computerguy12 Posted August 10, 2021 Share Posted August 10, 2021 Is there a mod that allocates more memory for mods to get past the mod cap? Link to comment Share on other sites More sharing options...
aurreth Posted August 10, 2021 Share Posted August 10, 2021 Flag ESPs as ESL. You can do it with the CK, FO4Edit, or on the Plugins page of Vortex. I usually use Vortex: look for a feather icon in the flags column. If it is white it's already an ESL. If it's hollow double click on the plugin name and hit "Mark light" in the pane that opens on the right. You'll find a large number of mods can be flagged as light. Many authors don't do that because it's a lot easier to continue active development with ESPs. Link to comment Share on other sites More sharing options...
computerguy12 Posted August 10, 2021 Author Share Posted August 10, 2021 Thank you Link to comment Share on other sites More sharing options...
LarannKiar Posted August 10, 2021 Share Posted August 10, 2021 (edited) You need to know which mod can be converted into ESL first. Adding the ESL flag can cause save game corruption if the ESP hasn't been compacted and it has at least one FormID that exceeds the ESL FormID range (FE000000 - FE000FFF). It's also important that ESLs load right after ESMs so you need to make sure it's not causing conflicts. Edited August 10, 2021 by LarannKiar Link to comment Share on other sites More sharing options...
aurreth Posted August 10, 2021 Share Posted August 10, 2021 Oh it will totally screw up your saves. Settlement mods are the worst, they'll trash the whole WorkshopParent if you convert mid-game. Most of the ones you'll change are purely cosmetic though, build mods, clothing, textures and the like. Don't do it to quest or settlement mods unless you are starting a new game. That's why I do it through Vortex, it actually checks for things like compaction and FormIDs. Link to comment Share on other sites More sharing options...
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