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https://www.reddit.com/r/FalloutMods/comments/6zh5i5/fnv_mod_plugin_limit/
Apparently its around 250 but most would say not to go over 135 since the game could have issues with the amount of plugins.
In FOMM click on Load Order on the top and click Copy to Clipboard. Then paste it somewhere it'll list the amount. Keep in mind some mods may not be found in your load order, mainly replacer mods. Those don't count towards load orders since they, well, replace.
The engine uses two IDs for the files. One is the load order number you see, starting from 00 and going to FF—this would indicate 255 total plug-ins.
However, there is also the plug-in internal ID, which is also a two-byte number. Every single ESP and ESM file in the data folder receives one, whether it is in the existing load order or not. It also starts at 00, but that one is for the game's EXE, and 01 is for the master ESM.
This is the part where Obsidian messed up since the internal ID of the main ESM is not 01 but somewhere around 7A to 7F. Every other plug-in starts its number after this one, which translates to around 125-ish numbers you have left until you hit FF and the engine stops acknowledging the existence of plug-ins.
The critical bit is that this number is for all plug-ins.
It won't break it per se. Rather anything contained within the merged plugins will begin anew. Any weapons you had from the original files for example would vanish, and any quests from them would be lost. You would have to reacquire everything.
I strongly recommend against changing the mod loadout during a playthrough, either abandon or finish it, while taking notes of what you want different, and then make a fresh mod loadout you can start from scratch.
Total active plugins: 114
Total plugins: 115
How ok is that? Close to become unstable? The latests mods I've installed have increased the amount of crashes quite noticeably, I'd describe it from almost never crashing to rarely doing it, especially with some of Xilandro's mods and NVB
The two you mentioned both do heavy scripting, which is the achilles heel of the engine, and prone to bugs from typos and such.
Actually I'm pretty sure it's 137, not 127. The limit is due to the hexidecimal plugin ID's. Which stops counting up at 137. If you have more active plugins than that, the game doesn't know what to do with the extra plugins that exceed it. This ♥♥♥♥♥ up the game majorly.
Right now I have 135 active plugins and my game is functioning without issue.
The limit is technically 137, but no matter what, the more mods you have, the less stable the game becomes. Especially mods made by people that don't take the time to polish, or very large ones. The only reason my game is running smoothly with so many is because I've spent a very long time going through each plugin and cleaning up problems and sorted out compatibility issues manually. For the average user though. I would try and keep the plugin count below 100, and merge your smaller and simpler mods (like weapon and armor mods) together.