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Anubis
Posts : 117 Join date : 2014-02-26 Age : 41 Location : Brazil
| Subject: Plugin limit reached ? Sat May 10, 2014 1:03 pm | |
| why i can't run more than 140 plugins ? i click the 141 and my game goes wrong in the worst way possible like some meshes don't load , textures goes wrong , some mods stop working , can't open the esc menu , can't save and so on ...
can anyone help ? or just explain ? |
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gloomor
Posts : 308 Join date : 2014-02-24 Location : Spain
| Subject: Re: Plugin limit reached ? Sat May 10, 2014 1:13 pm | |
| As i know there is a limit of the plugins you can have active, i'm not sure if is 140 or 150. _________________ |
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hitman47101
Posts : 1947 Join date : 2014-02-28 Age : 31
| Subject: Re: Plugin limit reached ? Sat May 10, 2014 1:17 pm | |
| I'm afraid that 139 active plugins is the absolute limit on how many esps and esms can be loaded at a time. Its supposed to be 256 but a hard coded bug in the New Vegas engine prevents that from happening. Some people have claimed to be able to go over this limit but its generally excepted that 139 is the limit. You can see the specific details in this tread: http://forums.nexusmods.com/index.php?/topic/915951-theories-on-the-magic-threshold-mod-limit-and-an-interesting-find/ Lucky it is quite easy to merge mods into a single plugin, especially simple ones like armor and weapon mods. I myself have hundreds of mods installed but only 49 plugins in my load order. If you would like further help with anything just let me know. |
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Anubis
Posts : 117 Join date : 2014-02-26 Age : 41 Location : Brazil
| Subject: Re: Plugin limit reached ? Sat May 10, 2014 1:40 pm | |
| @hitman47101 my mistake i have 139 plugins clicked the damn 140 that screw up everything .
don't worry i know how to merge mods but my problem are the ones that have they own BSA file . how do i merge them ? |
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hitman47101
Posts : 1947 Join date : 2014-02-28 Age : 31
| Subject: Re: Plugin limit reached ? Sat May 10, 2014 1:50 pm | |
| You can simply unpack the BSAs into your data folder, it will have zero impact on your game and the mods will load the assets as loose files. You can use Fallout mod managers BSA browser to open then unpack them into your data folder. Unless you are a very seasoned scripter, i don't recommend you merge mods like project Nevada or any mod that uses an MCM menu. just in case that's what you were thinking, it would be messy. If you need any assistants with it just let me know, I'm always ready to help.
Last edited by hitman47101 on Sat May 10, 2014 1:54 pm; edited 2 times in total (Reason for editing : Rearranged some stuff) |
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retlaw83
Posts : 39 Join date : 2014-04-13 Age : 41 Location : Pittsburgh
| Subject: Re: Plugin limit reached ? Sat May 10, 2014 4:13 pm | |
| For a little bit of insight into what happens, once you hit 140, it takes that plugin and overwrites the data in it into the memory allocated for the first plugin in the load order, which should be NV itself. So that's why you see the base game screwing up from going over the load order limit before you see mods going haywire. |
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Anubis
Posts : 117 Join date : 2014-02-26 Age : 41 Location : Brazil
| Subject: Re: Plugin limit reached ? Sat May 10, 2014 5:23 pm | |
| maybe bethesda can fix that in FO4 ?
Edit: forgot that they already did that in Skyrim ^^ |
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hitman47101
Posts : 1947 Join date : 2014-02-28 Age : 31
| Subject: Re: Plugin limit reached ? Sat May 10, 2014 7:50 pm | |
| @retlaw83 Wow i didn't know we knew exactly what happens, i wonder if it would be possible via NVSE plugin to target the code that's responsible for this problem and fix or work around it, its something to ponder at least. Thanks for the info. @Anubis Yep they fixed it in skyrim but they also introduced several more severe problems, like the games memory management and scripting engine being complete crap for instance. God i hope fallout 4 is on a different engine. Good luck getting your game sorted. |
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Tupolev
Posts : 115 Join date : 2014-05-09
| Subject: Re: Plugin limit reached ? Sun May 11, 2014 2:28 am | |
| I do believe that there's a way to bash the .esps together with a tool. I'll try to recover it from my backup drive, the name doesn't strike me at the moment. If you have any instances of items added by said mods in the gameworld, they'll be reset to original locations (haven't tried it with more complex mods, only added weapons / items / armors and small recipie / script fixes so far). Granted, a bitch if you no longer want a 'single' mod (you need to disable that entire 'block' and start over), but I'll try to reply with the name of that tool ASAP.
Edit: Name of the tool is FNVPlugin, on nexus. there -should- be a built in feature that refuses to merge .esps when there's a conflict. I've yet to have a problem, so give it a try, pretty intuitive, if you haven't already. I think there are a few other ways to do it though, just in case you weren't aware of that tool (think this was on some other thread too).
I -have- tried some of the more complex mods that involve a few scripts here and there, they seem to be not horribly broken. Yet. |
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Visious
Posts : 140 Join date : 2014-05-12 Age : 38
| Subject: Re: Plugin limit reached ? Tue May 13, 2014 4:01 am | |
| - retlaw83 wrote:
- For a little bit of insight into what happens, once you hit 140, it takes that plugin and overwrites the data in it into the memory allocated for the first plugin in the load order, which should be NV itself. So that's why you see the base game screwing up from going over the load order limit before you see mods going haywire.
How did you get that information? Just wondering, cause it sounds unrealistic at least. Why the hard-cap of 256 and possible 200+ on some builds? _________________ -- brainball - My Achievements:
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Anubis
Posts : 117 Join date : 2014-02-26 Age : 41 Location : Brazil
| Subject: Re: Plugin limit reached ? Tue May 13, 2014 8:08 am | |
| hey hitman47101 i was looking at my data folder and i have found a lot of plugins that could be merged and right now i have "only" 78 plugins ^^ so maybe would be a good idea to create a tutorial explaining how to merge mods ? |
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Visious
Posts : 140 Join date : 2014-05-12 Age : 38
| Subject: Re: Plugin limit reached ? Tue May 13, 2014 8:49 am | |
| Em,
There is actually alot of tutorials for FNV Edit. Not to mention, that the process is much self-explanatory.
A few simple rules:
1. Dont merge plugins, that are in development and will be updated for sure. 2. Dont merge together plugin and its dependancy (for like in Underground Hideout for example) 3. When making a merge plugin, always, ALWAYS make a list in description, what was merged into it.
I do it like that:
Merged_Number_of_plugins_version_of_merge
Merged_16P_W1.esp
in description adding current date and list of plugins, that I used.
Helps alot really.
Other than that, process is really click here - click here - name result. _________________ -- brainball - My Achievements:
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hitman47101
Posts : 1947 Join date : 2014-02-28 Age : 31
| Subject: Re: Plugin limit reached ? Tue May 13, 2014 9:54 am | |
| Visious has some good advise, make sure to follow it and the rest is pretty clear. if it's really necessary and i can't find a good tutorial I'll make one, but i don't think it'll be necessary. |
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Tupolev
Posts : 115 Join date : 2014-05-09
| Subject: Re: Plugin limit reached ? Tue May 13, 2014 12:23 pm | |
| - Visious wrote:
- Em,
There is actually alot of tutorials for FNV Edit. Not to mention, that the process is much self-explanatory.
A few simple rules:
1. Dont merge plugins, that are in development and will be updated for sure. 2. Dont merge together plugin and its dependancy (for like in Underground Hideout for example) 3. When making a merge plugin, always, ALWAYS make a list in description, what was merged into it.
I do it like that:
Merged_Number_of_plugins_version_of_merge
Merged_16P_W1.esp
in description adding current date and list of plugins, that I used.
Helps alot really.
Other than that, process is really click here - click here - name result. Also remember any plugin with armors / weapons in it, upon merging, will remove said instances of the item out of your inventory / chests / dropped locations out of the world and back into their original containers. They will, however, still be in stock / in the hands of enemies if they are scripted to be so. |
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Visious
Posts : 140 Join date : 2014-05-12 Age : 38
| Subject: Re: Plugin limit reached ? Tue May 13, 2014 11:25 pm | |
| Well, sorry, I thought it was self-explanatory, that before merging plugins should be disabled and you must make a clear save?
Ok, list update =)
0. Make a clean save WITHOUT plugins, you wish to merge. 1. Dont merge plugins, that are in development and will be updated for sure. 2. Dont merge together plugin and its dependancy (for like in Underground Hideout for example) 3. When making a merge plugin, always, ALWAYS make a list in description, what was merged into it. _________________ -- brainball - My Achievements:
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Halstrom
Posts : 19 Join date : 2014-05-20 Location : East Coast Australia
| Subject: Re: Plugin limit reached ? Sat May 31, 2014 9:41 pm | |
| Also there seems to be a limit to the Textures & Mesh in the data folder before default unmodified assets like letterboxes start turning into red diamonds, BSA's seem to be better preventing this. |
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Dead Sirious
Posts : 251 Join date : 2014-05-20
| Subject: Re: Plugin limit reached ? Sat May 31, 2014 10:15 pm | |
| Yep, it sounds like you got too many. How many plugins do you got on at the moment? |
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