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Help, Cant get more then 150 plugins active/What mods to use

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johnnyde94
Posts: 4
Joined: Sun Jan 22, 2017 5:01 am

Help, Cant get more then 150 plugins active/What mods to use

Post by johnnyde94 » Wed Feb 22, 2017 2:40 am

Hello all, first off let me say the modding community for ttw is amazing the the forum is so help full I cant seem to get more then 150 mods to run, my game will CDT at 150 or more. I was also wondering what mods I "need" as i am obsessive and would download every mod compatible if i could lol. What i am looking for in a game is nice graphics, NMC, PN, EVE, MMM and patch updates i know is a "must", a lighting mod, streetlights, some weapon mods. I have a few other mods that i can take or leave. I had my system running more then 150 mods in the past (actually at the limit) but i had to repartition my HDD and figured a clean install would be best (dummy I didn't back up my working mods though NMM.) Thanks in advance, shout out to Roy you are them man!


 


CPU Info *Only running it on this system until I build my new CPU 


Mid 2012 Macbook Pro 


OS: Windows 10 running on bootcamp


Processor: Intel(R) Core(TM) i7-3615QM CPU @ 2.30GHz


RAM: 16gb


HDD with ~250gb of space (going to upgrade to a ssd and probaly a secondary SSHD if bootcamp on two drives isnt a bitch) 


Mod Mananger: Nexus 0.63.13 AND FOMM 0.14.11.12 for fomods


Both games come from steam and are goty.


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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

The game engine can't handle

Post by pintocat » Wed Feb 22, 2017 4:07 am

The game engine can't handle more than 130 or so plugins. See guide below, it has instructions for merging simple plugins to reduce plugin count.


http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#A_Word_About_Gamebryo_and_Plugin_Limits



johnnyde94
Posts: 4
Joined: Sun Jan 22, 2017 5:01 am

Thanks, I did not know they

Post by johnnyde94 » Wed Feb 22, 2017 5:41 pm

Thanks, I did not know they changed the plugin limit, i thought it was 250. I tried merging in the past but couldn't without the creation kit, however wanted to buy skyrim anyway so now i have an excuse for that lol. I tried downloading the creation kit using other methods but it wouldn't work that way.  



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GethN7
Posts: 31
Joined: Mon Feb 16, 2015 8:18 pm

johnnyde94 wrote:

Post by GethN7 » Thu Feb 23, 2017 3:39 am

[quote=johnnyde94]


 


Thanks, I did not know they changed the plugin limit, i thought it was 250. I tried merging in the past but couldn't without the creation kit, however wanted to buy skyrim anyway so now i have an excuse for that lol. I tried downloading the creation kit using other methods but it wouldn't work that way.  


[/quote]



I recommend using FNVPlugin, it's pretty good with merging multiple plugins, but be careful about merging any that change similar records, and DON'T try to merge ESMs or esps that are dependent on other esps.

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

They didn't change it, it's a

Post by RoyBatty » Thu Feb 23, 2017 3:57 am

They didn't change it, it's a bug that never got fixed. We all hate it. :D


Image

johnnyde94
Posts: 4
Joined: Sun Jan 22, 2017 5:01 am

Ok got FNVPlugin downloaded

Post by johnnyde94 » Thu Feb 23, 2017 6:50 am

Ok got FNVPlugin downloaded are there any good guides on how to use it? I can seem to merge the mods but then im lost from there. IDK if its best to save them under the (i assume that just names the merge as the same name as the first) or save as and name it my self. For example i tried to merge my Project nevada files and was able to do that but when i tried to use LOOT it said i created a circular error. Thanks


 



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GethN7
Posts: 31
Joined: Mon Feb 16, 2015 8:18 pm

johnnyde94 wrote:

Post by GethN7 » Thu Feb 23, 2017 11:50 am

[quote=johnnyde94]


 


Ok got FNVPlugin downloaded are there any good guides on how to use it? I can seem to merge the mods but then im lost from there. IDK if its best to save them under the (i assume that just names the merge as the same name as the first) or save as and name it my self. For example i tried to merge my Project nevada files and was able to do that but when i tried to use LOOT it said i created a circular error. Thanks


 


[/quote]


BAD idea merging those, they tend to be dependencies for other mods and are intended to work separately anyway. Have Fallout Mod Manager open, and check the dependencies of the mods you are trying to merge.


1. If it's dependent on an ESM file, generally safe to merge, unless it's install instructions say you shouldn't merge it. If it says it has dirty edits you shouldn't clean in LOOT, also don't merge.


2. Make sure the mod in question is not a dependency of anything else or is dependent on another mod you are trying to merge.


3. If it's a Fallout 3 mod you want to merge into a TTW mod plugin, and it's not something that should conflict with TTW or FNV in any major way (like FO3 specific texture replacer with an ESP), open the mod in FNV GECK, adding all the TTW required dependencies as well as the main TTW mod, then save the mod with those dependencies added. This prevents crashes in FNVPlugin.


If it's an ESM file, be careful. You may need to have it converted by someone with more skill than myself if it could cause issues with TTW by default.



khumak
Posts: 139
Joined: Thu Aug 25, 2016 2:18 am

I usually start by merging

Post by khumak » Fri Feb 24, 2017 6:26 pm

I usually start by merging things like compatibility patches and other small plugins that are nothing but an esp and not used as a master by anything else.  Wrye Bash can automatically merge some of those for you.



johnnyde94
Posts: 4
Joined: Sun Jan 22, 2017 5:01 am

Thanks but are there any

Post by johnnyde94 » Sat Feb 25, 2017 11:02 pm

Thanks but are there any actual guides. The tips you guys gave me do seem to work so thanks for that:)



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