data directory. Link to comment Share on other sites More sharing options...
NorthWolf Posted June 25, 2011 Share Posted June 25, 2011 I don't think unactivated mods would matter, though I defer that you likely know more about this than I do. In the very least there must be a hard cap of 255 active plug-ins at any one time due to the mod indexing using only a byte of data from the actual index ID (the two leftmost hex values). Link to comment Share on other sites More sharing options...
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