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Fallout 4 mod limit | |
Author | Message |
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YeezusJeezus
Posts : 666 Join date : 2015-06-02 Age : 25 Location : Maryland, USA
Character sheet Name: Character Faction: Level:
| Subject: Fallout 4 mod limit Mon Jun 22, 2015 6:52 pm | |
| Do you guys think that FO4 should have a mod limit? I personally think no. We should have full freedom of how much mods we have. Your thoughts? _________________ |
| | | MrObamatron
Posts : 395 Join date : 2015-02-04 Age : 29 Location : A Place To Stand
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 7:01 pm | |
| I'm sure there will be point where your PC will take performance hits, freeze or CTD frequently the more mods you keep pumping in. Question is, how many mods can it handle and whether or not your PC is top notch. _________________ "A drop in the Basket, Is Worth a Shepherd's Shilling" ~ Danka Chevchnov
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| | | kiionohi
Posts : 782 Join date : 2015-06-21 Age : 27 Location : GIRLyou rly got me bad
Character sheet Name: Eery Faction: Questlove Level: 11
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 7:11 pm | |
| I'm not planning on any mods until I beat the game about 3 times
It already looks sweet |
| | | helljumper4
Posts : 55 Join date : 2015-03-03 Age : 32 Location : Classified
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 7:18 pm | |
| I really had in mind my self to go for a nexus re-texture mod I use on Fallout 3. It was for power armor and gave it this really cool detail to the armor and not to mention my favorite choice of urban camo color for the brotherhood armor. Course far as anything else I'd like to see what new types of armor and power armor mods people will design with the new customization system. _________________ Paws first into Hell! |
| | | YeezusJeezus
Posts : 666 Join date : 2015-06-02 Age : 25 Location : Maryland, USA
Character sheet Name: Character Faction: Level:
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 9:19 pm | |
| - MrObamatron wrote:
- I'm sure there will be point where your PC will take performance hits, freeze or CTD frequently the more mods you keep pumping in. Question is, how many mods can it handle and whether or not your PC is top notch.
Yeah of course, that's a given. I think that it should be up to the user on how much mods should be installed, not the game. _________________ |
| | | Guest Guest
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 9:39 pm | |
| No offense, Yeezus, but the 'mod limitation' isn't because of some evil developer imposing their will/dictatorship upon you.
Its a matter of managing data, memory usage and savegame file size. You can't just keep piling more and more and more and more and more onto a game and say 'deal with it'. That isn't how game engines work, and that isn't how memory works.
When you save your game, it has to write the state of not only the game, but all the stuff you've modded into it, into that save. The more mods you have, the bigger the save. The bigger the save, the higher the chances get that you'll see a number of really lame issues like corrupted saves, unreasonable load times, crashes while saving, etc.
I've actually seen people running over 300 mods (which is ridiculous, IMO) for New Vegas, but their game was an unstable trainwreck of glitches, crashes and conflicts. So if you need more than the 130-140 mods that these games can smoothly handle (which is a damned impressive amount, BTW) then you're welcome to merge mods. Take your 88 weapon mods and merge them into a single esp and you just cut 87 plugins out of your load order.
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| | | AussieShepherd117
Posts : 1202 Join date : 2015-03-29 Age : 31 Location : TittyBong
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 9:46 pm | |
| - Tesvixen wrote:
- No offense, Yeezus, but the 'mod limitation' isn't because of some evil developer imposing their will/dictatorship upon you.
so how do we merge two esp together Tes? _________________ - My Achievements:
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| | | mpaz96
Posts : 1535 Join date : 2014-08-11 Age : 28 Location : Colombia
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 10:00 pm | |
| @AussieShepherd117 Merging mods with MO: https://www.youtube.com/watch?v=ANmEThgLQl0 Merging mods with NMM: https://www.youtube.com/watch?v=PCB0oJG9yQQ By the way, back to the topic, as tesvixen said, the mod limit is because of the game itself not a developer of the game. Skyrim can handle about 255 active mods I believe, which is too much in my opinion, but i'm guessing that Fallout 4 can handle about the same or even a little bit more, which is enough I think. _________________ |
| | | YeezusJeezus
Posts : 666 Join date : 2015-06-02 Age : 25 Location : Maryland, USA
Character sheet Name: Character Faction: Level:
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 10:03 pm | |
| [quote="Tesvixen"]No offense, Yeezus, but the 'mod limitation' isn't because of some evil developer imposing their will/dictatorship upon you.]
None taken! I just thought it would be kind of easy to just remove a limit, but thanks for that info! _________________ |
| | | Player147proman
Posts : 482 Join date : 2014-03-03 Age : 27 Location : U.S.A
Character sheet Name: A Literal God Faction: Meme Page Admins Level: 9000
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 10:10 pm | |
| Just like the others said, It really depends on your system on how many mods it can handle but it can also still decrease performance in fallout like Tesvixen said earlier. I myself should uninstall some mods I hardly use lol |
| | | Bulldog4223
Posts : 94 Join date : 2015-01-14 Age : 28 Location : United States
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 10:33 pm | |
| - Player147proman wrote:
- Just like the others said, It really depends on your system on how many mods it can handle but it can also still decrease performance in fallout like Tesvixen said earlier. I myself should uninstall some mods I hardly use lol
I tell myself that all the time, and then I go down my load order saying "I can use that, that probably doesn't impact performance that much, but that makes the game so cool!" And I end up not deleting anything |
| | | Mattell
Posts : 237 Join date : 2014-10-27 Age : 45 Location : Los Angeles CA
| Subject: Re: Fallout 4 mod limit Mon Jun 22, 2015 11:28 pm | |
| Try building overly complex xre mods lol, I'm running a pretty skimpy load out of a carefully selected 50 mode or so just to be able to test my builds :p do all of my building on a laptop on top of it all, stutters and crashes still happen and with the higher resolution and new engine (guessing similar to skyrim) even if I had the know how or permissions to port it's probably going to more than tax a lot of users systems |
| | | yungskiz
Posts : 48 Join date : 2015-01-29 Location : The Warpath to Valhalla
| Subject: Re: Fallout 4 mod limit Tue Jun 23, 2015 12:28 am | |
| i have 448 mods that use esp/m's installed, active? no way, with the most up to date version of nvse or maybe the lutana nvse library......the thing with the duck......it will tell you when you exceed the mod limit, using FOMM that means dont go past 7F in the load order. i have so many mods because some of them are for different themed play throughs, some i use all the time, and some i need to uninstall but dont want to take the time to locate all the files. fallout 4 will be the same way, at some point im going to have everything from a stealth playthrough to a battlefield simulator where i cheat to get all my ammo and spawn npcs on the furthest object i can zoom to. it took a long time to actually organize the mods within FOMM.....but near the bottom i have a bunch of "temporary" mods, like things that add test cabinets to goodsprings and early game quests, then once i get what i need from the test containers i can uncheck those mods, and activate others, same thing with the quest mods, the first one that gets deactivated is a mod that adds about 3x(vanilla) the npcs to primm so its an actual fight, but after i finish up in primm i have no need for that mod to be active..... the point is you will have mods that dont need to be active for the entire playthrough, if you can figure out which ones can be deactivated early or activated later on you can really cut down on your load order, the same goes for merging mods, spamptrs on the nexus has 100some-oddball gun mods, i have a few playthroughs that use a whole bunch of them, last i knew he hasnt made a merge of all his mods, but if i were to make one for personal use it would really cut down on some load orders as for performance i currently use a toshiba laptop w/ 6g ram and amd guts, nothing dedicated for gaming, the laptop was made before NV came out, i used to be able to run the game on high with NMCs pack with a solid fps...with the stutter remover, NVAC fixed 99% of all my crashing issues not related to load order. now days the machine is showing some wear and im also using a 5400rpm 250g hard drive that was made when that was the normal that shipped with laptops (hard drives tend to be the only things that go bad on toshibas ) i used to use a 750@7200rpm, now i play the game on medium with NMC's pack....but with standard resolution textures, the only thing that gives me any kind of trouble is going to barstow from the WARZONES mod. either way, back then and now the number of mods i use has not changed, so i cant wrap my head around the number of mods affecting performance, still there are very resource intensive mods, and a game engine will always have limits of its own |
| | | Niik Havod
Posts : 160 Join date : 2014-11-20 Location : Canada
| Subject: Re: Fallout 4 mod limit Tue Jun 23, 2015 2:43 am | |
| It has always been up to how much our computers can take and I believe it should stay that way. I really don't see the reason to put a mod limit when there wasn't any in the past. Although, as a result I sometimes go overboard with the mods and end up getting crashes. Modding the game can definitely be very addictive. I'll probably finish the games a few times before enhancing the experience with mods. |
| | | djadamson
Posts : 340 Join date : 2015-03-27 Location : United Kingdom
| Subject: Re: Fallout 4 mod limit Tue Jun 23, 2015 4:41 am | |
| I would like fallout 4 not to have a mod limit, however I think the reality of it is that it will have one. However if the game has been developed on an upgraded skyrim engine at least the mod limit will be at least 255, although hopefully more. Which is much better than the 139 limit of fallout new vegas |
| | | Pharah
Posts : 3430 Join date : 2014-05-13
Character sheet Name: Faction: Level:
| Subject: Re: Fallout 4 mod limit Tue Jun 23, 2015 5:38 am | |
| I'm pretty sure that FO4 will have a better modding capability. Not saying it's going to be absolutely limitless, but we might see many good changes from Skyrim. |
| | | hitman47101
Posts : 1947 Join date : 2014-02-28 Age : 31
| Subject: Re: Fallout 4 mod limit Tue Jun 23, 2015 5:53 am | |
| Given that it's the Creation engine again it'll most likely have the same theoretical limit of 255 or so Skyrim has, you won't actually be able to use that many unless most are really small one change only kind of mods, the engine/your system can only take so much.
Unless they impose the Steam workshop limit of 50 (i think it's 50) mod restriction to all other modding by making it an artificial in-engine limit, but that's the worst case scenario. |
| | | SenpaiRaptor
Posts : 51 Join date : 2014-09-27
| Subject: Re: Fallout 4 mod limit Tue Jun 23, 2015 7:16 am | |
| - Tesvixen wrote:
- No offense, Yeezus, but the 'mod limitation' isn't because of some evil developer imposing their will/dictatorship upon you.
Its a matter of managing data, memory usage and savegame file size. You can't just keep piling more and more and more and more and more onto a game and say 'deal with it'. That isn't how game engines work, and that isn't how memory works.
When you save your game, it has to write the state of not only the game, but all the stuff you've modded into it, into that save. The more mods you have, the bigger the save. The bigger the save, the higher the chances get that you'll see a number of really lame issues like corrupted saves, unreasonable load times, crashes while saving, etc.
I've actually seen people running over 300 mods (which is ridiculous, IMO) for New Vegas, but their game was an unstable trainwreck of glitches, crashes and conflicts. So if you need more than the 130-140 mods that these games can smoothly handle (which is a damned impressive amount, BTW) then you're welcome to merge mods. Take your 88 weapon mods and merge them into a single esp and you just cut 87 plugins out of your load order.
This I can agree too cause alot of people can go overboard with mods and it's just dumb how they decide to have like 1000 mods into their game, yes I have seen a guy with around 1000 mods for his Skyrim game but Skyrim isn't the topic but it can relate to Fallout with the modding and developers. |
| | | wotan
Posts : 60 Join date : 2015-06-25 Age : 59 Location : Danderyd/Sweden
| Subject: Re: Fallout 4 mod limit Sun Jun 28, 2015 6:28 am | |
| - MrObamatron wrote:
- I'm sure there will be point where your PC will take performance hits, freeze or CTD frequently the more mods you keep pumping in. Question is, how many mods can it handle and whether or not your PC is top notch.
Yes, nothing new under the sky in this department. |
| | | LukaTheJawa
Posts : 2262 Join date : 2015-06-17 Age : 23 Location : Scavenging for parts
Character sheet Name: Jawa Thief Faction: Anti stormtrooper fedaration Level: 15
| Subject: Re: Fallout 4 mod limit Sun Jun 28, 2015 7:28 am | |
| - djadamson wrote:
- I would like fallout 4 not to have a mod limit, however I think the reality of it is that it will have one. However if the game has been developed on an upgraded skyrim engine at least the mod limit will be at least 255, although hopefully more. Which is much better than the 139 limit of fallout new vegas
Lucky you i deal with 135 max ... |
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