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Total and active mods... What's the deal?


RedMonika

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Posted

In Loot it shows that my total mods are 190 but my active mods are 156 as does MO. So, shouldn't the active mod number be the one that matters? I've noticed that if my total number of plugins gets over 255 I can't get past the logo/smoke screen and the menu doesn't come up. Is there something that I'm not doing? I don't remember this in the old NMM.

 

Thanks

Posted
5 minutes ago, bumzel said:

You remember wrong, total mods/active mods doesnt matter ONLY PLUGINS MATTER (max 255) so youre gonna have to uninstall some mods that have a lot of plugins even if those plugins are not active i think, until you reach 255.

I'd keep it a couple below 255 as I think the game needs at least one. Personally, I try to keep it as low as possible to ease the strain on the game etc.

Some plug-ins can be inactive but still accessible by other mods. XPMSE skeleton does not have to have the esp active (if you don't need the other stuff it does like the weapon animations).

Posted
5 minutes ago, bumzel said:

Plus yeah XPMSE esp can be deleted

Not deleted - deactivated. That means the esp is not ticked in the plug-in list (NMM). Deleted and you don't have a skeleton and your game will go to hell.

Posted
1 hour ago, bumzel said:

You remember wrong, total mods/active mods doesnt matter ONLY PLUGINS MATTER (max 255) so youre gonna have to uninstall some mods that have a lot of plugins even if those plugins are not active i think, until you reach 255. Also only esp and esm plugins count towards the 255, esl plugins wont take up plugin space for example most of creation kit mods wont take up any space since theyre MOSTLY esls. You can also convert some plugins to ESLs if you wish to go over the 255 limit but ive never tried since i dont reach over 150 plugins...

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So, can I remove the mods that are bashed? What about ghosting them? They're still bashed, right?

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