Jump to content

What does actually happens if you break the limitation for the number of plugins in Skyrim?


Recommended Posts

Posted

So far, I have 217 plugins installed in my Skyrim LE, and if I don't stop installing more mods, I'll be reaching the limitation very soon. Then, I kind of wonder what happens once I reach it and go beyond the limitation and try to start the game. Does anyone know?

Posted
30 minutes ago, Oh shit WTF said:

So far, I have 217 plugins installed in my Skyrim LE, and if I don't stop installing more mods, I'll be reaching the limitation very soon. Then, I kind of wonder what happens once I reach it and go beyond the limitation and try to start the game. Does anyone know?

I think the only time I've done it was like someone did a recycleactor on my character, gender changed to male, race to nord and equipment to iron. Also failed to load a bunch of mods. I didn't see it crashed but I obviously realised something was wrong and rectified it rather than continuing to play.

Posted

Seems to depend on several factors and affect different folks in different ways and at different numbers below 255. Also keep in mind that the game needs 2 of those slots (if I remember correctly).

 

 

Posted

As far as my understanding is you can go upto 254 mods, (0x00 to 0xFE hex). It really depends on the type of mod rather than it's number. Once you install to the 255, (i.e. 0xFF), mod slot you are overwriting the mod slot used internally at run time to give unique ID's to in dynamical generated in-game stuff, (i.e. all those hairy spawning bandits and lumps of cheese in that bed side table). Or rather the dynamical generated stuff will being overwriting the mod you installed to the 255 slot. As a mod ID is identified by the top byte of its ID and as it's an 8bit number, (i.e. values 0 to 255), if you then add a mod to the 256 slot, (which is 0x100), the top bit is lost and the mod is then writing into the 0x00 mod slot, (i.e Skyrim.esm), etc.

Posted
2 hours ago, ZMD78 said:

100% crash,im running at 249 plugins...stable until i hit 250 for me

You can merge plugins :x...

for example, instead of having two ESP files you make then to one

 

You can merge ESP files with TEdit or with CreationKit

Im using CK, just load ESP-files you want to merge together, and save as single file - ofc. delete old ESP files

 

 

but i think ppl mostly use TEdit and here is Tutorial i found in Internet: 

https://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/

 

Its Shitxus but maybe it will help You :x... @Oh shit WTF

Posted

Managed to get over the plugin limit on Special Edition, I didn't notice it at first but, random things will start missing like items in my inventory, my character suddenly became bald, and eventually my save became corrupt.

Posted

Weird shit happens.

You get text as if mods keep reinstalling themselves, your character gets messed up, um stuff. I think this happens but it has been awhile since I last hit the limit.

 

Posted
3 hours ago, MrOnzin said:

Managed to get over the plugin limit on Special Edition, I didn't notice it at first but, random things will start missing like items in my inventory, my character suddenly became bald, and eventually my save became corrupt.

In Special Edition, the plug-in limit is increased a bit if one uses the esp-fe or esl formats. By a bit, I mean by a few thousand.

If one hits that limit, they may need to go outside more...scratch that. They may need to merge esp files just the same as they would before then.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...