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Max number of mods for FO4.


Hybris50

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Posted

I've poked around here and the nexus and I've not seen anyone mention a limit to the number of mods one can run on Fallout 4.

 

Of course this early in the release with no GECK or its Fallout 4 equivalent I can understand why this info might be available.

Posted

You can give it a try, just download 300 simple ESPs and see if the game runs em all and it's still stable for few hours.

Posted

You can give it a try, just download 300 simple ESPs and see if the game runs em all and it's still stable for few hours.

 

If you guys find out let me know, also might want to have a performance recorder running (like we had for Skyrim) I'm sure the memory limit is higher than 3.1GB they gave us in Skyrim but what is it in Fallout?

 

Doubt we will found out before someone completely overhauls the texture to be ultra high 4k, 8k whatever textures.

Posted

I've poked around here and the nexus and I've not seen anyone mention a limit to the number of mods one can run on Fallout 4.

 

Of course this early in the release with no GECK or its Fallout 4 equivalent I can understand why this info might be available.

There may not be enough mods on Nexus to find out, just install them all and let us know the results :)
Posted

The technical limit is still 254 plugins.

 

256 in total, but 00 is always Fallout4.esm, and FF (255) is always the save file.

Guest endgameaddiction
Posted

But wasn't the 254 limit due to 32bit?

Posted

In Skyrim an item was identified with 8 bits for the "source" and 24 bits for the object itself (with very few bit combinations that were reserved.)

The old problem of 127 mods limit was because the final "integer" was considered "signed" so one bit was messed up.

SKSE had to provide some "fixes" to enable to get items from mods after the 127th.

 

How big is the "item identifier part" in FO4? Still 24 bits.

And I don't think we can now have 2^(32+8 bits) = 2^(40 bits) mods. If the creation time for a mod is just one second, then we need to wait about 35 thousand years for all the mods to be produced.

Let's at least hope that the FO4 engine got rid that the signed integers in the item identifiers, so we can rely on 254 mods.

Posted

It depends on alot of factors, like operating system, memory, CPU, GPU etc.. most medium range pc will possibly break at 80 + mods, may even be lower when new scripted mods starts to appear. Even though fallout 4 could load 255 mods you need to think smart like can my current pc even handle all those hiress textures npc's adding mods and highs scripted scene all at the same time most can't. Even if they could there is still Engine bugt that could still break your game in the long run. There is no tool to fix your save games So unless Geck gets released be very carefull what type of mods you install 

 

Especially if they are from nexus they have been target by hackers who uploaded .dll files with virus inside the already uploaded mods after hacked the mods accounts. So i am currently stayng away from any mods that supscription says to use bat file.

Posted

It depends on alot of factors, like operating system, memory, CPU, GPU etc.. most medium range pc will possibly break at 80 + mods, may even be lower when new scripted mods starts to appear. Even though fallout 4 could load 255 mods you need to think smart like can my current pc even handle all those hiress textures npc's adding mods and highs scripted scene all at the same time most can't. Even if they could there is still Engine bugt that could still break your game in the long run. There is no tool to fix your save games So unless Geck gets released be very carefull what type of mods you install 

 

Especially if they are from nexus they have been target by hackers who uploaded .dll files with virus inside the already uploaded mods after hacked the mods accounts. So i am currently stayng away from any mods that supscription says to use bat file.

 

Weather a mod runs your rig is a separate issue altogether, and at this point the game is new enough that we can't confirm that we won't run into a situation like New Vegas where 140 mods was the limit due to how the game engine was used in that game.

 

As we have seen with Skyrim sooner or later there will be enough mods that a mod limit will become a common issue and the sooner we can ID a limit then hopefully we can figure out away of minimizing the load order foot print of a given mod.

 

This means on the production side of minimizing how many esp's are needed EX: Project Nevada has 4 esps 3 are optional but greatly reduce the amount of content.

 

My personal theory is instead of many optional esp's that in game menu driven systems like MCM could allow the tailoring of content. I haven't attempted to do work like that so I could be wrong.

 

In the post production/end user side esp streamlining would take the form of merging esp's this is how I have dealt with the mod limits on Skyrim and to a far greater degree New Vegas, but this makes handling more complex mods that are actively updating clunky to say the least.

Merge patches might fall under this but I have next to no working experience with those so I can't speak accurately about them.

 

The goal here would be to allow the merging of a already merged esp with a updated esp whose older counterpart was included in the original merge. Obviously overwriting would happen in producing a new updated merged esp.

On the flip side though I can't say how the system would react if a new update were to remove content from a previous update so that might become a issue.

 

 

Sorry if I'm not making much sense between not getting much sleep and having far too much time by myself at work to think stuff like this through I can't say if I'm barking up the right trees.

Posted

I just wonder why Bethesda couldn't have gone with a more mod-friendly engine that hasn't these dumb limitations, like id tech for example (especially now that they absorbed id).

 

I guess they REALLY want to milk the most out of their Gamebryo license.

Posted

Realistically in my experience theres so many vanilla missions if you add 180 odd mods they are going to:

 

A screw up vanilla missions & stuff

B never get used or even half of them completed

C cause bloating and game issues

D confuse the user so much as to whats vanilla and whats not, they start reporting vanilla bugs as being created by mods and vice versa

 

Simple clothing and weapon mods are easily merged anyway.

Posted

Don't see how 254 plug-ins is not enough.

 

There is also merging plug-ins.

 

Seems to me that by using mods you understand you will likely at some point break the game anyways.

Posted

Give me a dozen of well done mods and I will be happy.

If a mod is "modular" and uses other mods as plugins, then give me another dozen mods.

The day I will install 100 mods, please kill me, I will be useless to the humanity.

 

Posted

The Loadorder of my current Skyrim instance contains 247 esps. Around 200 more of them are merged into a single esp. It took me about a week to build. I manually merged them 1 by 1, because I found, while beeing a well written script etc, the merge script for xEdit doesn't work well with that amount of plugins. I developed my own merging technique, which works with pretty much everything, though obviously some of the esps I won't be merging because they'd need the headmeshes, mcm-files etc copied and renamed, which is to much work by hand. I also went to each and every conflicting entry and figured out how to resolve them. Automatic merged patches/bashed patches for levelled lists etc. are for me only a starting point, that I review by hand and may change by hand.

I don't consider my current instance very extensive. I had loadorders in the past wich originally had 600-800 esps, and in the end ran completly fine after merging conflict resolution etc.

The fact is, there are nowadays so many really good mods out there, that a limit of 254 is a real PITA, until there are tools that reliable work for merging big loadorders, and by the way modding develops for FO4 I expect it to be even worse for FO4.

Big mods like ETAC, Perma, CoT or some of the others often can themselves be split into 10-20 or even more esps, if you count all the compatibility patches, modules, tweaks etc, and not everyone is that experienced in merging all those patches down (and some of them are even rather difficult to merge) add to that some questing mods like Wyrmstooth or Falskaar and Notice Boards (+wyrmstooth and Falskaar patches), Wayshrines (+wyrmstooth and Falskaar patches), Campfires, Frostfall, RND, Better Vampires, ESF Companions, Localized Thief Guild, Timing is everything, a Killmoves mod, The different FNIS mods (Sexy Move, PCEA2, Flyer) and all the smaller mods that improve different aspects and you quite quickly reach the 254 esp limit.

 

TL;DR: Yes, 254 esps is a real PITA, and I really wish there was a way around that.

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