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Posted (edited)

So unlike what I expected, as soon as a activate a 144th plugin (any plugin) i begin to get major problems. I cant use the escape key, I get missing mesh warnings on npc weapons and armors, bullet holes from IMPACT become grey squares, blood splatters become red squares, and all items in the inventory become blue/grey squares. I have no Idea why this is happening, I still have 100 to go before im supposed to hit the mod limit. And its not like a normal limit, instead the game just begins to break down instead of instantly crashing. I've only found 1 forum post on google that talked about this problem and they didnt have a solution other that massive merging-https://forums.nexusmods.com/index.php?/topic/137862-mod-limit/

I got as far as the weapons section of the clear and present danger guide before hitting this, and I have no clue what to do

load order provided

 

 

 

  0  0     Fallout3.esm
  1  1     Anchorage.esm
  2  2     ThePitt.esm
  3  3     StreetLights.esm
  4  4     BrokenSteel.esm
  5  5     PointLookout.esm
  6  6     Zeta.esm
  7  7     Unofficial Fallout 3 Patch.esm
  8  8     CALIBR.esm
  9  9     Advanced Recon Tech.esm
 10  a     Inventory Access.esm
 11  b     aHUD.esm
 12  c     iHUD.esm
 13  d     Point Lookout Reborn.esm
 14  e     ArefuExpandedByAzar.esm
 15  f     DCInteriors_ComboEdition.esm
 16 10     AWorldOfPainFO3.esm
 17 11     Mothership Crew.esm
 18 12     Vault 101 Revisited.esm
 19 13     RiversideCafe.esm
 20 14     CRAFT.esm
 21 15     FO3 Wanderers Edition - Main File.esm
 22 16     Project Beauty.esm
 23 17     EVE.esm
 24 18     Detect Traps.esm
 25 19     GeorgetownExpansion.esm
 26 1a     tubrrCompound.esm
 27 1b     Enhanced Weather - Rain and Snow.esm
 28 1c     Xepha's Dynamic Weather.esm
 29 1d     DarNifiedUIF3.esp
 30 1e     FO3LODGen.esp
 31 1f     Advanced Recon Tech - Detect Traps.esp
 32 20     Detect Traps - DLC.esp
 33 21     Detect Traps - Perk.esp
 34 22     MetroCars.esp
 35 23     DC Moods.esp
 36 24     FortIndependenceRedesigned.esp
 37 25     ArlingtonRestoration.esp
 38 26     tubRRCompound.esp
 39 27     DCStreet - BS.esp
 40 28     Realistic Interior Lighting.esp
 41 29     MoreMapMarkers.esp
 42 2a     Rivet City Realignment.esp
 43 2b     FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
 44 2c     Temple of the Union Overhaul.esp
 45 2d     The Mantis Imperative - Jello.esp
 46 2e     HeirApparent.esp
 47 2f     Another Interior Mod.esp
 48 30     Laurens_Bathroom_poetry_V1.esp
 49 31     The Mantis Imperative - Mantis.esp
 50 32     FO3 Wanderers Edition - Main File.esp
 51 33     DCInt_ARoomWithAView.esp
 52 34     PLweightadjust.esp
 53 35     ChopShopModv13.esp
 54 36     The  Pitt Moods.esp
           DIFF WMK.esp
 55 37     DIFF.esp
 56 38     FO3 Wanderers Edition - DLC Broken Steel.esp
 57 39     PointLookout Moods.esp
 58 3a     FO3 Wanderers Edition - DLC Anchorage.esp
 59 3b     lexx_brahmin-variant-Fo3.esp
 60 3c     NotSoFast.esp
 61 3d     BaileysCrossingMetro.esp
 62 3e     K9BreedsMoreDogs.esp
 63 3f     UrgeWashingtonBoS.esp
 64 40     Advanced Recon Gear.esp
 65 41     Detect Traps - The Traponator 4000.esp
 66 42     IMPACT.esp
 67 43     dD - Enhanced Blood Main.esp
 68 44     FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
 69 45     FO3 Wanderers Edition - DLC Point Lookout.esp
 70 46     Powered Power Armor.esp
 71 47     FO3 Wanderers Edition - DLC Mothership Zeta.esp
 72 48     FO3 Wanderers Edition - DLC The Pitt.esp
 73 49     Advanced Recon Tech FWE.esp
 74 4a     Advanced Recon Tech.esp
 75 4b     Advanced Recon Range Finder.esp
 76 4c     DynamicCrosshair.esp
 77 4d     Stimpak Counter.esp
 78 4e     PPA - Broken Steel.esp
 79 4f     PPA - Operation Anchorage.esp
 80 50     PPA - The Pitt.esp
 81 51     JIP Realistic Weapon Overheating.esp
 82 52     JIP Selective-Fire.esp
 83 53     JIP Companions Command & Control.esp
 84 54     YearlingBooks.esp
 85 55     Confessor Cromwell has a Break_EV.esp
           WeaponModKits - FWE Talon Loot Crash Fix.esp
 86 56     Fo3HirezdMinigun.esp
 87 57     The Mantis Imperative - Nasty Zeta No Scaling.esp
 88 58     PPA - FWE.esp
 89 59     BauPetSupplies.esp
 90 5a     Museum.esp
 91 5b     PotomacSteamworks.esp
 92 5c     CanterburyCommonsInteriors.esp
 93 5d     Monticello Park.esp
 94 5e     Radio Ownership Fix Fixed.esp
 95 5f     AutoGates.esp
 96 60     Boulevard of Broken Dreams.esp
 97 61     IntoTheDeepWoods.esp
 98 62     Existence 2.0.esp
 99 63     House.esp
100 64     RockopolisRebuilt.esp
101 65     FWEAlienWorkBenchFix.esp
102 66     Safe - Safe Regulator HQ.esp
103 67     CouncilSeatFix.esp
104 68     ArefuExpandedByAzar-Radio.esp
105 69     HZSmoothLight - FO3.esp
106 6a     megalight.esp
107 6b     Enhanced Weather - Weather Sounds in Interiors.esp
108 6c     Xepha's Dynamic Weather - Green Tint Remover.esp
109 6d     Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp
110 6e     Xepha's Dynamic Weather - Rain.esp
111 6f     Xepha's Dynamic Weather - Sandstorms.esp
112 70     Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp
113 71     krzymar-MoonSize_120%.esp
114 72     MTCBigTownRobotFix.esp
115 73     Purity Crash Fix.esp
116 74     Better RC Church.esp
           Mart's Mutant Mod - DC Interiors.esp
117 75     DCRWAV-FWE Patch.esp
118 76     MegatonClinicRefurb.esp
119 77     Flora Overhaul.esp
120 78     DIM TYPE3clothesRETAIL.esp
121 79     K9Breeds.esp
122 7a     K9BreedsPatchDLCPitt.esp
123 7b     FeralGhoulTest.esp
           GlowingGhouls-MMM.esp
124 7c     AnimatedFanV2f3.esp
125 7d     RagdollOverhaulFo3.esp
126 7e     PPA - Mothership Zeta.esp
127 7f     PLFewerItems.esp
128 80     Xepha's Dynamic Weather - Main + DLC Merged.esp
129 81     Lookout Outfits.esp
130 82     T3_leather armors.esp
131 83     Tattered_suits.esp
132 84     Freebooter_Armor.esp
133 85     FO3NeckChains.esp
134 86     bzFatigues.esp
135 87     bzJocks.esp
136 88     Scout Outfits.esp
137 89     Merc Adventurer Armor - eng.esp
138 8a     Merc Adventurer Armor - rus.esp
139 8b     Real Radiation Suit FO3.esp

Edited by GrantSP
Added spoiler tags
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  • 0
Posted

Not sure what else you were expecting. That's a pretty clear indicator of hitting the plugin limit. Some users see it earlier, ~120 plugins, but most never get past 140.

  • 0
Posted (edited)

It was just that with bethesda games I'm used to the 255 limit, and the clear and present danger guide also talks about the 255 limit. I've never encountered a game that had an earlier limit. I really wish clear and present danger had a merge guide up, because it's kind of disappointing that I cant follow the entire guide

Edited by Spacebadger
  • 0
Posted

Hmmm... Kelmych is saying in the guide that the limit for Fallout 3 is in fact 255, and it's only New Vegas that is 155.  Quick search had a couple other sources saying the same.  I'm also pretty certain Kelmych would not construct a guide that exceeds said limits.  It's possible your problem is something else?  Though the symptoms do sound quite a lot like hitting a limit to me.

 

That thread you linked has many people talking about the limit being 255, but many other users complaining about issues past 140 as well.  Don't know what's right here.

Also suggested on the thread it could be a memory issue - are you certain your game is properly LAA enabled?  I also know there has been some issues with NVSR and the Win10 Creators Update, not sure if the same is true for Fallout Stutter Remover.

 

You're certain activating any plugin past 140 causes the same issues?  Is your loadout stable and functioning properly prior to said limit?

  • 0
Posted (edited)

before hitting limit, only noticeable problem was movement glitch in birth cut scene in beginning of game. problms begin immediatly after adding 144th mod, whether it be an armor replaces, or a weapon mod, etc. LAA is enabled, but I'll check my memory consumption

 

EDIT- if 144th mod (its actually exactly 140 plugins) is a save manager, same problems, mod type doesn't matter at all, just mod count

edit-2: Its not Fallout stutter remover or NVAC, I disabled those two and enabled two others and had the same problem

Edited by Spacebadger
  • 0
Posted

Hmm... the guide does indeed mention the upper-most limit of the game engine. That should probably be changed.

 

The thing to keep in mind with this is, it is only talking about plugins, ie. *.esm/esp files. MO's modlist in the left hand pane contains many mods that do not contribute to the limit, such as  Fallout Stuuter Remover or NVAC. Those mods contain no plugins.

 

Additionally the actual number of plugins is not fixed due to the fact it most likely a memory allocation issue. This means you could have 255 very small plugins with only a few records and not see a problem or a few very large plugins with 100's of 1000's of records and reach that limit. The actual triggering is not fully documented.

  • 0
Posted

There is nothing inherently wrong with FWE and the fact that you are now not crashing once it is disabled is an example or correlation, not causation.

It is a memory allocation problem, not a memory usage problem. Two very different things. The engine itself can only register a certain number of records in RAM and even with the LAA seitch enabled it does not mean it is miraculously able to use all system RAM, it is a very old game.

  • 0
Posted (edited)

And its not from a conflict with WMK or RH ironsights, its just seems that FWE breaks when the plugin count hits a certain number


found a couple other posts talking about similar problems, but none of them had a solution

 

also, the things with missing meshes are things like axes and pool cues, which FWE doesn't even touch

 

edit- sorry grant, I just saw your post- thats what I thought it would be, too, but then I disabled it and I was able to push the plugin count higher. And if what you mentioned was a major problem, then the it would be impossible to install Clear and Present Danger

Edited by Spacebadger
  • 0
Posted

Exactly. FWE has been in use for years and that guide includes it with no issue. I'm not saying it's perfect, it does have some minor quirks and some other problems. The FWE team did a great job overall but like every major mod there were/are some bugs.

  • 0
Posted

LOOT isn't really designed for FO3. It may provide an order that works optimally but it may also provide a working order different to the first one that doesn't work quite as well.

 

Why don't you post your modlist and plugin list in spoiler tags here and let us see if we can manually adjust things.

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