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Plugin Limits
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wanderingone99
- Posts: 3
- Joined: Wed Aug 17, 2016 6:57 pm
Plugin Limits
I want to play this game with several mods and they can be summed up in three types: Ones that add more stuff like chems, food, weapons, armor, and gear, ones that make the gameplay more interesting or challenging, but make sense, more quests, and a few extra companions.
However it seems if I enable all the mods I wish to use the game stalls on the title screen. As in no menu shows up so I can start the game. The number of plugins is around 140. I can get the menu to load if I only have less than 100 plugins enabled.
I wonder if its ok to wait until I reach the Mojave to activate the mods that effect it and deactivate the ones that effect the CW?
However it seems if I enable all the mods I wish to use the game stalls on the title screen. As in no menu shows up so I can start the game. The number of plugins is around 140. I can get the menu to load if I only have less than 100 plugins enabled.
I wonder if its ok to wait until I reach the Mojave to activate the mods that effect it and deactivate the ones that effect the CW?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Deactivating mods is never
Deactivating mods is never good mid playthrough, especially ones which have major alterations to either wasteland or game mechanics.

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Nostalgia
- Posts: 73
- Joined: Tue Nov 14, 2017 6:14 pm
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paragonskeep
- Posts: 738
- Joined: Thu Oct 25, 2012 6:19 pm
There's not really a
There's not really a workaround to the plugin limit to my knowledge but you can merge mods in order to limit your plugin count below said limit
If life is but a test, where's the damn answer key?!?!?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Yes but there is 16777215
Yes but there is 16777215 forms available per plugin, so that's not true. In fact, I think that's the biggest load of nonsense I've heard in a while. The problem is memory management, which is the reason for most of the really bad issues with the game I'm pretty sure.

The reason for lower esp cap is that the internal numbering of FalloutNV.esm doesn't start at 0 like Fallout.esm. Because New Vegas was built on top of Fallout 3 all of the esms have a later number, thereby reducing the available range.