Death224 Posted February 10, 2009 Share Posted February 10, 2009 Hey everyone, just wanted to know if there is some sort of limit to how many mods are running at the same time. I have Timeslip's mod manager installed and I think I read somewhere about a limit being like 75. Anyone know if there really is a limit to how many mods can work at once? If so, what is the limit? I currently have 129 mods working, but I dont know if they all are really working. Some are working in the background and the ones that might not work might have a conflict with another mod, so I cant verify that way. :rolleyes: Anyway, if someone knows the answer, please post. :thanks: Link to comment Share on other sites More sharing options...
Cotton007 Posted February 10, 2009 Share Posted February 10, 2009 I don't know if there's a limit to how many. but i'm having problems with the number of mods active. after so many they uncheck themselves... Link to comment Share on other sites More sharing options...
Luvian Posted February 11, 2009 Share Posted February 11, 2009 I have 84 mods and they are all working. I'm pretty sure I had more than that in Oblivion too. If some of your mods aren't working it's probably because of conflicts. The more mods you have the more chances you have that some of them will conflict. If I hadn't merged conflicting mods together I'd probably be getting close to 100 mods now. As a rule of thumb you can only have one mod per npc or area. For example only one mod which modify Moira's shop, only one mod which modify Springvale etc. Also mods that make your npcs essential will conflict with mods that modify them otherwise, like for example a mod that unlock their armors and weapons would conflict. In the case of new items mods if they just conflict over a zone it's still possible to get the loser through the console. For example if a mod that adds an armor to Moira's Shop has overwritten one that adds a weapon, the weapon file will still be loaded in the game it just won't be in the shop. You can get it through the console or you could buy the armor, invert the mods' load order so the weapon mod load last, and then buy the weapon. Link to comment Share on other sites More sharing options...
cscottydont Posted February 11, 2009 Share Posted February 11, 2009 well I'd probably guess the limit would have to be 99since thats the highest the mod index should be able to go Link to comment Share on other sites More sharing options...
Daelda1 Posted February 11, 2009 Share Posted February 11, 2009 I believe the limit is 234 (counting the Fallout.esm). I could be off by a few. I have had up to 220 mods running at one time. I am down to about 170 now (not counting graphics and other mods that don't require an esp/esm to use). Link to comment Share on other sites More sharing options...
buddah Posted February 18, 2009 Share Posted February 18, 2009 The absolute limit is 254....plus 1 for your savegame and 1 for the Fallout3 esm. Total 256. That is esp/esm files active. Link to comment Share on other sites More sharing options...
Skotte Posted February 19, 2009 Share Posted February 19, 2009 The absolute limit is 254....plus 1 for your savegame and 1 for the Fallout3 esm. Total 256. That is esp/esm files active. Ok, that's what confused me I didn't realize the savegame counted in that number Link to comment Share on other sites More sharing options...
Cipscis Posted February 19, 2009 Share Posted February 19, 2009 Yep, it's to do with how the engine assigns FormIDs. The first two digits of a FormID correspond with the origin of the form. If the form is saved in a data file, then the first two digits correspond with that data file's position in your load order (i.e. 00 for Fallout3.esm). If the form is saved in the savegame, then the first two digits of its FormID will be ff, which is the highest two-digit value possible in base-16. As buddah has said, this leaves room for an extra 254 data files - counting from 01 all the way up to fe. Cipscis Link to comment Share on other sites More sharing options...
rkelly Posted February 20, 2009 Share Posted February 20, 2009 and so many mods are comming out FAST. we will need a mod merger soon. Link to comment Share on other sites More sharing options...
MalakieUSN Posted March 26, 2009 Share Posted March 26, 2009 Hi, Is there anyway to easily figure out which mods might be an issue ... any working conflict detector? What is wierd in my case, is that I can load mods (about 70 loaded) but once I hit a certain number, the game crashes. If I remove one mod, it runs. And trying to add back a mod makes it crash... no matter what that additional mod is... In other other words I have tried to use other mods thinking the one I was trying to load was bad... As long as I stay below the number I have installed, it works. Could this issue be caused by something else? Malakie Link to comment Share on other sites More sharing options...
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