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A new guide to running over 250 mods without problems (WIP)


DontBlnkBadWolf

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I can manage 250+ mods on my rig and it's nothing special.

 

Is that on Fallout New Vegas? Because that was the entire point of my original post, FONV is kind of wonky when it comes to the max mod limit

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Okay, this is not for FO:NV, this list is going to be for FO4. So please stop the conversation about New Vegas. Or better yet, create your own thread and stop hijacking my thread.
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139 is the limit in New Vegas period. Something wrong with the indexing in that one, found that slot 139 is the 255th slot lol.

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I love how people make "bland" statements and have absolutely no idea what they are talking about. I refer you to the SECOND part of my post...

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My new rig which can run Fallout 4 on Ultra, can STILL only run 182, 183 or higher instant CTD.

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This was directed towards Fallout New Vegas, YES, I can run 182 mods, NOT 138 like my old rig

I beg your pardon bud, I was simply stating a fact for clarity. I do not care about your failed experience at getting more than 180 odd plugins working, and to state another fact yet again Fallout 4 has no problem with maxing 255 plugins provided you know how to look after a load order. So yeah I hate it too when people post garbage comments that they really have no idea what they are on about. Get back in that armchair of yours and stroke that beard a bit harder before posting again.

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Please forgive my delay, extra shift were added at my job, When I get home tomorrow morning (around 4:00 am Easter US States time zone) My plan is to start then. I will first be going over what to look for when choosing an ENB, and where to get the files needed to get your ENB to properly run.

 

Until tomorrow morning....

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  • 2 weeks later...

I'm running 200+ plugins no problem... all manual install... all without NMM... how did I do it?

1) as long as the mods themselves aren't broken and have been tested with the newest version of Fallout 4...

2) as long as you follow instructions correctly...

3) make merge patches with FO4Edit correctly...

You should be good to go.

 

Many popular mods alter the Commonwealth worldspace data, and this tends to cause overrides or incompatibilities. I think the only way to fix this is using the Creation Kit or making some sort of merged patch.

 

And regarding your rig? I was running hundreds of mods on my AMD dual core rig that had 4 GB of RAM, so yeah I don't think your rig is an issue unless you have a PC from the 90s

Edited by itsbooby
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Thank you for working on this. I plan to start playing FO4 again after a >6 month hiatus and am anxious to see what you come up with. FWIW, I previously had well over 255 mods working (including texture mods) with very few problems.

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