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Reaching the limit of putting mods.


Krim

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Posted

Is there a way to pass the limit , i'm using nexus mod manager and i reached its limit from what i can see, i read some stuff on the internet and it said that the game it self can only hold 255 mods or something.Now i want to know if there is a way to surpass it, i read that you can merge mods, but i don't understand exactly in, what way it helps.

 

Does it like , you put 10 mods , and you can have all 10 in 1??? ..... really i don;t get it ^^""

Posted

Is there a way to pass the limit , i'm using nexus mod manager and i reached its limit from what i can see, i read some stuff on the internet and it said that the game it self can only hold 255 mods or something.Now i want to know if there is a way to surpass it, i read that you can merge mods, but i don't understand exactly in, what way it helps.

 

Does it like , you put 10 mods , and you can have all 10 in 1??? ..... really i don;t get it ^^""

 

The "mod" merging you might have heard about is usually referring to the merging of .esp files of multiple compatible mods, generally with the TESVEDIT merge scripts or now this.

 

Edit: As for why it helps, it is because Skyrim only limits the number of .esp files it can load, rather than the number of mods you may have. By including the data for multiple mods into a smaller number of .esp files, you are able to include more things.

Posted

The purpose is only to be able to use more mods. It does not make the game more stable or anything like that. It might slightly decrease the initial load time due to fewer .esp files if that's what you mean.

Posted

are there any other ways to do limit this, i mean other programs , since now i want to understand and to learn about it, that video you gave;d me , i will be watching hundrets of time ^^. still if there are any other advises you guy can share, i will appreciate it  ^^

Posted

I've always used the merging functionality of TES5Edit, but the file I linked earlier seems like an easier and better method. It is probably possible to manually add the references from all of the .esp files you want to merge, but that would likely be far more time consuming.

Posted

how do you use tes5edit, i mean how you do stuff, like for example when u try to use loot it says something about cleaning

Posted

Merge Plugins Standalone is a much better and hugely streamlined application which makes merging mods so much simpler, watch the video until you learn everything as it can be complex at the start, the additions of using the standalone version is it also includes many ways to clean the mods prior to merging much like TES5EDIT does but albeit simpler, it works in perfect conjuction with Mator Smash (found on step forums) which helps to resolve conflicts and merge records (replaces Wrye Bash) and does it in a more superior way but it's still Alpha/Beta and is not fully finished or fleshed out yet but it still works far better than Wrye Bash.

Posted

how do you use tes5edit, i mean how you do stuff, like for example when u try to use loot it says something about cleaning

 

For cleaning you can watch a guide and do it as its quite easy, but dont do things just because Loot tells it to you and for the mod limit skyirm is hardcapped at 255 esp/esm files, but skyrim dosnt care if a esp/esm contains a dozen other mods

 

For merging with tes5edit see http://www.nexusmods.com/skyrim/mods/37981/? or google it there are serval plugins standalone files that do the same I personally use it, but they dont support it anymore and relink to /mods/69905/?

 

For mering itself dont just merge whatever mods, you can merge everything, but its likley you mess up your stuff for myself I only merge armor's etc. simple stuff that cant break. Just watch a tutorial video on the mod site on how to do it its really simple.

 

Merging dosent make anything more stable skyrim by default can only handle 255 esp/esm files and 325 esp/esm/bsa files at least that is what you can read there is nothing to exceed this limit its also not really smart to exceed this or to come even close to it, but it allways depends on what mods you are using if you here people that cant even run 50 mods its much likley they use mods with a lot of active scripts this is the only really limit you should care about, scripts, if you install 500 armor mods the engine wont care.

 

The script count is what is limiting the "amount" of mods you may install as explained you can install "as much" mods as you want when they dont contain many scripts, if you want to know if a mod is script heavy you can kinda tell by yourself if you open its .rar and it contains a lot of script files this may be a first indicator the more important thing is how active these scripts are in your game if you have a mod that (sorry for the example) like deviously enslaved that checks serval parameters every 10 seconds its kinda heavy for the engine as long as you dont have many mods doing the exact same thing its no big deal

The more mods "want to know something from the engine or tell the engine to execute something" the more the engine gets stressed simply spoken.

 

Basically said (dont meant bad) dont listen to anyone saying you cant or should not install more then xxx mods the only way to know is to try it yourself if you cant deal with problems that then occure dont do it.

 

I'm running right now over 300 mods I learned the hard way that where I am now is the limit (trying around until it crashes disabling testing again etc.) as said it all depends on what mods you install there is no fix number like this is the limit besides allready said "hardcap" 255 esp/esm's

 

Posted

Recently I tried 1)Merge Plugin Standalone and 2)Merge Plugin xEdit both made from the same person, in the end I have done my first merged with the second choice as the first didn't gave me the best result still testing the merged mod I found some meshes missing and I don't know if there is any way to be sure that either textures or meshes or scripts won't have any problem after merge. I believe further testing sure will convince me for which way is the best but when I turn my sight back six months when using NMM and having 137 mods now with MO have reached the limit of 255 mods and with further attempts I hope will increase the number above 300 so it was a long way but it gives results if your goal is to have as many armors, weapons, followers, houses plus all the rest of the mods you wish. Also It's not the only limit about the game, as there is the limit of how many script mods you have and can run in your game play and a suggestion is not to have more than 4 or 5 heavy script mods. So in game there are limits which we all try to pass leading the game in the edge of it's possibilities. It needs patient and ready to deal with many crashes in your way to make it stable with so many mods but it is a nice challenge. 

Posted

hmm i understand, tho can you merge mods from here, like those that require the sexlab, or the devious devices ??

Posted

I have not really had good results doing that (MCM-using mods do not always play nice), but it is definitely possible.

Posted

hmm i understand, tho can you merge mods from here, like those that require the sexlab, or the devious devices ??

 

You can do a lot of things, but its much likley you mess it up if everything gets copied correctly from the merge script yes, but I doubt it the first problem I see is you will miss the masters (esm) if you merge any of them into something besides from believing the merge script handles everything right.

 

Stick with light mods if you are fiddling with the esp limit you may also want to check your loadorder if you have esp's like patches you dont need and get rid of them patches obviously have their reason, but for example SMIM had a few patches I disabled like a patch for flickering farmhouses that I did not expierence even without the patch or the eyes of beauty has a esp in it called "babette" to fix the eyes of the vampire babette I dont care about her eye's so I deleted it and so on... so you might consider taking a closer look on what esp's you have in your loadorder and if they make any sense

 

Posted

Try to learn how to merge many mods into 1.

 

My main Skyrim Profile in Mod Organizer has around 300+ mods (265 actual plugins however) merging mods together has helped me lower the plugin number from 265 to exactly 195.

It may be hard to do at start however as time passes by you will understand it far better.

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