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How Many Mods is Too Many?


RaverDan

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657 "active mods" according to vortex. That includes 252 active esps, 298 light esps, a few dozen skse plugins, one bashed patch, one merged patch, texture mods, ENB, Dyndolod, and ALLGUD. I'm willing to live with 30-40 FPS in cities (with the mod Open Cities, JK's Skyrim) but usually pull 50-60 FPS in wilderness areas on a somewhat decent CPU and GPU (Ryzen 5 3600X and RX590 Fatboy).

 

In regards to your question about how many mods is too many, it really depends. You want to look at that question from the SSE engine's point of view rather than your computer, unless your talking about texture mods with ENB (GPU intensive). The quickest way to kill SSE is with multiple script heavy mods. Things like Frostfall, Wet and Cold, SkyTEST, Immersive Citizens, etc might be fine on their own, but as soon as you start putting too many of them together either the engine gets over burdened and freezes, or all of your scripted events (vanilla and modded) start misfiring or only partially working. This will lead to a corrupted save in no time.

 

That's why I'm loving things like powerofthree's Spell Perk Item Distributor. It accomplishes a lot of what previously could only be done with lots of scripts and quests, which frees up your engine's capacity without limiting content. A lot of modders are really starting to tap into it's potential, as im seeing more and more SPID mods roll out. Take Cold Region Behavior (https://www.nexusmods.com/skyrimspecialedition/mods/38633) for example. For now, it may only do about 80% of what Wet and Cold can do, but it does it with pretty much no additional script load for SSE's engine and even does it faster and more efficiently. I'd highly recommend taking a look at SPID and some of the mods that currently require it via SPID's requirements tab. I've tried a lot of them and so far I've had zero issues.

 

Keep SSE's engine happy, and you will be happy

Edited by KWRMF197
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  On 9/2/2021 at 1:03 PM, KWRMF197 said:

657 "active mods" according to vortex. That includes 252 active esps, 298 light esps, a few dozen skse plugins, one bashed patch, one merged patch, texture mods, ENB, Dyndolod, and ALLGUD. I'm willing to live with 30-40 FPS in cities (with the mod Open Cities, JK's Skyrim) but usually pull 50-60 FPS in wilderness areas on a somewhat decent CPU and GPU (Ryzen 5 3600X and RX590 Fatboy).

 

In regards to your question about how many mods is too many, it really depends. You want to look at that question from the SSE engine's point of view rather than your computer, unless your talking about texture mods with ENB (GPU intensive). The quickest way to kill SSE is with multiple script heavy mods. Things like Frostfall, Wet and Cold, SkyTEST, Immersive Citizens, etc might be fine on their own, but as soon as you start putting too many of them together either the engine gets over burdened and freezes, or all of your scripted events (vanilla and modded) start misfiring or only partially working. This will lead to a corrupted save in no time.

 

That's why I'm loving things like powerofthree's Spell Perk Item Distributor. It accomplishes a lot of what previously could only be done with lots of scripts and quests, which frees up your engine's capacity without limiting content. A lot of modders are really starting to tap into it's potential, as im seeing more and more SPID mods roll out. Take Cold Region Behavior (https://www.nexusmods.com/skyrimspecialedition/mods/38633) for example. For now, it may only do about 80% of what Wet and Cold can do, but it does it with pretty much no additional script load for SSE's engine and even does it faster and more efficiently. I'd highly recommend taking a look at SPID and some of the mods that currently require it via SPID's requirements tab. I've tried a lot of them and so far I've had zero issues.

 

Keep SSE's engine happy, and you will be happy

I have Frostfall with Wet and Cold and Campfire, iNeed. I've been installing mods for a bit but still learning. Is there still a 255 cap on esps? How do I know if a mod is script heavy or not? How much does SKSE help with that?

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  On 9/2/2021 at 1:55 PM, RaverDan said:

 

 

I have Frostfall with Wet and Cold and Campfire, iNeed. I've been installing mods for a bit but still learning. Is there still a 255 cap on esps? How do I know if a mod is script heavy or not? How much does SKSE help with that?

Frostfall with Wet and Cold together should be just fine, even with iNeed. You just want to watch for the signs that you've got too many scripts going. For me, my FPS starts dropping hard in populated areas and SSE will freeze occasionally. Not a CTD mind you, specifically freezing. SKSE from my knowledge just expands upon what the SSE engine is capable of doing. The only way it helps is by making new processes possible for the mods that require it.

 

And yes there is still the hard cap of 255 esps, but you can only install up to 254 as one slot is taken already. Remember that "light" esps don't count towards that limit though, and you can have like over 4000 of those apparently. When you start getting close to your esp limit, you have a few options. You can remove the ones you can live without (not mid playthrough), check to see if you can convert any of them to "light" esps, or do a merged patch. The merged patch combines multiple esps you choose into one esp (works great for armor mods).

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That's why I'm loving things like powerofthree's Spell Perk Item Distributor. It accomplishes a lot of what previously could only be done with lots of scripts and quests, which frees up your engine's capacity without limiting content. A lot of modders are really starting to tap into it's potential, as im seeing more and more SPID mods roll out. Take Cold Region Behavior (https://www.nexusmods.com/skyrimspecialedition/mods/38633) for example. For now, it may only do about 80% of what Wet and Cold can do, but it does it with pretty much no additional script load for SSE's engine and even does it faster and more efficiently. I'd highly recommend taking a look at SPID and some of the mods that currently require it via SPID's requirements tab. I've tried a lot of them and so far I've had zero issues.

 

Keep SSE's engine happy, and you will be happy

 

 

 

oh I'm going to have to check those out, anything I can do to keep the engine happy. Though I'm in the middle of a game now. But I'll download it and save it for the next game. Ive been reading into scripts and found this article on Nexus

https://www.nexusmods.com/skyrim/articles/52598/ It's an interesting read and he really breaks it down. As for your other post, I do getting freezing once in a blue moon and FPS lowers around smoke for me. I really appreciate all the help

Edited by RaverDan
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Dude I have 244 active mods and 650 light plugins and I am working fine. I get an occasional crash and low fps, especially solitude, but I haven't had any other serious issues besides that. To run everything smoothly it is a requirement that I have no programs running in the background however but I love skyrim so much that I don't really care lol. Been working on my load order for around 5 years now and self-learned to use many of the minor programs available on nexus to manage your mods from LOOT to SSEEDIT. It's been a blast and I have seen load orders on youtube saying they have 1153 mods in total and even higher than that! So there is no such thing as too many mods my dude. It just depends on optimizing your load order with patches and fixes, learning to merge your mods and TEST THEM (testing your merges are very, very important btw) and being careful to convert the right mods into light plugins as best you can.

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  On 9/8/2021 at 6:47 AM, Akulakha said:

Dude I have 244 active mods and 650 light plugins and I am working fine. I get an occasional crash and low fps, especially solitude, but I haven't had any other serious issues besides that. To run everything smoothly it is a requirement that I have no programs running in the background however but I love skyrim so much that I don't really care lol. Been working on my load order for around 5 years now and self-learned to use many of the minor programs available on nexus to manage your mods from LOOT to SSEEDIT. It's been a blast and I have seen load orders on youtube saying they have 1153 mods in total and even higher than that! So there is no such thing as too many mods my dude. It just depends on optimizing your load order with patches and fixes, learning to merge your mods and TEST THEM (testing your merges are very, very important btw) and being careful to convert the right mods into light plugins as best you can.

I've been doing the same, testing my mods before I start playing and started never installing mods mid game. SSEEDIT I'm still new to. I also lose FPS in Solitude or anywhere that's around smoke so I make sure to restart my computer before every playthrough, seems to work. Also, I moved up to 189 mods now ( from 114 from when I first started this thread). Mostly from patches. I think a key thing is always to read the description lol

Edited by RaverDan
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