lvhoang Posted November 17, 2017 Share Posted November 17, 2017 Hi Guys, What happens with Fallout Mod Manager once you reach 255 mods? Do mods simply stop working, do they start uninstalling automatically..... I am running the 1.9.4 version (pre creation club) as the new patch started to mess with my mods. What are the solutions after reaching 255 mods? I am currently sitting with 239 active plugins (according to FOMM) and I would like to be able to use more. Cheers for the help :) Link to comment Share on other sites More sharing options...
montky Posted November 17, 2017 Share Posted November 17, 2017 PoorlyAged and RedRocketTV's reflections on that are some of the moststraightfoward on the topic I yet know of hehe. basically, your game starts to hiccup, and may become unstable,and or borked. it gets confused,or straight up won't load anything over that limit. to bypass it,you can,.esl, .esx etcmerge mods,'hotswitching tempload"and or kludge around that. there are a couple of threads, for functional stable mods-active in the ~700+ range.hexadecimal/duodec, compression and read-write are more the functional-limits,well, that and interest, time and entropy hehe hotswitching is best implemented via distributed cloud computing/AGI network side,rather than most folks installs.though, FO4VR folks will have more use of it, as 70+ slots are taken up by cosmetic mods hehe. Link to comment Share on other sites More sharing options...
MissingMeshTV Posted November 17, 2017 Share Posted November 17, 2017 You really have only two easy options short of starting a new game with a smaller mod list: 1: Deactivate mods you no longer need/want*2: Start merging mods into merged .esp files Take a look at your load order and narrow down mods that only do one or two things (ie: only increase/decrease food production values, or make a small tweak to a perk for example) and consider merging them all into a single .esp with FO4Edit. If you can find six simple mods you can do that with, that is five openings in your load order you can reduce. Elianora made a on exactly how to do this. Stay away from merging mods with scripts and external assets (textures, meshes, material files) until you get more comfortable making the merges. Limit yourself to very simple mods to start. You'll be amazing at how much space in your load order you can free up. Keep in mind that when you make a single merge from multiple mods, then remove the mods you have merged, the game will be looking for the old mods (since they have in effect been renamed)...make sure you are doing this only with mods that won't remove any inventory items and such from the game. If you are using texture replacements that come packed in archives and require an .esp, you can bypass the need for the .esp by adding the mods texture BA2 archives directly to your .ini so they load along with the game's vanilla BA2s. You can cut a few slots in your load order that way as well. Keep in mind that loose textures and textures still using an .esp will override these archives just like they do to vanilla ones. *as long as you can be sure removing them won't make your game unstable and/or they don't use scripts to add workshop menu items and the like. ALWAYS consult a mod's uninstall instructions before doing so. Link to comment Share on other sites More sharing options...
Recommended Posts