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256 esp limit


ayaxbrea

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Posted

Tesvsnip 4.2

 

Merges mods easily.

 

thx but this is complicated, just in armors cuz I've seen some has the same code such as xx000d64 the only different is the load order, if I put it those armors in the same .esp package without knowing that has the same code there will be a problem, right ?

Posted

Just merge everything and open it with ck. The Ck will reassign them new ids. Save after opening. You don't have to change anything if you don't want to, but you can if "someitemDUPLICATE000" annoys you.

 

 

Posted

omg, you use 256+ mods!?! You're a mod addict. Dude, I'd slow down with that - that kind of stuff is bound to get you in trouble in the future when you have incompatibilities.

Posted

With single off clothing/armor/weapon mods it is not hard to get your mod limit "up there".

 

Once you have mastered using the CK I recommend you pick "one" simple clothing/weapon/armor mod that is free of any dirty edits and "only" adds a chest somewhere and begin adding all those loose clothing/armor/weapons to it.

 

This will cut WAY down on your esp number and removes the chance of conflicts due to modders leaving unnecessary edits or alterations which can lead to instability in your game.

Yea I realize this is a bunch of work but it will lead to a MUCH more stable game, not to mention leaving room for mods that add/enhance quest lines.

Posted

thx guys, most of the mods I use are only armors. I wish I could put them all in 1 esp. I'm gonna try with Tesvsnip, I just hope don't mess it up.

this are the mods I'm using and I deleted some since when I reached 257 skyrim won't run anymore it CDT at the bethesa logo.

 

108m.jpg

109m.jpg

110m.jpg

 

Posted

That's not to say that when you start merging tons of mods together, you won't have problems, but they're minor. Armors pointing to the wrong armor addons and you might have to fix COBJs for the same reason. It's still way faster than merging manually.

 

 

Posted

That's not to say that when you start merging tons of mods together' date=' you won't have problems, but they're minor. Armors pointing to the wrong armor addons and you might have to fix COBJs for the same reason. It's still way faster than merging manually.

 

 

[/quote']

 

True, I just got that problem, anyways CK is easy to handle, so no problems so far, the problem was I didn't know *sob* so I was like an idiot trying to figure it out why an armor was using different model.

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