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Hitting earlier mod limit of 144

mod limit 144 143 texture

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#1 Spacebadger

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Posted 29 January 2018 - 04:29 PM

So unlike what I expected, as soon as a activate a 144th plugin (any plugin) i begin to get major problems. I cant use the escape key, I get missing mesh warnings on npc weapons and armors, bullet holes from IMPACT become grey squares, blood splatters become red squares, and all items in the inventory become blue/grey squares. I have no Idea why this is happening, I still have 100 to go before im supposed to hit the mod limit. And its not like a normal limit, instead the game just begins to break down instead of instantly crashing. I've only found 1 forum post on google that talked about this problem and they didnt have a solution other that massive merging-https://forums.nexus...7862-mod-limit/

I got as far as the weapons section of the clear and present danger guide before hitting this, and I have no clue what to do

load order provided

 


Edited by GrantSP, 29 January 2018 - 05:10 PM.
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#2 Spacebadger

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Posted 29 January 2018 - 04:38 PM

any additional mod (ie active mods hits 140) causes problems


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#3 baronaatista

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Posted 29 January 2018 - 05:11 PM

Fallout 3 & New Vegas have a limit of 155 mods. I’ve heard there can be problems when approaching said limit. Try to merge some mods maybe and see what happens.
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#4 GrantSP

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Posted 29 January 2018 - 05:11 PM

Not sure what else you were expecting. That's a pretty clear indicator of hitting the plugin limit. Some users see it earlier, ~120 plugins, but most never get past 140.



#5 Spacebadger

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Posted 29 January 2018 - 05:31 PM

It was just that with bethesda games I'm used to the 255 limit, and the clear and present danger guide also talks about the 255 limit. I've never encountered a game that had an earlier limit. I really wish clear and present danger had a merge guide up, because it's kind of disappointing that I cant follow the entire guide


Edited by Spacebadger, 29 January 2018 - 05:35 PM.

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#6 baronaatista

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Posted 29 January 2018 - 06:52 PM

Hmmm... Kelmych is saying in the guide that the limit for Fallout 3 is in fact 255, and it's only New Vegas that is 155.  Quick search had a couple other sources saying the same.  I'm also pretty certain Kelmych would not construct a guide that exceeds said limits.  It's possible your problem is something else?  Though the symptoms do sound quite a lot like hitting a limit to me.

 

That thread you linked has many people talking about the limit being 255, but many other users complaining about issues past 140 as well.  Don't know what's right here.

Also suggested on the thread it could be a memory issue - are you certain your game is properly LAA enabled?  I also know there has been some issues with NVSR and the Win10 Creators Update, not sure if the same is true for Fallout Stutter Remover.

 

You're certain activating any plugin past 140 causes the same issues?  Is your loadout stable and functioning properly prior to said limit?


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#7 Spacebadger

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Posted 29 January 2018 - 07:24 PM

before hitting limit, only noticeable problem was movement glitch in birth cut scene in beginning of game. problms begin immediatly after adding 144th mod, whether it be an armor replaces, or a weapon mod, etc. LAA is enabled, but I'll check my memory consumption

 

EDIT- if 144th mod (its actually exactly 140 plugins) is a save manager, same problems, mod type doesn't matter at all, just mod count

edit-2: Its not Fallout stutter remover or NVAC, I disabled those two and enabled two others and had the same problem


Edited by Spacebadger, 29 January 2018 - 07:38 PM.

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#8 GrantSP

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Posted 29 January 2018 - 08:48 PM

Hmm... the guide does indeed mention the upper-most limit of the game engine. That should probably be changed.

 

The thing to keep in mind with this is, it is only talking about plugins, ie. *.esm/esp files. MO's modlist in the left hand pane contains many mods that do not contribute to the limit, such as  Fallout Stuuter Remover or NVAC. Those mods contain no plugins.

 

Additionally the actual number of plugins is not fixed due to the fact it most likely a memory allocation issue. This means you could have 255 very small plugins with only a few records and not see a problem or a few very large plugins with 100's of 1000's of records and reach that limit. The actual triggering is not fully documented.



#9 Spacebadger

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Posted 29 January 2018 - 11:47 PM

Okay, I got to 140 plugins enabled after I disabled FWE and mods that required it, and the problem is now gone. Now to find out what about FWE is doing it


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#10 Spacebadger

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Posted 30 January 2018 - 12:05 AM

so it seems to have nothing to do with a memory problem, not passing 2gb in either ram or vram


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#11 GrantSP

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Posted 30 January 2018 - 12:36 AM

There is nothing inherently wrong with FWE and the fact that you are now not crashing once it is disabled is an example or correlation, not causation.

It is a memory allocation problem, not a memory usage problem. Two very different things. The engine itself can only register a certain number of records in RAM and even with the LAA seitch enabled it does not mean it is miraculously able to use all system RAM, it is a very old game.



#12 Spacebadger

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Posted 30 January 2018 - 01:12 AM

so even with every FWE plugin disabled, its coming from the FWE main esm file


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#13 Spacebadger

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Posted 30 January 2018 - 01:42 AM

And its not from a conflict with WMK or RH ironsights, its just seems that FWE breaks when the plugin count hits a certain number


found a couple other posts talking about similar problems, but none of them had a solution

 

also, the things with missing meshes are things like axes and pool cues, which FWE doesn't even touch

 

edit- sorry grant, I just saw your post- thats what I thought it would be, too, but then I disabled it and I was able to push the plugin count higher. And if what you mentioned was a major problem, then the it would be impossible to install Clear and Present Danger


Edited by Spacebadger, 30 January 2018 - 01:48 AM.

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#14 GrantSP

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Posted 30 January 2018 - 02:16 AM

Exactly. FWE has been in use for years and that guide includes it with no issue. I'm not saying it's perfect, it does have some minor quirks and some other problems. The FWE team did a great job overall but like every major mod there were/are some bugs.



#15 Spacebadger

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Posted 30 January 2018 - 12:20 PM

Do you have a load order I can manually apply? I’ve seen people in this forum with the same 140 mod problem, and one guy fixed it with a load order change. LOOT isn’t fixing it, so I’ll just have to do it manually
Notably this guy http://forum.step-pr...rs-not-working/
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