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wanderingone99
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Plugin Limits
I want to play this game with several mods and they can be summed up in three types: Ones that add more stuff like chems, food, weapons, armor, and gear, ones that make the gameplay more interesting or challenging, but make sense, more quests, and a few extra companions. However it seems if I enable all the mods I wish to use the game stalls on the title screen. As in no menu shows up so I can start the game. The number of plugins is around 140. I can get the menu to load if I only have less than 100 plugins enabled. I wonder if its ok to wait until I reach the Mojave to activate the mods that effect it and deactivate the ones that effect the CW?

TTW Version Compatibility: 

v2.9

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RoyBatty
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Deactivating mods is never

Deactivating mods is never good mid playthrough, especially ones which have major alterations to either wasteland or game mechanics.

Nostalgia
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Sorry to necro this, but no

Sorry to necro this, but no one ever figured out how to fix the plug-in soft limit? With 3-4 big expansions on the horizon , this is going to severely limit modding potential for most ppl using TTW with those.

Found this- Adonis VII1 year ago

The reason for lower esp cap is that the internal numbering of FalloutNV.esm doesn't start at 0 like Fallout.esm. Because New Vegas was built on top of Fallout 3 all of the esms have a later number, thereby reducing the available range.

 

paragonskeep
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There's not really a

There's not really a workaround to the plugin limit to my knowledge but you can merge mods in order to limit your plugin count below said limit

If life is but a test, where's the damn answer key?!?!?

RoyBatty
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Yes but there is 16777215

Yes but there is 16777215 forms available per plugin, so that's not true. In fact, I think that's the biggest load of nonsense I've heard in a while. The problem is memory management, which is the reason for most of the really bad issues with the game I'm pretty sure.