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| To many Mods? | Author | Message |
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Hoppyhead

Posts : 1253 Join date : 2014-02-24 Age : 44 Location : Behind You...
Character sheet Name: Faction: Level:
 | Subject: To many Mods? Tue Mar 04, 2014 9:08 am | |
| So I have a question. Is it possible to have to many Mods? Or is it just me? I have tons of Mods that I like to use, and recently in my last 2 play-throughs I have had some issues. The first play-through I kept getting the pink skins and error arrows. I was able to fix it when it happend by exiting the game and reinstalling the New Vegas Male body Mod I use. But it was annoying to do. Another issue that kept coming up was Corrupt Saves and the Error Arrows along with a CTD when certain mods were active. I tried fixing the issue with the FOMM and FNV Edit with no success. Finally I couldn't stand it anymore so I did a clean install and Went through and tested my Mods with the game 1 by 1 until I found the trouble makers. More than 1 Mod was causing issues. So Now I have a working trouble free game by any time I add a new mod I get the corrupt saves and Errors again. So in order to add new Mods I have to remove other ones. Has this happened to anyone else? Is there a such thing as a Mod limit? |
|  | | roflcopter117 Admin 
Posts : 1161 Join date : 2014-02-23 Age : 26 Location : The Dominion of Canada
 | Subject: Re: To many Mods? Tue Mar 04, 2014 10:42 pm | |
| Yes there is such a thing as having too many mods. The gamebyro engine has a limit for the amount of plugins it can run. The theoretical limit is 256 but most people start experiencing issues around 150-170. Most people say 135 is the sweet spot for running mods whereas others can run more than that without issues, it depends from person to person. I personally like to merge some of my plugins to help counteract this limitation (Like merging various standalone weapon mods). I think there may even be a program for doing just that, FNV Edit would also work. |
|  | | Hoppyhead

Posts : 1253 Join date : 2014-02-24 Age : 44 Location : Behind You...
Character sheet Name: Faction: Level:
 | Subject: Re: To many Mods? Wed Mar 05, 2014 12:47 am | |
| That was my fear, thanks for confirming that for me. I'll have to look into Merging Plugins. I have the FNV Edit. Thanks again. _________________  |
|  | | ritualclarity

Posts : 629 Join date : 2014-04-25 Location : Dark Side of the Moon
Character sheet Name: Character Faction: Level:
 | Subject: Re: To many Mods? Sat Apr 26, 2014 12:50 am | |
| Keep in mind that merging mods have to be done with some level of care. Armors and weapons should pose little trouble however as the mods get more complex with scripts and such you will have to do more and more work to try to get them to work when merged. _________________ |
|  | | Anubis

Posts : 116 Join date : 2014-02-27 Age : 40 Location : Brazil
 | Subject: Re: To many Mods? Mon May 12, 2014 12:19 am | |
| i have a lot of mods merged and that save me when i want to add a new mod . i used to have 139 mods ( after that my game just stops to work right ) now i have 112 plugins so is a smart move to merge small mods that add weapons , armors , locations , etc that doesn't use scripts |
|  | | Visious

Posts : 140 Join date : 2014-05-12 Age : 37
 | Subject: Re: To many Mods? Tue May 13, 2014 10:58 am | |
| Hm, as I remember, my critical mod count was around 125, after that textures started to act bad.
Best way to keep a stable game is to keep mod count around 100, of cource its impossible without merging smaller ones. _________________ --  brainball  - My Achievements:
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|  | | Dr. Gonzo

Posts : 321 Join date : 2014-05-09 Age : 47 Location : Colorado Springs, Colorado
 | Subject: Re: To many Mods? Tue May 13, 2014 2:26 pm | |
| FNVEdit is a great tool for merging mods once you figure it out...My sweet spot has always been 130-140, but after using FNVEdit I've merged and use way more!  _________________ "We were somewhere around Barstow, on the edge of the desert, when the drugs began to take hold." Film Noir Discussion Thread |
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