That hasn’t really been my experience. If you just want to play the game you can stick to the performance, anti-crash, stability and bug fix mods and have a very stable game.
Learning to expand your load order beyond that can be exhausting (and probably takes some work in Wrye Flash and xEdit), but I played through the entire campaign and all DLCs last year with like 400+ mods and had no crashes and only one real bug.
It depends on what types of mods you have installed, and when they came out. Leveled lists used to be a reason, but many modern F:NV mods instead add entries to leveled lists via scripts on startup (thanks JIP!) and so are all compatible with each other.
I needed Bash for Cell edits primarily, because I wanted to use the old Interior Lighting Overhaul since I think it looks better than the newer scripted ones.
Wrye Flash is also great to combine patches into a single file to keep the load order down. Even with the mod limit remover, F:NV gets unstable if it has too many .esp’s loaded. The patch combining feature is automatic and easy to use.
I did spend a huge amount of time creating a personal compatibility patch in xEdit. It’s extremely simple to do manually once you learn it, but can take time. I had several overhauls like CCO and Vicious Wastes that I wanted to combine, with overlaps where I wanted to use the CCO version for some things and the VW for others, for example. I also had to do some manual edits to make sure I got the Brave New World faces and voices working with New Vegas Redesigned 3, the auto-patch missed some.
That hasn’t really been my experience. If you just want to play the game you can stick to the performance, anti-crash, stability and bug fix mods and have a very stable game.
Learning to expand your load order beyond that can be exhausting (and probably takes some work in Wrye Flash and xEdit), but I played through the entire campaign and all DLCs last year with like 400+ mods and had no crashes and only one real bug.
Did you have to use wrye bash a lot? I just used it a couple times last year for skyrim I think and I’ve never used xedit are they pretty simple?
It depends on what types of mods you have installed, and when they came out. Leveled lists used to be a reason, but many modern F:NV mods instead add entries to leveled lists via scripts on startup (thanks JIP!) and so are all compatible with each other.
I needed Bash for Cell edits primarily, because I wanted to use the old Interior Lighting Overhaul since I think it looks better than the newer scripted ones.
Wrye Flash is also great to combine patches into a single file to keep the load order down. Even with the mod limit remover, F:NV gets unstable if it has too many .esp’s loaded. The patch combining feature is automatic and easy to use.
I did spend a huge amount of time creating a personal compatibility patch in xEdit. It’s extremely simple to do manually once you learn it, but can take time. I had several overhauls like CCO and Vicious Wastes that I wanted to combine, with overlaps where I wanted to use the CCO version for some things and the VW for others, for example. I also had to do some manual edits to make sure I got the Brave New World faces and voices working with New Vegas Redesigned 3, the auto-patch missed some.