Bashis Posted January 5, 2013 Posted January 5, 2013 i've been modding oblivion for about a month now, and before i go and add another batch of plugins i have a question that i can't seem to find an answer to using google. with fallout there was a mod "cap" where once you installed to many esp/m's it started breaking the engine and texures and meshes would go crazy and plaster themselfs randomly across the wasteland. is there a mod cap for oblivions engine or can i just go crazy to a certain extent, because with fallout my computer started crapping out at 130-140, but with oblivion im already pushing 170 plugins and dont have any issues.
gregathit Posted January 5, 2013 Posted January 5, 2013 255 is the hard limit for Oblivion. Depending on you system and the plugins you are running you may hit a soft limit long before that number is reached. Its different for everyone.
Bashis Posted January 5, 2013 Author Posted January 5, 2013 alright so same as fallout, guess what im running in oblivion isnt as intensive as my fallout ones, considering im over my nv soft cap by well over 30 plugins. thanks for the answer, gotta take any more installs one at a time
Symon Posted January 5, 2013 Posted January 5, 2013 The magic number for all these games is 256. (One of THOSE numbers) Your save game takes up one of those (shares many of the properties of an esp). Leaves 255. Don't forget, the games ESM takes up a slot too. It should never be a problem, as you can merge a lot of small esps (e.g. ones that add armour) to get bellow the limit.
Poontank Posted January 5, 2013 Posted January 5, 2013 There is also a second cap. The 'Data' folder should not exceed 400 files in total - esps, esms and bsas combined. If you still have bsa files from previously uninstalled mods in there because you just deactivated and deleted their esms/esps in Wrye Bash, get rid of these obsolete bsas! I had quite a few in my 'Data' folder which I simply forgot about, can happen if you excessively try out new mods and then throw them away without a second glance .
GSBmodders Posted January 5, 2013 Posted January 5, 2013 There are ways to circumvent the 255 limmit, using the TES CS to combine armor mods is one of those. Using Wrye Bash to Bash patch mods is another. both work hand in hand
Art_B Posted January 5, 2013 Posted January 5, 2013 Has there ever been a utility that automatically merges esps? Or at least makes is easier than doing it completely by hand in the cs?
Poontank Posted January 5, 2013 Posted January 5, 2013 Several even (I think), but the most widely used and flawlessly working is definitely 'TES4Gecko'. The great Mr. Brasher has made a pictorial guide how to use this software for merging mods: http://oblivion.nexusmods.com/mods/38655 (I gotz 1001 posts by the way - only eight thousand more to go!!!)
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