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How to break mod cap ?


lunarisnebula

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So i used the search engine i ive found some posts from people speaking of haveing more than 250 mods runing but never found a way to solve the problem with the mod cap so iam asking right now

 

how to get more than 250 mods running in oblivion

 

if you want to ask me why would you like to run that much mods il say i got a lvl 52 char leveled fair and without using console exept to solve some clipping iusses with landscape modifiactions and i gaind the highest rank at about 40 fractions and il want to move on with this :D

 

so please help >.<

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So i used the search engine i ive found some posts from people speaking of haveing more than 250 mods runing but never found a way to solve the problem with the mod cap so iam asking right now

 

how to get more than 250 mods running in oblivion

 

if you want to ask me why would you like to run that much mods il say i got a lvl 52 char leveled fair and without using console exept to solve some clipping iusses with landscape modifiactions and i gaind the highest rank at about 40 fractions and il want to move on with this :D

 

so please help >.<

Not feasible yet possible. The troubles are because the index is one byte what implies a physical limit of 256 (00-FF) values. Not all the range can be used, so the real limit is yet smaller.

 

Is that index the reason for mod's items console's spawning issues, since the mod's index value is assigned by and depends on the mod's position in the load order.

 

My advice is you getting all your's minor mods, like items mods, you know have no conflicts between them and merge into one bigger mod. The good side is you'll have a simpler way to install them, the less bright side is any update in one of them implies redoing the whole process. Well, this is similar to the BossDweebe's advice, just it's not done in the CS but with utilities like Wrie's Bash, TESGecko and others you do better finding by yourself, because I have never done it.

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