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I have 106 light plugins and the game refuses to run if I add another.


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Posted

Hi. I'm having a problem that I so far have been unable to find a solution to. Vortex is telling me that I have 338 mods enabled of which 187 are active (normal esp?) and 106 are light plugins. The problem is this, if I add another normal esp the game loads fine but if I try to add another espfe the game will go through the normal load process but then crash to desktop upon completing the load process. It doesn't matter what the mod is, be it a follower or an armor or a weapon or whatever. The game just will not run if the plugin is a light plugin. This is a fully up to date Steam version which I launch through the script extender. Is there something in the ini I probably don't have set correctly? The game runs extremely well otherwise. Thankyou in advance for any and all assistance with this puzzling (to me at least) issue.

Posted

I would personally recommend just removing a few that you don't use, but I usually don't like giving people the old "uninstall stuff" reply since if you were okay with removing a few you would have done that already.

 

If it really is any mod then I guess you seem to have hit some kind of limit. I think the soft limit for plugins in SE is like 250. You could try merging some of them into one mod. For example, take a few mods that are outfits mods and merge them into a single esp. There's a great guide on how to do that on STEP, it's pretty easy to do if you're used to modding already.

Posted

@ShivasBane Sounds like you have an espfe there that is flagged incorrectly. Make sure that all the 106 light plugins you mentioned do not exceed 1024 formids. If one of those espfe has more than 1024 inside it absolutely has to be a reguler esp.

That would be the easy fix.

 

Worse would be that some of the espfe you use was created by renumbering formids and something else in your loadorder relies on the original esp. That is a whole can of worms you do not want to open.

Posted
5 hours ago, alaunus01 said:

@ShivasBane Sounds like you have an espfe there that is flagged incorrectly. Make sure that all the 106 light plugins you mentioned do not exceed 1024 formids. If one of those espfe has more than 1024 inside it absolutely has to be a reguler esp.

That would be the easy fix.

 

Worse would be that some of the espfe you use was created by renumbering formids and something else in your loadorder relies on the original esp. That is a whole can of worms you do not want to open.

How would I go about finding out how many formids an espfe has?

Posted

Not sure what your issue is, but here are some established facts about ESPFE/ESL's, as what is being said here isn't totally correct.  Maximum theoretical limit of "lite" plugins you can have loaded is 4096 (in addition to the 1st 254 "normal" plugins).  All ESL/ESPFE load in the FE memory location.  "Normal" plugins load from 00 to FD.  Save game loads into memory at FF.  The max FormID's per ESL/ESPFE is 2048 (used to be 1024 when they were 1st released).  Depends on if the count starts at xx000000 (2048 limit) or xx000800 (1024 limit).  That aside, there is still a maximum number of total FormID's SkyrimSE can address, regardless of the number of plugins loaded, which is 614,400.

 

Here's a good read on the topic

 

What is the 1 ESPFE that breaks your game?  Care to upload it here (or point us to the mod) for us to examine?

 

Edit: For the record, I have 232 "normal" plugins and 273 "lite" plugins loaded.

Posted
22 minutes ago, ShivasBane said:

How would I go about finding out how many formids an espfe has?

 

SSEEdit/XEdit

Posted
18 hours ago, 4nk8r said:

Not sure what your issue is, but here are some established facts about ESPFE/ESL's, as what is being said here isn't totally correct.  Maximum theoretical limit of "lite" plugins you can have loaded is 4096 (in addition to the 1st 254 "normal" plugins).  All ESL/ESPFE load in the FE memory location.  "Normal" plugins load from 00 to FD.  Save game loads into memory at FF.  The max FormID's per ESL/ESPFE is 2048 (used to be 1024 when they were 1st released).  Depends on if the count starts at xx000000 (2048 limit) or xx000800 (1024 limit).  That aside, there is still a maximum number of total FormID's SkyrimSE can address, regardless of the number of plugins loaded, which is 614,400.

 

Here's a good read on the topic

 

What is the 1 ESPFE that breaks your game?  Care to upload it here (or point us to the mod) for us to examine?

 

Edit: For the record, I have 232 "normal" plugins and 273 "lite" plugins loaded.

I guess what I would have to do is to disable them one by one and try to add another after disabling one and keep doing that until I find the culprit. If I'm able to find it I will definitely upload it for you to examine. Thanks to all of you for your help so far.

Posted

I think I may have finally found the plugin causing the problem. I tested them by making a hard save. Then I would load the game and make a quick save after the missing mod warning. I would then install a mod with an espfe and see if the game would load. It would crash before finishing the load process every time. I then removed the test espfe and re-enabled the mod I had disabled and moved on to the next mod in line and repeated the process. When I disabled this mod FlowerGirls SE Yabba Dabba Doo - Fixed ESLified at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) the game would not load at all. I went way back in my save list to before that one was installed and loaded that save. The game started up ok. I then installed the test espfe and the game loaded normally so from that I believe that the above link is the mod causing the issue. Comments and bug reports are disabled on that page so there is no way to know if others have experienced the same problems. If you do examine this mod and find the problem could you please let me know what you found out. I'm very curious to know how that mod could block light plugins from working. Thanks again to everyone who took time out to offer suggestions.

Posted
30 minutes ago, ShivasBane said:

If you do examine this mod and find the problem could you please let me know what you found out.

 

There were some issues with the added master files. I did a quick clean-up of the plugin in xEdit. If you want, you can test the new one here and let me know if you still experience the same issues with it. FlowerGirls SE - YabbaDabbaDoo.esp

Posted
3 hours ago, Alessia Wellington said:

 

There were some issues with the added master files. I did a quick clean-up of the plugin in xEdit. If you want, you can test the new one here and let me know if you still experience the same issues with it. FlowerGirls SE - YabbaDabbaDoo.esp

I installed the esp that you posted and then installed 8 more espfes and no crashing so that part at least is fixed but when I fired a bolt at a hostile vampire using the crossbow nothing happened so I fired 3 more and got a ctd so I believe there must still be some sort of issue in there. I uninstalled the mod and was able to continue from there so the load problems after uninstalling are also gone so I think you a a lot closer to fixing the mod. Thanks for your time and effort.

Posted
11 hours ago, Alessia Wellington said:

 

I found the problem. The crossbow bolt had no projectile attached to it. I think this time it should work as intended. FlowerGirls SE - YabbaDabbaDoo.esp

I tried this version and found that the bow and crossbow work as intended but when I used any of the clubs on a hostile it would say that the target had been be-witched but the target would remain hostile. The spell version also works properly just not any of the clubs. This is really a fun mod and I have faith that you will be able to work out the rest of the kinks. I thank you for the work you have done so far.

Posted
1 hour ago, ShivasBane said:

bow and crossbow work as intended but when I used any of the clubs on a hostile

 

After some testing and fiddling around, it seems the clubs only work on non-hostile targets. I couldn't find a fix for that.

Posted
1 hour ago, Alessia Wellington said:

 

After some testing and fiddling around, it seems the clubs only work on non-hostile targets. I couldn't find a fix for that.

I didn't try non-hostiles because I have other mods for that and never thought to try. The fact that the clubs only work on non-hostiles is not a problem for me. You have fixed all of the problems with the mod that were messing up my game and for that I'm grateful. When I do the college quest line I'm going to use one of the bows on The Caller and have a bit of fun. Thanks again and stay safe.

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