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Plugin limit


wizzydizzy

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Hello,

 

it seems, I have reached the plugin limit for FNV, as the game crashes each time I try to activate more than about 165 plugins, regardless of load order or what plugins I have selected.

To me it's pretty odd, that I was able to run more than 180 plugins on my 2nd computer.

Problem is, the 2nd machine is running WinXP instead of Win7 and therefore has less RAM, also a slower processor, graphics card and HDD.

But actually I'd like to install some of the great texture packs requiring the faster system.

 

Well, it's not exactly the first time, I've come across software running on older computers with fewer issues, although they have been developed to work with next gen hardware, too.

 

So does anyone know how to increase the maximum number of plugins that can be loaded?

 

Any help is appreciated.

 

Thanks

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The plugin limit isn't just how many plugins you have enabled, it also includes those that you do NOT have turned on but are sitting in your folder. New Vegas (and Fallout 3 and Oblivion and probably Skyrim as well) does a search for every esm and esp file, gives them offsets, and then afterward reads the plugins.txt file to see which ones need to be turned on and evaluated. Then it reads the headers of the files and sees if it needs to load additional files. Now, once it's built a file tree, it unloads the ones it doesn't need and calculated the overrides.

 

Long story short:

Delete or otherwise move some of the ESP files you're not using at all out of your Data folder.

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Wrye Flash (or whatever its called in Fallout) is your friend. Know it..love it. Go find and read up on it as it makes managing this kind of thing a piece of cake and combining add ons becomes much easier when you use that and other Fallout tools.
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The plugin limit isn't just how many plugins you have enabled, it also includes those that you do NOT have turned on but are sitting in your folder. New Vegas (and Fallout 3 and Oblivion and probably Skyrim as well) does a search for every esm and esp file, gives them offsets, and then afterward reads the plugins.txt file to see which ones need to be turned on and evaluated. Then it reads the headers of the files and sees if it needs to load additional files. Now, once it's built a file tree, it unloads the ones it doesn't need and calculated the overrides.

 

Long story short:

Delete or otherwise move some of the ESP files you're not using at all out of your Data folder.

 

If that were the case it wouldn't matter how many plugins he enabled...

 

OP, use FNV plugin utility to merge some of your esps, or else just disable the ones you can live without.

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Quetz, it is the case. Try making a straight copy of every esp file in your Data folder, don't enable them, and you'll see what I mean.

 

Not that I disagree with the idea of merging the plugins down at all... I personally do that and it works well except in cases like WMX or Project Nevada. Those files require a bit more love to merge into single files, and if the OP were able to do this they would not be asking how to fix the problem in the first place, I gather.

Edited by Jeoshua
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First of all, thanks for your feedback.

 

At the moment I have got only 5 unused plugins in my data folder and have sorted some out already...but if I want to add mods like Angel Park or Dust Town, some hard choices have to be made. *sigh*

 

I'm currently using FOMM and from what I have heard, creating a master update is not a very good idea with FNV.

So I will read through Wrye Flash's documentation, but any hint (including screenshots) on how to merge esps is always welcome.

 

@Jeoshua

What tool are you using to merge esps?

 

@Quetz

Is "FNV plugin utility" a downloadable tool, or just another name for Wrye Flash?

 

@all

OP=original poster?

 

Darn, why did I start using mods...http://www.thenexusforums.com/public/style_emoticons/dark/rolleyes.gif

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