Fallout: New Vegas

Fallout: New Vegas

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Beating the plugin limit?
I've heard the max mod plugin limit is around 140, and from my current experience i believe it is so.

literally once i go past 140 i start getting these annoying crashes, everything will be working perfectly for 5 minutes, then eventually sounds will not start to play (e.g. gunshots and such) then music. Red exclamation marks will appear and the inevitable crash will happen.


Any tips on a workaround? (really want to at least get to 150 as that has absolutley every mod i would like to have)


p.s if anyone knows how to merge patches i would save about 10-15 mod patches bringing me down to the 140 limit
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Showing 1-15 of 15 comments
talgaby Nov 15, 2014 @ 11:06am 
Workaround? Learn to bash plugins. Learn to use GECK and merge your large mods. Otherwise no.
Incunabulum Nov 15, 2014 @ 11:06am 
Wryeflash will make bashed patchs and NVEdit can be used to make merged patches.
Ladez Nov 15, 2014 @ 11:10am 
A merged patch will not cut down on your load order. Either merge your mods by hand with FNVEdit or make a bashed patch.
Last edited by Ladez; Nov 15, 2014 @ 11:10am
Dizzyfatpigeon Nov 15, 2014 @ 11:19am 
Originally posted by talgaby:
Workaround? Learn to bash plugins. Learn to use GECK and merge your large mods. Otherwise no.
Thanks for the info, any chance you could tell me or point me in a direction on how to learn bashed patches?
JDC UK Nov 15, 2014 @ 11:19am 
FNVEdit with the Merge plugins script http://www.nexusmods.com/skyrim/mods/37981/?
Though simple mods can be merged without using the script.
Dizzyfatpigeon Nov 15, 2014 @ 11:21am 
Originally posted by Incunabulum:
Wryeflash will make bashed patchs and NVEdit can be used to make merged patches.

any idea on what the difference between them are? i only know how to make merged patches using fnv edit
Ladez Nov 15, 2014 @ 11:27am 
A merged patch doesn't merge whole mods, it only merges changes that modify form lists, levelled lists and inventories. Not sure if it handles other things, those are the ones I've noticed.

Say you have two mods adding two new weapons the the game and the weapons are included in the same form lists and levelled lists. The changes in the plugin that is loaded last will override the changes of the other plugin, causing that weapon not to show up in the game.

A merged patch combines the form list and levelled list entries so that both weapons will show up, but it doesn't include the actual weapons.
Last edited by Ladez; Nov 15, 2014 @ 11:28am
Dizzyfatpigeon Nov 15, 2014 @ 11:37am 
Originally posted by Ladez:
A merged patch doesn't merge whole mods, it only merges changes that modify form lists, levelled lists and inventories. Not sure if it handles other things, those are the ones I've noticed.

Say you have two mods adding two new weapons the the game and the weapons are included in the same form lists and levelled lists. The changes in the plugin that is loaded last will override the changes of the other plugin, causing that weapon not to show up in the game.

A merged patch combines the form list and levelled list entries so that both weapons will show up, but it doesn't include the actual weapons.


Oh right thanks, so im supposed to use a program called Wrye bash that will merge my mods?
does this mean it will cut down the number of plugins/mods in the load order?
talgaby Nov 15, 2014 @ 11:43am 
WryeFlashNV is what you need, and I think you'd have better luck searching the Skyrim mod sites on tutorials on how to use it. Sadly I cannot point you to in a right direction with that.
Dizzyfatpigeon Nov 15, 2014 @ 11:46am 
Originally posted by talgaby:
WryeFlashNV is what you need, and I think you'd have better luck searching the Skyrim mod sites on tutorials on how to use it. Sadly I cannot point you to in a right direction with that.
Yeah i have just installed wrye flash but it keepts being installed for skyrim...
talgaby Nov 15, 2014 @ 12:01pm 
I know, this is why I alerted you on the correct version. I fell into the same trap the first time. ^^
Dizzyfatpigeon Nov 15, 2014 @ 5:14pm 
Originally posted by talgaby:
I know, this is why I alerted you on the correct version. I fell into the same trap the first time. ^^

ok thanks man you have been a huge help :D i made it so far to be able to merge plugins,

so i merged around 7-8 weapon plugins (millenias weapon mods)
does that mean i can now disable/untick (or uninstall?) the original esps? (you know the original weapon that all come seperatley)
that will cut me down by however many plugins each gun originally took.
Ladez Nov 15, 2014 @ 5:29pm 
Originally posted by Fat Pigeon:
so i merged around 7-8 weapon plugins (millenias weapon mods)
does that mean i can now disable/untick (or uninstall?) the original esps? (you know the original weapon that all come seperatley)
that will cut me down by however many plugins each gun originally took.
Yes, but keep in mind that any of those weapons currently in the world will be removed permanently. The new versions will begin to spawn in their place, but any existing versions will not be replaced.
Gomer's Pile Oct 19, 2022 @ 6:03pm 
Just building a mod list for FNV now, but take a look at theFNV Mod Limit Bug Fix on Nexus: https://www.nexusmods.com/newvegas/mods/68714.

It explains the limit and fixes the "bug" that limits FNV to 140ish plugins, depending on how many bsa files are also linked to the esp and esm files.
Dizzyfatpigeon Oct 19, 2022 @ 6:16pm 
DID YOU JUST NECRO A POST FROM 2014?

SHAME UPON YE

also yes, mod limit bug fix is the solution

=======================================

please follow this guide for the most up to date information when modding fallout NV in 2022

https://vivanewvegas.github.io/
Last edited by Dizzyfatpigeon; Oct 19, 2022 @ 6:16pm
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Date Posted: Nov 15, 2014 @ 10:52am
Posts: 15