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Maximum amount of mods?

General mod discussion and requests.
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a2937
Posts: 130
Joined: Mon Jul 04, 2016 3:44 pm

Maximum amount of mods?

Post by a2937 » Mon Jun 26, 2017 7:49 pm

I`ve found that having eight-nine plugins loaded is where the game starts acting crazy. What about everyone else? I`ve had to lower it back down to fifty-three so things would seemingly go back to normal. 



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Quite a bit is determined by

Post by paragonskeep » Mon Jun 26, 2017 9:41 pm

Quite a bit is determined by the mods running. Fallout 3 "could handle" 255, TTW is under 120 IIRC. The fewer the better of course. My current game is 115 and other than some FPS stutter at times (my laptop is 9 years old) it works fine. When TTW 3.0 comes out I will have minimal mods with that. 


If life is but a test, where's the damn answer key?!?!?

H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Does merging the plugins

Post by H1ms3lf » Mon Jun 26, 2017 10:25 pm

Does merging the plugins helps with performance?



Some seem very easy to merge, specially the ones that aim to correct a few thing from another plugin (small plugin patches for compatibility most of the time).


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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

My record on FONV is 187 mods

Post by jlf65 » Mon Jun 26, 2017 11:32 pm

My record on FONV is 187 mods and over four hours of gaming before getting a crash. My record with TTW is 137 mods. As a comparison, my record for FO3 is 247 mods, and in skyrim 254 mods. That's only counting active esms/esps, not mods that just add meshes or textures. cool


 



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Yes due to lessening the

Post by paragonskeep » Tue Jun 27, 2017 5:30 pm

Yes due to lessening the overall count. My largest merge is 50 plugins. All were small addins without textures or meshes on that one.


If life is but a test, where's the damn answer key?!?!?

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