How many mods is too many mods

Post » Sat Feb 19, 2011 7:09 am

I hope this is the right place :D

How many mods can the game allow before it starts to crash all the time?

I have these mods installed:
Project Nevada
Fallout New Vegas overhaul
IWS
Companion Sandbox Mode
Unlimited companions (I only plan on having like 5-6 followers)

I also want to download the following mods:
A World Of Pain
New Vegas Bounties I
and maybe Fallout New Vegas Redesigned assuming it does not conflict with other mods.

So assuming this mods worked in sync with each other (they didn't conflict and over write each other and such) could I safely run my fallout game.
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Leilene Nessel
 
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Post » Sat Feb 19, 2011 6:38 am

That's absolutely reasonable compared to the cluster[censored] load orders some other people have :)
And all those mods should work together (except for Fallout New Vegas overhaul which I know nothing about)
Fallout New Vegas Redesigned won't cause any problems with other mods as long as you load it at the very top of your load order.
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Alba Casas
 
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Post » Sat Feb 19, 2011 11:03 am

I think the engine is limited to 255 plugins but you'll probably run into problems before that. (Around 200)
The number of mods you have now and is planning to use is nothing compared to what I have on Oblivion and since the engine is updated you should be fine.
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Eric Hayes
 
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Post » Sat Feb 19, 2011 7:21 am

I think the engine is limited to 255 plugins but you'll probably run into problems before that. (Around 200)
The number of mods you have now and is planning to use is nothing compared to what I have on Oblivion and since the engine is updated you should be fine.

Actually from what I heard Fallout (atleast 3) seems to be even worse in that regard and croaks at around 150 mods.
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Katie Louise Ingram
 
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Post » Sat Feb 19, 2011 7:32 am

I dont plan to come even close to 100 anytime soon :D Thank you all!!!!
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Ian White
 
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Post » Fri Feb 18, 2011 10:34 pm

Well, my Oblivion has 224 plugins currently (FCOM and the some :D), crashes less frequently than my New Vegas with only 44 plugins does. And runs worse too :shrug:

With excessively big load orders (unlike the one you're planning :D) you should learn to use Wrye Flash and FNVEdit to resolve mod conflicts. Big load orders require patches to make them work nicely together, WF can build one automatically, but you should check it afterwards with FNVEdit to spot wheter it screwed up or did something you disagree with :hehe:
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dell
 
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Post » Sat Feb 19, 2011 9:05 am

OP

have a look at the following which is expected to be released tomorrow

This should solve many problems and make life much easier overall

http://www.gamesas.com/index.php?/topic/1163026-wipz-nvamp-new-vegas-advanced-mod-project/

I'm about to start the game for a first playthrough and when I read about this mod I decided to wait the extra week.
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Max Van Morrison
 
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Post » Sat Feb 19, 2011 9:26 am

The hard limit on the number of pluigins is 254. That counts master files as well. Each plugin is given a hexidecimal (base-16) ID in 8 bits. FalloutNV.esm is given 00 as it is the master of all, and the savegame is FF (base-10 value of 255). That leaves 254 other load order IDs.

As for non-plugin mods, your hard drive space is the limit.
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dean Cutler
 
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Post » Sat Feb 19, 2011 11:34 am

Wasn't there a limit of total files in the data folder that the game can handle too?
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K J S
 
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