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Has anyone successfully gone WAY beyond the NV mod limit?


SirDanest

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Has anyone successfully gone WAY beyond the NV mod limit?
I'm trying to stuff at least 200 mods into my load order now. If you ask me what I'm using, I'll point and say "the nexus."
I'm curious if anyone has successfully done it, without endless crashing, without serious mod conflicts/overwrites, or, of course without the dreaded "!" everywhere. I'm asking about actually successes and not just theory, which I'd read about in depth so far. Hoping there's some success stories. :)

Trying to arrange successful merges for at least 60+ mods is brutal. There's only so many "tiny" mods that I need to merge, before it gets complicated.

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"Just de-activate the mods" would not be what I had in mind, as then they might as well not be in the folder at all, unlessI'm misunderstanding what you mean. :) I'm trying to beat the mod limit and looking for success stories, so mods not being used at all are not really meaningful toward beating the limit.

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It is complicated. I have over 200 plugins merged into less than 130 active plugins (my effective cap) and a rock steady game. About a dozen are fully merged into the "Bash Patch" and deactivated. The rest are in a dozen "merge plugins". There is a YouTube steamer who claims to have over 564. When I first started (in 2014) I saw a thread by someone claiming to have over 800 (but can't find it now). So it can be done. Just, no one is claiming it's easy.


So far as I know, "merge plugins" and BP "de-activated because they are fully incorporated" are the only effective ways to get more than 140 plugins in play, and you still have to keep the number of "active" plugins under the cap for your system.


-Dubious-

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Ah, if only New Vegas could handle .esl format.
It seems that when I make several merges, I have to make sure that the mods in, say, Merge1.esp are not overwriting each other in a bad way. And then I have to make Merge2.esp the same. But then, something in Merge1.esp comflicts with Merge2.esp.
I guess that means I need a merge compatibility patch for my merges! And I'm also concerned that mods in a merge lose their bashed tags and don't work right with a wrye flash bashed patch.


So... Ugh.

I'll check out that streamer, thanks.

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"Just de-activate the mods" would not be what I had in mind, as then they might as well not be in the folder at all, unlessI'm misunderstanding what you mean. :smile: I'm trying to beat the mod limit and looking for success stories, so mods not being used at all are not really meaningful toward beating the limit.

 

I meant over 200 by merging, I avoid things like companions because they're wonky enough as it is, also the voice files need to be in a folder with the esp name which as you can imagine becomes a problem with multiple companions on one plugin.

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Guest deleted2630050

Ah, if only New Vegas could handle .esl format.

It seems that when I make several merges, I have to make sure that the mods in, say, Merge1.esp are not overwriting each other in a bad way. And then I have to make Merge2.esp the same. But then, something in Merge1.esp comflicts with Merge2.esp.

I guess that means I need a merge compatibility patch for my merges! And I'm also concerned that mods in a merge lose their bashed tags and don't work right with a wrye flash bashed patch.

 

 

So... Ugh.

 

I'll check out that streamer, thanks.

 

What merging utility are you using? The one I use works well for me. Thanks to it, I got 125 plugins active out of 416 total. But if one of the mods you're merging is .bsa packaged, you'll have to unpack it otherwise you'll get the infamous red "!"

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As I understand it, merging mods that way doesn't resolve conflicts, you can still get overwrites, broken navmeshes, etc.
Compatibility patches, which resolve conflicts, don't actually reduce the load order and still require the original esp.
It feels like it's one or the other - a compatibility patch, or a genuine merged plugin, that doesn't solve compatibility.

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