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hollowtips18
Posts : 236 Join date : 2015-01-17 Age : 23 Location : New York
Character sheet Name: Courier 7 Faction: NCR Level: 38
| Subject: FNV mod limit reached Wed 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? |
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Acies
Posts : 342 Join date : 2015-03-01
| Subject: Re: FNV mod limit reached Wed 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. _________________ I am looking for AC Odysset armor and outfits assets to port to FNV, if you know where I can get them, PM/email me.
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hollowtips18
Posts : 236 Join date : 2015-01-17 Age : 23 Location : New York
Character sheet Name: Courier 7 Faction: NCR Level: 38
| Subject: Re: FNV mod limit reached Wed 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
Posts : 666 Join date : 2015-10-19 Age : 40 Location : TON 618
Character sheet Name: Johnnie Faction: lone Wanderer Level: Still Alive
| Subject: Re: FNV mod limit reached Wed Jan 25, 2017 10:18 pm | |
| strange,i´m running 200 plugins withiut problems, do use mod organizer with mergedpatch? _________________ Dies iræ, dies illa Solvet sæclum in favilla, Teste David cum Sibylla. |
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hollowtips18
Posts : 236 Join date : 2015-01-17 Age : 23 Location : New York
Character sheet Name: Courier 7 Faction: NCR Level: 38
| Subject: Re: FNV mod limit reached Wed 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
Posts : 666 Join date : 2015-10-19 Age : 40 Location : TON 618
Character sheet Name: Johnnie Faction: lone Wanderer Level: Still Alive
| Subject: Re: FNV mod limit reached Wed 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. |
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hollowtips18
Posts : 236 Join date : 2015-01-17 Age : 23 Location : New York
Character sheet Name: Courier 7 Faction: NCR Level: 38
| Subject: Re: FNV mod limit reached Wed 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
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
| Subject: Re: FNV mod limit reached Wed 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. _________________ Baby it's your world, ain't it? |
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hollowtips18
Posts : 236 Join date : 2015-01-17 Age : 23 Location : New York
Character sheet Name: Courier 7 Faction: NCR Level: 38
| Subject: Re: FNV mod limit reached Wed Jan 25, 2017 10:45 pm | |
| But my question is how do you merge them? |
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tgspy
Posts : 334 Join date : 2015-06-20 Age : 25 Location : Victoria, Australia
Character sheet Name: Intern John Faction: Frontier NCR Regiment Level: 5
| Subject: Re: FNV mod limit reached Thu 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 |
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rogerrabbit130
Posts : 36 Join date : 2015-08-04 Age : 25 Location : Miami
Character sheet Name: Character Faction: Level:
| Subject: Re: FNV mod limit reached Thu 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
Posts : 725 Join date : 2017-01-10 Age : 37 Location : Spain
Character sheet Name: GUN resident Faction: Gaming Underground Network Level: Loading...
| Subject: Re: FNV mod limit reached Thu 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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Betterdeadthanred
Posts : 89 Join date : 2016-12-12 Location : The only good Scandinavian country
| Subject: Re: FNV mod limit reached Thu 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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DumbleCore
Posts : 666 Join date : 2015-10-19 Age : 40 Location : TON 618
Character sheet Name: Johnnie Faction: lone Wanderer Level: Still Alive
| Subject: Re: FNV mod limit reached Thu 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 _________________ Dies iræ, dies illa Solvet sæclum in favilla, Teste David cum Sibylla. |
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shocktrooper666
Posts : 444 Join date : 2017-01-11 Age : 33 Location : USA
Character sheet Name: Geth Faction: Brotherhood of Steel Level: 105
| Subject: Re: FNV mod limit reached Thu 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. _________________ 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
Posts : 184 Join date : 2017-01-01 Age : 29
Character sheet Name: Cole Phelps Faction: LAPD Level: 14
| Subject: Re: FNV mod limit reached Thu 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. _________________ Everything by Star. |
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c4in
Posts : 476 Join date : 2015-08-21
Character sheet Name: Curse Faction: Self Level: 50
| Subject: Re: FNV mod limit reached Fri 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:
https://www.youtube.com/watch?v=gxtobl8eeyc
- 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:
http://www.nexusmods.com/skyrim/mods/37981/?
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
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
| Subject: Re: FNV mod limit reached Fri 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. _________________ Baby it's your world, ain't it? |
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c4in
Posts : 476 Join date : 2015-08-21
Character sheet Name: Curse Faction: Self Level: 50
| Subject: Re: FNV mod limit reached Fri Jan 27, 2017 2:25 am | |
| Well, I don't care how much plugins I have as far as my game is working . _________________ Walking down an unknown road |
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shin8651
Posts : 50 Join date : 2017-01-30 Location : USA
| Subject: Re: FNV mod limit reached Fri 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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