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Posted

Nope. There's no way to raise the limit of how many plugins can be loaded, as this would mean patching the engine big time which is more effort then what it's worth as there are ways to reduce the amount of loaded mods.

 

As for merging plugins: Check the Nexus for merging scripts for TES5Edit (the best way for merging imho, even tho some people prefer Wrye Bash) and follow their description.

As you merge for the first time, make things easier for you and DON'T merge scripted mods (indicated by a folder named scripts [check inside possible BSAs as well using BSAOpt or similar]). And never merge plugin files that other mods use as dependencie (may be a soft dependencie, so check the mods description about the mods it supports as-is).

 

Merging a scripted mod may break the scripts and the mod may refuse to run or behave arkward.

Merging a plugin that another mod uses as dependencie may lead to a ctd when the game tries to load the menu or (in case of a soft dependencie) remove the additional content and/or functionality it adds for this mod.

The plugins that are then merged into a single plugin can then be deactivated. Don't uninstall (NMM, Wrye) or deactivate (MO) the mods that are now merged as you may then miss assets (armor meshes and/or textures).

 

Thanks , then I just have to be careful and not merge folders called scripts?  so ... what happen with the files of the original mods, are deleted or modified?

 

Greetings.  :) 

Posted

Depends on the mod manager you use, but i mentioned already to NOT uninstall the original mods if they come with assets (means not just plugin files), just deactivate all the plugins that are now merged.

And i did not mentioning merging folders, just for which folder to check so you know which mods better not to merge.

 

But there a lots of tutorials, written and as video, that you can find using Google or any other search engine.

Posted

Depends on the mod manager you use, but i mentioned already to NOT uninstall the original mods if they come with assets (means not just plugin files), just deactivate all the plugins that are now merged.

And i did not mentioning merging folders, just for which folder to check so you know which mods better not to merge.

 

But there a lots of tutorials, written and as video, that you can find using Google or any other search engine.

 

I use NMM, thanks by the tips  :) , yeah I understand you about what you said of the mods with folders called scripts  :P   ... was just a question. :)

 

Yes I found some from Nexus and by the comments of the people there looks like the tutorial work really good but the tips that you give me are not in that tutorial so many thanks.   :)

Posted

Most tutorials assume more then just basic knowledge and as i just don't assume things, i thought it may be worth mentioning those details.

Anyhow: Glad that i could help.

Posted

Most tutorials assume more then just basic knowledge and as i just don't assume things, i thought it may be worth mentioning those details.

Anyhow: Glad that i could help.

 

I think I can handle this now with the tutorial from Nexus,  just a final question ...  the inactive plugins  occupy space ?  I mean ... at the moment I have 254 plugins but one it's deactivated , is supposed to the NMM should allowing one plugin more because one it's deactivated but the NMM don't allow me to install other plugin.  Why?

 

Greetings and thanks.

Posted

i could have been more clear.
The games max limit for active plugins is 256. inactive are not meant to be loaded, so they don't add to this number.
Btw: Using Mod Organizer frees some plugin slots as well, as some of them (Brawl Bugs Patch f.e.) are just dummy plugins, used to load the BSA.
With MO you can load the BSA directly, while with NMM or Wrye you need to unpack the BSA, making sure you install and unpack in the correct order, if you want to get rid of the dummy.

 

And as i use MO, due to it's superior nature for experienced users, i can't help you with any NMM related problems.
And no, i'm not saying NMM is bad, shit or w/e else people thend to come up with. it's a good and solid piece of software, w/o which most new users won't be able to do much if it comes down to modding their game behind installing simple ESP/ESM mods. So if you're brave and like to learn, i recommend Mod Organizer. if after a few tries MO does not fit your taste, you can always revert back to using NMM. But not trying at least would be a waste.

Posted

i could have been more clear.

The games max limit for active plugins is 256. inactive are not meant to be loaded, so they don't add to this number.

Btw: Using Mod Organizer frees some plugin slots as well, as some of them (Brawl Bugs Patch f.e.) are just dummy plugins, used to load the BSA.

With MO you can load the BSA directly, while with NMM or Wrye you need to unpack the BSA, making sure you install and unpack in the correct order, if you want to get rid of the dummy.

 

And as i use MO, due to it's superior nature for experienced users, i can't help you with any NMM related problems.

And no, i'm not saying NMM is bad, shit or w/e else people thend to come up with. it's a good and solid piece of software, w/o which most new users won't be able to do much if it comes down to modding their game behind installing simple ESP/ESM mods. So if you're brave and like to learn, i recommend Mod Organizer. if after a few tries MO does not fit your taste, you can always revert back to using NMM. But not trying at least would be a waste.

 

Okay I'm not expert or something but I'm going to try MO but I don't know ... it have the same limit of plugins that NMM so maybe as a regular user for my NMM it's good ... anyway ... I check with BOSS and was my fault  ... on reality I have 255 plugins installed and one deactivated so are 254 in total and for that reason the NMM don't allow me another plugin more ...  duh ! I'm a silly girl.  :P 

 

Sorry for bothering you and thanks for your help.  :) 

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