hvpalantirion Posted August 29, 2016 Share Posted August 29, 2016 I've been adding mods with NMM for a while now, got over 250 .ESP files in my queue. Everything has been going great, until tonight. I installed the M79 mod, and when tring to load my previous quicksave it tells me that all my .ESMs are missing. Uninstalling the mod made everything come back. Ok, I thought, the mod isn't working for me - I'll skip it and move on. Installed another mod, textures only, and it worked fine. Then a few more with .ESPs and all of them cause the same problem. Is this a problem with NMM? Or what? If I don't add any more I can load saves fine with all the old mods, but there are many more mods I wish to install. Thanks in advance. Link to comment Share on other sites More sharing options...
Rabbit1251 Posted August 29, 2016 Share Posted August 29, 2016 Because of the hardware and game software you are limited to 255 mods (ESP's) total. Textures do not count in this total. Approaching or exceeding this amount will cause you problems. The Rabbit Link to comment Share on other sites More sharing options...
hvpalantirion Posted August 29, 2016 Author Share Posted August 29, 2016 (edited) That suuuuucks...........as my hardware is doing just peachy and can handly more. What is the workaround? p.s. Thank you btw. Edited August 29, 2016 by hvpalantirion Link to comment Share on other sites More sharing options...
hvpalantirion Posted August 29, 2016 Author Share Posted August 29, 2016 I just checked, and I was (am) successfully running 258 ESPs. At 259 it's causing the problem. Link to comment Share on other sites More sharing options...
Rabbit1251 Posted August 29, 2016 Share Posted August 29, 2016 (edited) There really is no work around to boost the hardware and game engine limits. You might start exploring mod merging. That's where you take two or more mods that do similar things and combine them into one ESP. I don't run that many mods myself so I cannot tell you how to do this, but I found some references on Google that may help. Reddit:https://www.reddit.com/r/skyrimmods/comments/2xbjl5/guide_quick_and_dirty_guide_to_merging_plugins/ YouTube: The S.T.E.P. Project:http://wiki.step-project.com/Guide:Merging_Plugins I hope that these are some use to you. Note that many of these refer to TES Skyrim, but the concept would be the same. The Rabbit Edited August 29, 2016 by Rabbit 51 Link to comment Share on other sites More sharing options...
hvpalantirion Posted August 31, 2016 Author Share Posted August 31, 2016 Thank you very much guys, I've been doing a lot of digging and experimenting. Steep learning curve, as I havn't played with code since Tribes in the late '90s. Tonight, finally, I've gotten some merges to work. Previously I tried manual merging with F04Edit according to this tutorial: ...but had too many problems with master file requirements or load order issues. Then I came across post 9 here: https://forums.nexusmods.com/index.php?/topic/4603185-how-to-merge-plugins-using-fo4edit/...which led me to this script: http://www.nexusmods.com/skyrim/mods/37981/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D37981&pUp=1Which I installed by copying the "Edit Scripts" folder contents into the same folder in F04Edit's installation folder. I ran F04Edit, loaded what I wanted to merge (and any necessary master files), right clicked on any of the listed .ESPs and selected "run script", then used the drop-down to find the v1.9 script, used the default settings and merged what I wanted into a new .ESP. Using NMM I deselected the older .ESPs and ran F04, everything loaded fine except some placed crafting tables were no longer there. But they WERE in the crafting menu so I just rebuilt them. I deleted the older .ESPs and F04 still loaded the mods from the merged file. So, very big thanks! Link to comment Share on other sites More sharing options...
hvpalantirion Posted August 31, 2016 Author Share Posted August 31, 2016 p.s. I would very much like to merge some larger crafting mods. But I am worried that some extensive constructions I've built may go missing. Presumably this would only happen if their formIds change, right? Link to comment Share on other sites More sharing options...
tartarsauce2 Posted August 31, 2016 Share Posted August 31, 2016 weaponsmith extended, it's like armorsmith extended but for weapons, by the same author, it's kind of like a merged patch for a TON of weapons, also makes for a lot of different ammo typesyou'll want the B.A.E. (bethesda archive extractor) as well, which is somewhere on the nexus sitegoogle "bethesda archive extractor + nexus mods fallout 4"that'll probably get you the result you needhttp://www.nexusmods.com/fallout4/mods/10737/?you'll at least have to download a few of the weapons, and be sure to give everyone an endorsement, while you're at it from that listI know it's a bit long but this is a huge compilation mod of a lot of peoples' work and they do deserve credit/recognition for their efforts and work it also includes this one, there's another one out there that's neat, I've actually had both being used at the same time, thought there was just some mod conflict stuff going on but it's actually not two instances of the same item (in chemistry and weaponsmith bench, I thought it was the same thing, but I had somehow merged an AWKR and non-AWKR patch)anyways, point is, most items are here, the other grenade launcher M79 thing is pretty neat, used it a bit, expensive to make the ammo but it's very interesting how bouncy the stuff is, hits, clusters blows up and more explosions after that too even, hillarious but probably not good for lower end computers :pGrenade Expansion Pack 2 -- M79 Grenade Launcher and New Explosives by Seanms1991 oh, it looks like the M79 version different from Seanms1991's is actually DDProduction83'syou'll probably want tiny tina's cookiepocalypse (well you'd be getting it anyways if you use weaponsmith extended) Link to comment Share on other sites More sharing options...
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