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 FNV mod limit reached

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hollowtips18

hollowtips18

Posts : 236
Join date : 2015-01-17
Age : 23
Location : New York

Character sheet
Name: Courier 7
Faction: NCR
Level: 38

FNV mod limit reached  Empty
PostSubject: FNV mod limit reached    FNV mod limit reached  EmptyWed Jan 25, 2017 9:22 pm

ok so i have like 171 mods installed and whenever i add one more like dragbodys races all textures go missing and red exclamation marks and the races mod dont replace nothing or when i add any other mod most textures goes missing and i get a pop up message saying to many active plugins! please remove plugins and keep mods under 134 something like that. I never knew there was a limit. is there a way to bypass this or if this is a bug to plz fix it? BrickWall Headbutt
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Acies

Acies

Posts : 342
Join date : 2015-03-01

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyWed Jan 25, 2017 10:05 pm

Yeah there's a cap on how many mods you can have.
There's a program called merge plugins that does exactly what its name says, it merges plugins. Maybe you could try merging some so you wont pass the limit.
But I would recommend trying to remove some unnecessary plugins, and also I'm surprised how you can run the game with that amount of plugins and not having conflicts or crashes.

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hollowtips18

hollowtips18

Posts : 236
Join date : 2015-01-17
Age : 23
Location : New York

Character sheet
Name: Courier 7
Faction: NCR
Level: 38

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyWed Jan 25, 2017 10:09 pm

thats so stupid -.- Do you know where i can install this merge plugins and how can i use them to my advantage?
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DumbleCore

DumbleCore

Posts : 666
Join date : 2015-10-19
Age : 40
Location : TON 618

Character sheet
Name: Johnnie
Faction: lone Wanderer
Level: Still Alive

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyWed Jan 25, 2017 10:18 pm

strange,i´m running 200 plugins withiut problems, do use mod organizer with mergedpatch?

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FNV mod limit reached  NkOfXz
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hollowtips18

hollowtips18

Posts : 236
Join date : 2015-01-17
Age : 23
Location : New York

Character sheet
Name: Courier 7
Faction: NCR
Level: 38

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyWed Jan 25, 2017 10:21 pm

I use NMM and FOMOD but mainly NMM and no i dont use mereged patch
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DumbleCore

DumbleCore

Posts : 666
Join date : 2015-10-19
Age : 40
Location : TON 618

Character sheet
Name: Johnnie
Faction: lone Wanderer
Level: Still Alive

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyWed Jan 25, 2017 10:22 pm

maybe you should give it a try

_________________
Dies iræ, dies illa
Solvet sæclum in favilla,
Teste David cum Sibylla.
FNV mod limit reached  NkOfXz
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hollowtips18

hollowtips18

Posts : 236
Join date : 2015-01-17
Age : 23
Location : New York

Character sheet
Name: Courier 7
Faction: NCR
Level: 38

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyWed Jan 25, 2017 10:29 pm

u know where i can download it or can u give me a link?
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Moonlightbae

Moonlightbae

Posts : 1388
Join date : 2014-03-28
Age : 26
Location : Chasing my Daisy

Character sheet
Name: Litney Houston
Faction: Heartbreak Kids
Level: BadKenzClub aka FRESHER THAN YOU

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyWed Jan 25, 2017 10:43 pm

My question is how the hell you guys manage to run so many mods? Get rid of anything and everything you don't need, cannot stress that enough. I guess you could merge mods but I'd prefer to keep my load order as light as possible.

I generally run about 50 plug-ins at once.

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FNV mod limit reached  Wonderlad
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hollowtips18

hollowtips18

Posts : 236
Join date : 2015-01-17
Age : 23
Location : New York

Character sheet
Name: Courier 7
Faction: NCR
Level: 38

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyWed Jan 25, 2017 10:45 pm

But my question is how do you merge them?
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tgspy

tgspy

Posts : 334
Join date : 2015-06-20
Age : 25
Location : Victoria, Australia

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Name: Intern John
Faction: Frontier NCR Regiment
Level: 5

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyThu Jan 26, 2017 12:22 am

https://www.youtube.com/watch?v=dOT283m__UA

Video I've made on merging mods in xEdit

_________________
Writer on the Fallout Intensive Project, which aims to bring the Fallout story to the UK.
Bug Tester, Interior Creator, Designer and Decorator on the Frontier Mod
FNV mod limit reached  HQjgd4r
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rogerrabbit130

rogerrabbit130

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Age : 25
Location : Miami

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FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyThu Jan 26, 2017 1:25 am

KSI Carbon Core wrote:
My question is how the hell you guys manage to run so many mods? Get rid of anything and everything you don't need, cannot stress that enough. I guess you could merge mods but I'd prefer to keep my load order as light as possible.

I generally run about 50 plug-ins at once.

This. Like I don't see how anyone would NEED that many mods. I always clean my load order up every now and then, removing anything unnecessary or something that simply doesn't get used at all.
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Danieldefense

Danieldefense

Posts : 725
Join date : 2017-01-10
Age : 37
Location : Spain

Character sheet
Name: GUN resident
Faction: Gaming Underground Network
Level: Loading...

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyThu Jan 26, 2017 2:08 am

@"KSI Carbon Core" That same I wonder ... I, the mods I use, are ARMS, Armor (see real military uniforms) Textures and animations and some to change the immersion and the environment, but I do not get to 171 ... buff me It is surprising that the PC has not yet exploded like a bomb, lol

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FNV mod limit reached  WillingLimitedHalibut-size_restricted
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Betterdeadthanred

Betterdeadthanred

Posts : 89
Join date : 2016-12-12
Location : The only good Scandinavian country

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyThu Jan 26, 2017 2:24 am

If you are not too keen on merging your mods, I'd suggest installing NVEC. One huge all-in-one modpack.

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FNV mod limit reached  13781712
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DumbleCore

DumbleCore

Posts : 666
Join date : 2015-10-19
Age : 40
Location : TON 618

Character sheet
Name: Johnnie
Faction: lone Wanderer
Level: Still Alive

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyThu Jan 26, 2017 2:30 am

rogerrabbit130 wrote:
KSI Carbon Core wrote:
My question is how the hell you guys manage to run so many mods? Get rid of anything and everything you don't need, cannot stress that enough. I guess you could merge mods but I'd prefer to keep my load order as light as possible.

I generally run about 50 plug-ins at once.

This. Like I don't see how anyone would NEED that many mods. I always clean my load order up every now and then, removing anything unnecessary or something that simply doesn't get used at all.

I´ve close to 200 plugins cuz i´m running ttw and some mods like pnv,arwen,eve etc and they all need patches to work with each other,got no problems so far

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Dies iræ, dies illa
Solvet sæclum in favilla,
Teste David cum Sibylla.
FNV mod limit reached  NkOfXz
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shocktrooper666

shocktrooper666

Posts : 444
Join date : 2017-01-11
Age : 33
Location : USA

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Name: Geth
Faction: Brotherhood of Steel
Level: 105

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyThu Jan 26, 2017 3:19 am

to the OP thank you for posting the answers i have seen in this thread has helped me on my own side ov issues im sorry i am un able to help you i just wanted to say thanks to everyone whom has posted here.

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the messages ov the old world still persist and find meaning in the present most cant/wont hear the weight in their feet either for good or worse in the messages they speak to one another in truth we are all couriers carrying unknown messages.
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Azreg

Azreg

Posts : 184
Join date : 2017-01-01
Age : 29

Character sheet
Name: Cole Phelps
Faction: LAPD
Level: 14

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyThu Jan 26, 2017 9:02 pm

Install Merge Plugins Standalone and make sure to install Archive Invalidation invalidated. Usually that fixes the red exclamation marks in my game.

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FNV mod limit reached  Uhzesn10
Everything by Star.
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c4in

c4in

Posts : 476
Join date : 2015-08-21

Character sheet
Name: Curse
Faction: Self
Level: 50

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyFri Jan 27, 2017 2:08 am

KSI Carbon Core wrote:
My question is how the hell you guys manage to run so many mods? Get rid of anything and everything you don't need, cannot stress that enough. I guess you could merge mods but I'd prefer to keep my load order as light as possible.

I generally run about 50 plug-ins at once.

Currently I have 131 active plugins for New Vegas (126 for Fallout 3) and my game is running perfectly with the exception of few random crashes. If I go past 135 or so I can get those exclamation points at times. I can't think myself playing New Vegas just with 50 active plugins, I have way too much mods I can't play without. Though I had over 140, but I got rid of some smaller mods I found unnecessary or got bored of them.

I came across this guy running over 800 mods with merged plugins and patches.

Spoiler:

hollowtips18 wrote:

But my question is how do you merge them?


You could get "Merge Plugins xEdit Script" for FNVEdit. Or "Merge Plugins Standalone" like NeoSnow told you to.

Spoiler:

It's a really simple script which merges plugins together into a single plugin file and does it automatically. But you can't merge anything with everything though without tweaking and trial & error. You can try it for simple .esp's or similar mods, like weapon mods should be safe to merge without a hassle. Or if any mod uses more than one .esp.

I have used it for "New Vegas Uncut" and mods which adds more NPCs.

Betterdeadthanred wrote:

If you are not too keen on merging your mods, I'd suggest installing NVEC. One huge all-in-one modpack.


I'd rather use mods separately. NVEC is pretty outdated.
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Moonlightbae

Moonlightbae

Posts : 1388
Join date : 2014-03-28
Age : 26
Location : Chasing my Daisy

Character sheet
Name: Litney Houston
Faction: Heartbreak Kids
Level: BadKenzClub aka FRESHER THAN YOU

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyFri Jan 27, 2017 2:22 am

I still don't see the need for so many mods, it's really better if you optimize things and keep it nice, light, and simple. For me I take armor mods and make one esp for them, guns one or two esps. The rest is whatever.

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FNV mod limit reached  Wonderlad
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c4in

c4in

Posts : 476
Join date : 2015-08-21

Character sheet
Name: Curse
Faction: Self
Level: 50

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyFri Jan 27, 2017 2:25 am

Well, I don't care how much plugins I have as far as my game is working tongue .

_________________
FNV mod limit reached  Y05HoPF
Walking down an unknown road
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shin8651

shin8651

Posts : 50
Join date : 2017-01-30
Location : USA

FNV mod limit reached  Empty
PostSubject: Re: FNV mod limit reached    FNV mod limit reached  EmptyFri Feb 10, 2017 5:32 pm

I am curious, I got the red exclamation, missing textures at around 135 esp. I know its the limit because I can remove a mod and the issue will resolve itself. This was before I started merging my mods and cant see how anyone would have more than 135? I use MO.
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