Is there a MOD limit?
Posted 09 February 2012 - 11:01 PM
Posted 09 February 2012 - 11:09 PM
Posted 10 February 2012 - 01:37 AM
Posted 10 February 2012 - 03:20 AM
Posted 10 February 2012 - 05:33 PM
Posted 10 February 2012 - 05:41 PM
Posted 10 February 2012 - 06:14 PM
Anyway, even this amount of mods is somewhat harming to load time figures and memory usage, reason for that specific and hard to define possible instability some have reported before.
Edited by nosisab, 10 February 2012 - 06:20 PM.
Posted 29 April 2012 - 05:14 AM
Edited by MrBub8l3s, 29 April 2012 - 05:48 AM.
Posted 10 February 2015 - 05:22 PM
Well I know they say 255 is the limit but I've loaded 300 mods installing them manually b4.
Posted 10 February 2015 - 06:04 PM
If you are willing to merge plugins, there is no limit, at least theoretically. For example, I've merged many of my weapon/clothing/armor mods, a bunch of quest mods and several patches that use their own esp, and I currently have 298 active mods in my game, but only 174 listed in my load order. Granted, about 30 of those mods are texture replacers that don't get an esp, but you see my point.
Just outa curiosity... how good, like the minimum system requirements, does ur computer have to be to run around 200 mods?
It really depends on what kind of mods they are; texture quality, the amount of scripting, etc. You could easily install 200 mods that add nothing but armor and weapons with little impact. On the other hand, adding a crap-ton of script heavy mods like Frostfall, and 4k Landscape textures with lush grass can bring even a good system to it's knees. It also matters how good of a job you do installing them so they work well together.