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.
Maximum amount of mods?
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paragonskeep
- Posts: 738
- Joined: Thu Oct 25, 2012 6:19 pm
Quite a bit is determined by
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.
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H1ms3lf
- Posts: 146
- Joined: Tue Apr 11, 2017 8:44 pm
Does merging the plugins
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).
Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!
Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
My record on FONV is 187 mods
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. ![]()
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paragonskeep
- Posts: 738
- Joined: Thu Oct 25, 2012 6:19 pm
Yes due to lessening the
Yes due to lessening the overall count. My largest merge is 50 plugins. All were small addins without textures or meshes on that one.