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unmeaty

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  1. There's really no reason for the attitude, I already stated in the opening that I had looked around and couldn't find a definitive answer. Some say something akin to what you just said, others refute that argument. Google 'Skyrim SE 255 mod limit' and see how many different answers you get. Contrary to what you clearly believe, the answer did not come stamped on my birth certificate with Jesus Christ as a notary. Please attempt to utilize a modicum of reading comprehension. ANYONE who actually reads this thread or tries to find an answer on the web can see that there is plenty of confusion on the issue.
  2. It is a great utility, but you can't merge just anything. I had 450+ mods with +/- 315 active esp files that I got down to 255 by using that merge program. The problem is the mods have to be cleaned (TES5edit) and the only way to 'clean' many of the mods is to delete portions that the editor can't resolve. This can lead to problems. Merging mods with scripts is dicey. And sometimes mods that are dependent on another esp file don't find the merged mod and it causes LOOT conflicts. Point being that even with that merge utility - and it is a super tool for what it does - having the 255 mod limit is still a pain.
  3. I'm making this thread to hopefully offer some clarification on whether or not the SE version of Skyrim supports more than 255 active esp files (mods). I've searched this forum and the interwebz and have not found a solid yes or no, so I'm hoping that with the game released we can definitively put that question to bed. My inclination is to think that the limit is still applicable, as Fallout 4 is 64 bit and still has the cap. Apparently it's hard coded, binary, and there's no easy fix. I'l update this post with the correct answer to this query when someone can provide it. I'll try it myself when I can if nobody else does first. Hopefully that way anyone who searches for that knowledge will find it here and not have to scour the internet parsing half truths and FUD.
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