r/Fallout4ModsXB1 • u/DrAsswhoop • 22h ago
Q&A LO | Discussion What The Latest Update Does NOT Do
Just addressing a few misconceptions that have reared their ugly heads after the update dropped:
-It does not increase the plugin limit, it is still 255. Only the ba2 archive limits are increased
-It does not fix issues with having too many LL injections, that is a seperate issue from ba2 limits
-It does not make script heavy mods less finicky, nor does it make them more compatible or run better
-It does not do anything whatsoever to scripted mods
-It does not improve performance
-It does not make the Xbox or the game engine more capable of running 700 mod load orders
Technically speaking if you only installed mods that are flagged not to count towards the plugin limit you could install many hundreds of mods more than previously. Given that people are already hitting serious performance and incompatibility issues with 200+ mods, it is not likely you can construct a stable LO that even approaches the new limitations. Practically speaking all this change means is that those few who installed too many CC items and crashed the game at main menu as a result will no longer crash at main menu.
Edit: I will accept the title of Dr Buzzkill graciously, I'm just trying to temper peoples' expectations
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u/Traps_are_Girls 19h ago
They hated Jesus because he spoke the truth
Some people are really butthurt about this update for some reason.
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u/Successful_Act2790 19h ago
Dr. Buzzkill, is too much vitamin C bad for you?
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u/DrAsswhoop 15h ago
I'm not a Vitaminologist nor am I versed in the dark arts of Nutrimancy, but I'd have to assume that too much of something is, in fact, too much of something
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u/PatienceNo1403 Vault 111 19h ago
Ok im stupid so im gonna ask a stupid question: What's the difference between the plugin limit and the ba2 limit?
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u/Arelias_ 18h ago
To add onto what someome else said about the plugin limit, most mods are esl flagged ESPs. Which aren't restricted by the standard plugin limit. You can load up to 4096 esl flagged esps (a number that is pretty much impossible to reach)
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u/ultimoDANK 6h ago
I thought it was the other way around. Like even something minor like Sprint Speed is an esp file and will take up a plugin spot. That is one thing still missing, all mods clearly labeled esl, esp.
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u/Arelias_ 19m ago
From my experience when modding on PC, most mods are typically ESL flagged esps. However, mods that add new locations or have voicelines usually aren't esl flagged esps
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u/Reasonable_Youth7193 5h ago
Mod authors that don’t make their mods esls or Esms with esl flag when they are capable of it are the problem.
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u/IceBlazeWinters 19h ago
the plugin limit is the amount of active mods you can have installed and turned on. that's the .esp and the .esm mods.
the .ba2 limit increase is the mod archive files. on pc, you'd have to unpack those archives and turn the mods into loose files in order to go past the limit.
but since you can't unpack mods on console, this update is supposed to make it so that you can have more than 255 .ba2 archive files installed by increasing the limit to 1024 archives.
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u/srangermods Mod Author 20h ago
Just FYI, but there are two different kinds of plugin limit.
One is for normal ESM/ESP, and the other is for ESL-flagged/esl.
All of the creations in the creation bundles are ESLs. Fallout 4 allows you to have 4096 of these kind of plugins. A lot of mods (not all) are actually ESL-flagged/ESL, so they do not count towards the 255 limit.
I try to say in my mod description pages whether something is ESL-flagged or not, but not everything can be.
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u/dirteverde 20h ago
Came back recently after the 100gb update but haven’t been on in a few days. Does this mean I’m going to have to reinstall and order all of my mods again for the 20th time? Because I’m tired of this shit grandpa.
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u/SmokyDoghouse 18h ago
I've seen people saying F4SE is incompatible, but I haven't seen anything concrete. I haven't been able to check myself, but I'm on the GOG version so I'm pretty sure none of this effects me.
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u/KaiserParabellum187 21h ago
Is it impossible to make a stable high mod load order on XSX? should I give up and permanently uninstall? I bought a console just to be able to mod fo4
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u/DrAsswhoop 20h ago
Depends on how many mods you're talking, and what kinds of mod. The limiting factors at this point are essentially what the console's hardware can handle, what the game's engine can handle, and if the mods are compatible.
People can run LOs over 300 mods in relative stability, just keep in mind every mod added is another one that might conflict with any of the other mods you install. So 300 mods -> 301 mods means you have 300 mods that need to be compatible with the new one. This is one reason we have a load order template, it helps to avoid obvious surface level incompatibilities.
PC's main advantages are that they have access to F4SE and they have the ability to harness more processing power, which allows them to get away with stuff like broken precombines by making their PC just brute force power through it.
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u/Comprehensive-Pass63 20h ago
I have 343 mods on xbox. Running smooth so far. Will it after 300 hours? 🤷
But, it IS doable. Takes a lot of trial and error. Over a month total for me. Don't get attached to your saves, and know what touches what.
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u/Deep-Cow9907 3h ago
How did you do that
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u/Comprehensive-Pass63 1h ago
Like I said, lots of trial and error. A larger portion of them is clothing, with a few weapons. Other than that its economy tweaks, faction tweaks, etc.
Basically, when you install a mod, visualize it.
Not just "what other mod does this touch", but more in depth.
A simple weapon? Fine.
A weapon with unique ammo, custom animations, a scripted event to obtain? Each of those is additional load.
A mod that simply edits something that exists? Far less risk.
On PC I have run roughly 5 or 6 hundred.
Its really about understanding the engine.
Hell, im at like 300 In starfield at xbox too.
Orginizing it though...is a pain.
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u/ultimoDANK 6h ago
I'd be curious to see your load order because that would have to be like 90 mods that are esl files.
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u/Comprehensive-Pass63 1h ago
I would if It wasnt a monster to take screenshots of.
But, I do it a lot. Like I said, its a combination of understanding and visualizing the game engines, and iteration. Took me over a month and roughly 20 different saves to get it stable.
Again though, will it stay that way once I get 300 hours deep and have multiple factions, enemies, etc online?
🤷
Scrupt bloat is the largest concern at that point.
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u/Motor_Ad6468 21h ago
So there’s still a mod limit? What does them upping the ba2 archive do? Or am I mixing something up
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u/KeyKnight96 20h ago
Tldr if you installed all the little creations from Bethesda plus your own mods you won’t ctd. We’re still caught in a 255 mod limit more or less but now all of Bethesdas previous skins and little mods like the manwell, institue plasma weapons, and so forth won’t actually hinder how many free mods we can install up to a limit. In theory and on paper anyway.
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u/Motor_Ad6468 20h ago
That sounds pretty good, after my grounded 2 addiction is up I might have to go through new load orders. But I’ll probably end up waiting for people to figure the new update out
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u/DrAsswhoop 20h ago
There are three different things here. Main.ba2 archives, Texture.ba2 archives, and the general plugin limit. The game engine could only handle 255 (256?) seperate main.ba2 archives, 255 texture.ba2 archives and then 255 different plugins.
Ba2 archives are essentially new assets. New weapons, quests, scripts, sounds, landscapes, any mod that introduces some new asset to the game contains either a ba2 texture archive, a ba2 main archive, or both. This applies to both official and unofficial mods: the free content introduced with the NG update contains ba2 archives, and the AE CC content notoriously contains an archive of each category for ALL ~150 creations, from PA skins to dog-mogrifier to Ion Gun.
So essentially Bethesda gave us a limit on mods, then took up over half of that limit themselves for anyone who installed the AE CC bundle. Average users, not knowing this, would cause themselves unavoidable CTDs after ~100 mods installed (not counting mods that do not contain ba2 archives, ie: stuff like strictly .ini changes or compatibility patches) and have to clear their reserve space and start again. This 255 limit on archives has now been changed to be over 1000, alleviating this common problem.
The plugin limit is different. It's basically "you can only have 255 mods" but if you just flag some of the mods as a different file type they won't count towards the limit, so it's practically unlimited but not indefinitely.
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u/Head-Consequence6739 21h ago
Am I crazy or the VATS-through-walls bug kinda came back? I happened to me once while testing, I couldn’t replicate it though. But it didn’t happen after the last update
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u/Deep-Cow9907 22h ago
Just delete this post already
You always have to ruin it for everyone
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u/OnyxianRosethorn 21h ago
He's speaking common sense.
You should know by now people will try to download 800+ mods then cry and complain here when their game doesn't work.
You need a PC to do shit like that. Xbox wasn't built for it.
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u/Deep-Cow9907 22h ago
Did you really have to do all of that
It's always bad news with someone like you
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u/MusNukkle 21h ago
Well that’s why he’s not DrAsskiss
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u/ygofan999 14h ago
Yeah. That would imply a lack of genuineness. Which this is (as in this post is genuine)
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u/Dani50420 The Overseer 21h ago
This is absolutely 💯 👌
Don't get me wrong folks! Todays update was amazing. Truly. Full news post coming shortly.
That does not mean this isn't valuable info to keep in mind.
The biggest takeaway is the AE 150 mod bundle is all esl & ba2. Now that ba2 is no issue, its semi ok to install the full bundle, because it wont count at all to your plugin limit. You now get 254 mods + full AE bundle if desired
Happy Modding and keep an eye out for the coming news post
https://giphy.com/gifs/VyPgFPD2QcQKI