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How many mods you guys recommend?


Ricaburn

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Posted

 

Hi

 

How many mods you guys recommend to be activated during the game?

 

I currently have this all activated: FNV Sexual Innuendo,Workgirl Tryout Lore Friendly,Populated Casinos,Animated Prostitution,

Mikotos_Beauty_Pack_v4, BEWARE OF GIRL Type 3 HiRez, this mods ( are greater ) are in the sametime activated and work perfectly.

 

So How many mods you guys recommend to be activated during the game?

 

 

Thanks again for the support.

Posted

 

So How many mods you guys recommend to be activated during the game?

 

Thanks again for the support.

 

It's pretty much up to the user, really. But I'd scaled my load list down to about 38 ATM, since a lot of the mods found on Nexus and other sites are usually play for awhile, then uninstall (at least for me). You can have as many as you want as long as you:

 

Make sure mods don't conflict with each other. Keeping an eye on your Load List can be a pain, but it will really help with conflicting mods.

 

Try for 'Use Until Bored' mods that can be quickly uninstalled without seriously affecting your gameplay.

 

And keep track of Steam updates (FNV/Skyrim), mod updates, and any Bodies/Skeletons you use. Compatibility is a pretty good way to keep your game and mods running smoothly.

 

But, with all this said, it is up to you.

 

My games;

Fallout3 - 44

Fallout NV - 38

Oblivion - 89

Skyrim - 11

 

Chbaakal

 

 

Posted

I currently have 165 mods active. I DO NOT reccomend this as yet again my game is totally fucked up...:-/

I need to try to limit myself, but always end up with a bloated mod-list that in the end requires me to reinstall the game and start from scratch.

Posted

A question in the same vein as the OP...

 

I have heard of a "150 mod limit", but can't seem to find any specifics about it. I have had instances when my bloated modlist has caused the game to crash on startup, and removing a set number of mods, any mods, would solve it, is that it?

As it is now it seems my problems stem from the pure NUMBER of mods rather than any specific conflicts between mods. So will a large modlist cause problems even when there are no specific conflicts between mods?

Posted
A question in the same vein as the OP...

 

I have heard of a "150 mod limit"' date=' but can't seem to find any specifics about it. I have had instances when my bloated modlist has caused the game to crash on startup, and removing a set number of mods, any mods, would solve it, is that it?

As it is now it seems my problems stem from the pure NUMBER of mods rather than any specific conflicts between mods. So will a large modlist cause problems even when there are no specific conflicts between mods?[/quote']

I have 165 odd mods running no problems, I have had problems with certain mods and just never used them but most seem ok, I think it depends a lot on your computer and what type of mods they are as to any limit. I suspect mods that just add an outfit don't count as much as those that do drastic alterations on vanilla stuff.

I also used FNVEdit to remove or modify any conflicting stuff.

 

 

Posted
A question in the same vein as the OP...

 

I have heard of a "150 mod limit"' date=' but can't seem to find any specifics about it. I have had instances when my bloated modlist has caused the game to crash on startup, and removing a set number of mods, any mods, would solve it, is that it?

As it is now it seems my problems stem from the pure NUMBER of mods rather than any specific conflicts between mods. So will a large modlist cause problems even when there are no specific conflicts between mods?[/quote']

I have 165 odd mods running no problems, I have had problems with certain mods and just never used them but most seem ok, I think it depends a lot on your computer and what type of mods they are as to any limit. I suspect mods that just add an outfit don't count as much as those that do drastic alterations on vanilla stuff.

I also used FNVEdit to remove or modify any conflicting stuff.

 

 

 

 

Actually I just did a little experimenting... My game crashed every time I interacted with a container, so I limited myself to EXACTLY 150 mods, and the problem stopped. As soon as I hit 151 the problem reappeared. I didn't try it with any mayor world changing mods, but it seems it didn't matter if I switched around mod nr. 150, as long as I didn't exceed 150, it worked, and as soon as I hit 151 the problem came back...

My mod list contains quite a few worldchanging mods, and it seems I am limited to 150 mods, all things considered, meaning I have to remove one mod for every one I add. Hard choices in some cases... While I do love modular mods, where the player can choose which parts of a mod he wants to use, like Sexout and Weapon Mods Expanded they DO take up a lot of my list unfortunatly.

Posted

 

Actually I just did a little experimenting... My game crashed every time I interacted with a container' date=' so I limited myself to EXACTLY 150 mods, and the problem stopped. As soon as I hit 151 the problem reappeared. I didn't try it with any mayor world changing mods, but it seems it didn't matter if I switched around mod nr. 150, as long as I didn't exceed 150, it worked, and as soon as I hit 151 the problem came back...

My mod list contains quite a few worldchanging mods, and it seems I am limited to 150 mods, all things considered, meaning I have to remove one mod for every one I add. Hard choices in some cases... While I do love modular mods, where the player can choose which parts of a mod he wants to use, like Sexout and Weapon Mods Expanded they DO take up a lot of my list unfortunatly.

[/quote']

 

could it be the mod itself and not the limit? have you tested it with other mods or just one? i'm not running more than 127 but have about 246 esps and i've ran close to 200 once and it didn't crash.

of course the mods were not all working the way i wanted so i removed some of them.

chinese mods don't work well for me, they just crash the game or fuck up the graphics.

 

Posted

There's no hard limit, but there is an upper limit. Probably related to overall memory available on your machine, other running processes, patch level of totally unrelated stuff (windows, .net, etc) and things like that. Different for everyone but 150 is right around the average. Some people bomb out around 120, others not until 180 or 190.

 

At that point, random mods in the load list will stop working.

Posted

 

Actually I just did a little experimenting... My game crashed every time I interacted with a container' date=' so I limited myself to EXACTLY 150 mods, and the problem stopped. As soon as I hit 151 the problem reappeared. I didn't try it with any mayor world changing mods, but it seems it didn't matter if I switched around mod nr. 150, as long as I didn't exceed 150, it worked, and as soon as I hit 151 the problem came back...

My mod list contains quite a few worldchanging mods, and it seems I am limited to 150 mods, all things considered, meaning I have to remove one mod for every one I add. Hard choices in some cases... While I do love modular mods, where the player can choose which parts of a mod he wants to use, like Sexout and Weapon Mods Expanded they DO take up a lot of my list unfortunatly.

[/quote']

 

could it be the mod itself and not the limit? have you tested it with other mods or just one? i'm not running more than 127 but have about 246 esps and i've ran close to 200 once and it didn't crash.

of course the mods were not all working the way i wanted so i removed some of them.

chinese mods don't work well for me, they just crash the game or fuck up the graphics.

 

 

I switched around quite a bit with different mods being the "magic" nr. 150, and with the same result every time. Didn't matter which mod that became nr. 151, the problem reappeared.

When I kept myself at exactly 150 I noticed after a while that there were some random crashes when interacting with containers/dead enemies, so I further limited myself to around 145, and since I haven't had any such crashes. But when I had 151 mods running (meaning 150 esm and esp active in my mod list, including Fallout.esm and the official DLCs) the game would crash to desctop EVERY SINGLE TIME I interacted with an container.

Now, I know that this appearently is individual to the specific system you run, as prideslayer says, but my limit, considering the mods I have, my limit seems to be exactly 150.

Posted

Kashked, just for kicks, how many esp\esm files do you have in your directory that are disabled? I know oblivion counted those even when it wouldn't use them strangely enough. Never noticed anything like that with FO3 or FNV but I haven't ever run more than 50 or so plugins at once mainly because unless there is a quest I rip armor\weapons\clothes out of mods and load them into my custom esp. Cuts down on dirty edits and stuff that I don't want/need. Yea it takes time and such but I am weird like that :)

Posted

Kashked' date=' just for kicks, how many esp\esm files do you have in your directory that are disabled? I know oblivion counted those even when it wouldn't use them strangely enough. Never noticed anything like that with FO3 or FNV but I haven't ever run more than 50 or so plugins at once mainly because unless there is a quest I rip armor\weapons\clothes out of mods and load them into my custom esp. Cuts down on dirty edits and stuff that I don't want/need. Yea it takes time and such but I am weird like that :)

[/quote']

We're very lucky you're weird like that, Greg:D

 

 

Posted

Kashked' date=' just for kicks, how many esp\esm files do you have in your directory that are disabled? I know oblivion counted those even when it wouldn't use them strangely enough. Never noticed anything like that with FO3 or FNV but I haven't ever run more than 50 or so plugins at once mainly because unless there is a quest I rip armor\weapons\clothes out of mods and load them into my custom esp. Cuts down on dirty edits and stuff that I don't want/need. Yea it takes time and such but I am weird like that :)

[/quote']

 

My total, counting non-enabled mods, at the time was 165 I think, but I have been deleting some, so it's not quite as high now.

 

 

Posted

I recommend Project Nevada and Project Ultimatum, as well as Active Wasteland.

 

PN basically adds a bunch of stuff that seemed missing ( European Battle rifles ( FN FAL ) and Chinese weapons ) as well as fleshing out the Cybernetics aspect and adding cool immersive visuals when helmets/glasses/goggles are worn. Also adds somewhat more realistic combat.

 

 

Ultimatum adds a punch of tactical moves as well as more reactive combatants who can actually surrender. You can whistle to distract enemy patrols, knock on doors, push people off ledges. Good stuff, really.

 

Active Wasteland makes a lot of the objects in game actually function. You can actually use stoves to cook now if you have flamer fuel on you, as well as operate lamps and other things. Kind of like Oblivion's COBL it adds a lot of cool, small stuff and neat world inter activeness.

Posted

To reduce your mods number thesimplest way if you can use GECK or FNVEdit is to merge a few clothing mods, look for simple ones that are just containers with no quests or "superpowers" :)

Also merge older outfits, rather than new releases as they may get updated andd you will have to redo the merge a bit.

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