ASDFGHB Posted June 8, 2021 Posted June 8, 2021 Hello, since I started modding skyrim several months ago I ended up hitting a wall I couldnt pass. Â Suddenly any new mod I tried to install, when enabled in the mods window, caused the game to fail loading all previous mods and the DLCs (except for simple texture replacers for environment) even when Im lower than 255 active plugins (currently 209). So the game loads and opens as only core skyrim, only racemenu and summer overhaul mods work, additem, UI extension and maybe SKSE dont work correctly. I installed 500 mods successfully before this. Basically it isnt specific of any mod. Whichever I try ends up the same. I figured it works as a kind of equivalent exchange thing. If I uninstall another mod, I can install one more without the issue triggering. Someone suggested it could be references, but I counted them using a plugin and they were waay below the problem threshold. Also, it doesnt seem to be depending on mod size, I deleted a 6 gb mod (https://www.nexusmods.com/skyrim/mods/100469) that also contains many references and it only allowed me adding one more mod. I also checked the logs of MO2 (no problems) And SKSE log that showed that SKSE crashed when exitting the game normally by esc and then exit from menu, but nothing specific. However, in game, I can display the SKSE version, so it might be working correctly while the game is open? Enabling or disabling plugins does not affect my issue, but enabling or disabling mods (or uninstalling them) works. Also, I already checked mods and mod load order with loot. Â Â So I figured that while using a normal merge might not help, if I set in zmerge options to copy assets, I might be able to reduce the number of mods and at least allow for new mods to be installed. I would be grateful if you could give information on how to do a merge that doesnt require the presence of the original mods. Â Also, if you have any ideas about the cause, please tell me. I can send you a modlist or whatever you ask me. Â Please, Im desperate.
alex77r4 Posted June 9, 2021 Posted June 9, 2021 3 hours ago, ASDFGHB said: So I figured that while using a normal merge might not help, if I set in zmerge options to copy assets, I might be able to reduce the number of mods and at least allow for new mods to be installed. I would be grateful if you could give information on how to do a merge that doesnt require the presence of the original mods. Â Seems that you have reached the limit of 508 esm/esp files inside the DATA folder... Â https://stepmodifications.org/forum/topic/10263-hardcoded-amount-of-esms/ https://forums.nexusmods.com/index.php?/topic/9653008-hidden-esp-limit-issue/ https://www.loverslab.com/topic/137342-does-skyrim-have-invisible-memory-caps/ Â
Grey Cloud Posted June 9, 2021 Posted June 9, 2021 There's also another limit with regard to the number of records or form lists or similar. This max is 60K plus (?). I can't remember the details but it has popped up in tech support a few times with people who have a stupidly large number of mods (500+). Â IMO it is much better to use some self-discipline and common sense thereby avoiding the problems in the first place.
ASDFGHB Posted June 9, 2021 Author Posted June 9, 2021 Thank you really, @alex77r4, @Grey Cloud. Â The esp limit might be it, I checked the exact number and I have 493 enabled. It is the first time I heard of this limit. I'll try the tool mentioned in one of the links you posted to ghost them. Â If not, Ill try searching for the record/form list issue. Â However, even if my issue is not that, ghosting should do the trick. Â I cant express how thankfull I am at the moment.
Grey Cloud Posted June 9, 2021 Posted June 9, 2021 28 minutes ago, ASDFGHB said: If not, Ill try searching for the record/form list issue. There has been a few threads in LE tech support which have mentioned this. If I recall correctly (big 'if') the workaround is to convert esps to esms as the esm records (or whatever it is) do not get counted and therefore do not contribute to the total.
ASDFGHB Posted June 9, 2021 Author Posted June 9, 2021 1 hour ago, Grey Cloud said: There has been a few threads in LE tech support which have mentioned this. If I recall correctly (big 'if') the workaround is to convert esps to esms as the esm records (or whatever it is) do not get counted and therefore do not contribute to the total. I cant do that since Im playing oldrim but I'll explore other solutions. Â BTW If I understood correctly, ghosting with wyre bash, only makes the mod not count for the mod limit, but keeping the items/characters/quests ingame?
Grey Cloud Posted June 9, 2021 Posted June 9, 2021 19 minutes ago, ASDFGHB said: I cant do that since Im playing oldrim but I'll explore other solutions. Yes you can. You are confusing esl with esm. LE can't use esl files. Re-flagging esp to esm and vice versa can be done easily enough with Wrye Bash. Â As for the ghosting, I don't know for sure but I think you are correct (I can't see the point of ghosting if it effectively removes the mod from game).
ASDFGHB Posted August 5, 2021 Author Posted August 5, 2021 In the end, the way I found to solve it was merge with assets+disabling the original mod. But there is another fix apparently https://www.nexusmods.com/skyrim/mods/19556/
donttouchmethere Posted August 6, 2021 Posted August 6, 2021 On 8/5/2021 at 2:18 AM, ASDFGHB said: In the end, the way I found to solve it was merge with assets+disabling the original mod. But there is another fix apparently https://www.nexusmods.com/skyrim/mods/19556/ Give Feedback if you tried it and it worked! ? I'm an esp messy too ?
ASDFGHB Posted August 6, 2021 Author Posted August 6, 2021 I didnt try the fix since I already have my system based on merging with assets. It works for me and I have it all neatly organised. Apparently there is no damage in trying the fix, since MO and MO2 apparently have it built in. The issue seems to arise for some people when the fix doesnt work correctly, that is what I think. So then if it is broken, install it again.
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