AceAngel Posted July 27, 2012 Posted July 27, 2012 First of all, Hello to everyone on the boards, and secondly, I apologize if I posted in the wrong place, oops my bad. OK, here is my question, I was wondering what are the chances for a total 'merged' pack of Sexout for NV? The reason I'm asking this is because I came across interesting articles which dictated that in the latest Patch, NV cannot process more then 140-160 mods at a time, due to ESP or ESM bloat. Low and behold, after trying it out, it's true, there is even a FOOKUnity post regarding said issue, in which Beth/Obsi essentially said they couldn't do anything with engine rewrite in load management. Now my SO (sexout) mods weigh in at about 30-50 Plugins in my FOMM/FMM list, which is alot to say the least, and yes, I made sure non of the mods are duplicates or silly mistakes, like SexoutSS/SexoutSS_C. So I guess after all this long winded post, my question is, for an unsavvy person like me, what are the chances of there being a SO-Ultimate-Merged Pack file, as to avoid the loading of 30-50 variable plugins? Good day to all.
GSBmodders Posted July 27, 2012 Posted July 27, 2012 how do you have 30-50 sexout mods, without having duplicates or extremely old mod versions that no longer work? also merging them is not a very good idea these mods are script heavy and will likely break if you attempt to merge them.
KainsChylde Posted July 27, 2012 Posted July 27, 2012 Many mods are being updated on a daily or weekly basis, and new mods get added frequently. Also, the way many of them are structured, they look for other sexout .esm/.esp files to provide certain features. A merged megamod would be useless and flawed rather quickly. The best you can hope for is this. Its still all the individual plugins, but they're packaged in one big fomod-friendly file. And I'm working on figurng out how to make a custom installer so you can pick the plugins you want and make sure requirements are met before installing game-busting plugins (i.e. sexout certified without RobCo Certified installed).
zippy57 Posted July 27, 2012 Posted July 27, 2012 The reason I'm asking this is because I came across interesting articles which dictated that in the latest Patch' date=' NV cannot process more then 140-160 mods at a time, due to ESP or ESM bloat. Low and behold, after trying it out, it's true, there is even a FOOKUnity post regarding said issue, in which Beth/Obsi essentially said they couldn't do anything with engine rewrite in load management.[/quote']I'm running the latest patch and 198 plugins, and have run 215 at times in the past with minor occasional difficulties. So...
prideslayer Posted July 27, 2012 Posted July 27, 2012 Different people run into different limits. The hard limit is 254 (256, minus one for FalloutNV, minus one for 0xFF which is used for dynamic IDs). Limits lower than that are the result of different things; free memory available, size of the patches themselves, and who knows what else. Some people run 240, some people die at 150.
Halstrom Posted July 27, 2012 Posted July 27, 2012 Limit your merging to clothes & weapon mods, by the time you can do that you will understand better why not to go any further
Ark of Truth Posted July 27, 2012 Posted July 27, 2012 I sense game death around the corner, It's not a good idea to merge stuff.
prideslayer Posted July 27, 2012 Posted July 27, 2012 Everyone* says that it's ok to merge mods "except theirs." This should be a huge red flag that merging is, in fact, never ok -- or almost never, unless you want to put a lot of effort into it. The only reason to even attempt to merge plugins is to reduce the number of mods in the load order, and the only reason to care about that is if you've reached the limit, whatever that is on your machine. If you have 200 (or 100, or 10) mods loaded and you haven't hit your limit, merging them together only wastes your time.
DoctaSax Posted July 27, 2012 Posted July 27, 2012 Limit your merging to clothes & weapon mods' date=' by the time you can do that you will understand better why not to go any further [/quote'] This. Merging clothes & weapon mods is the least risky, but when you do it you already have quite a bit on your hands getting rid of dependencies (enchantments, containers etc) As to the mod limit, I hit it really early, around 140 or so. Only in FNV though.
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