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Mod installtion complexity

General mod discussion and requests.
James_T_Quirk
Posts: 47
Joined: Fri Feb 02, 2018 11:40 am

Garfink, As I said I had it

Post by James_T_Quirk » Thu Feb 08, 2018 1:05 pm

Garfink, As I said I had it crashy at 213, I Mean it, I wish I had some log files from loot or fomm or nexusmm, but sorry I didn't a reinstall, to another Drive for all of My Fallout's JUST to Install T2W... I do have mods directory, so I may try to reconstruct it, in some way in T2W, but I will keep you informed ..... When I finish the game I started 10 days ago, after installing T2W, for first Time, Sorry but ATM, I having a look about, trying the engine, having some fun ...



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

Garfink wrote:Aye, I read

Post by jlf65 » Thu Feb 08, 2018 4:37 pm

[quote=Garfink]Aye, I read that it was bull.  Still doesn't change the fact that FalloutNV will only run <140 mods without dying immediately.[/quote]


That depends on the mods. With TTW, yes, that is indeed the case. With "plain" New Vegas + DLCs, I could run over 180 plugins for better than 2 hours without a crash. Many plugins are basically trivial and you can add as many of those as you wish. Things that change a couple global vars, for example. It's when you start adding scripts and quests and whatnot that you start to eat into how many plugins before the game goes whacky.



Garfink
Posts: 25
Joined: Mon Jan 29, 2018 5:18 am

More practically, what is the

Post by Garfink » Sun Feb 11, 2018 9:36 am

More practically, what is the FASTEST way to test that you have too many "complex" mods running?  For me the times before when I had too many mods is when meshes won't load (exclaimation marks) in Goodsprings (or where ever) enough though you are sure you have the meshes installed correctly.  It usually takes 1-3 loading screens for the problem to manifest itself for me.



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

NPCs will also act extremely

Post by RoyBatty » Sun Feb 11, 2018 6:26 pm

NPCs will also act extremely weird or fail to path, you can get wrong textures on things or black textures, and any number of other strange bugs.


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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

As a rule of thumb. Make your

Post by Risewild » Mon Feb 12, 2018 2:55 am

As a rule of thumb. Make your Load Order have less than 100 plugins.


The perfectly safe number I found out from all my years around is that having the maximum of 90 plugins never caused the "too many plugins" problems for anyone (or at least for anyone that talked to me) cheeky.


Also do not leave plugins you're not using sitting uselessly in your Data folder. The game still indexes those even if they are not active, which means it still affects the "limit".


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

If you go higher than 100,

Post by jlf65 » Mon Feb 12, 2018 3:21 am

If you go higher than 100, you WILL need to use the heap replacement in NVSE or NVSR. Or if you use tons of textures, maybe use ENB to move the textures out of the game memory. If you do that, you might be able to go to 130-ish, but that's the limit.



Nostalgia
Posts: 73
Joined: Tue Nov 14, 2017 6:14 pm

jlf65 wrote:

Post by Nostalgia » Mon Feb 12, 2018 4:27 am

[quote=jlf65]


 


If you go higher than 100, you WILL need to use the heap replacement in NVSE or NVSR. Or if you use tons of textures, maybe use ENB to move the textures out of the game memory. If you do that, you might be able to go to 130-ish, but that's the limit.


[/quote] Agree with this. ENBoost will help you regardless of your plug-in count. It helps me to have around 125 with about 20 of them merged mods.



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