AncientGamer65 Posted February 19, 2022 Share Posted February 19, 2022 So. You're talking with a complete noob on this particular part of modding, so if I'm asking "Does 2+2=4?", be kind. :) I've found the instructions for using FO4Edit to make ESP mods into ESL's and have proceeded to do so. I can even see the ones I've flagged myself showing up as as "ESL" after a reload of NMM...but I also see my "Active Mods" listed as having 255. Can I install other mods and not break my game? I also see that "Active Plugins" are listed as "181 (216)" and "Total Plugins" are listed as "216"...do I have space for more ESP's and I'm just being scared about it? Link to comment Share on other sites More sharing options...
nexusclod Posted February 20, 2022 Share Posted February 20, 2022 (edited) So there's three types of files here ESM = Elder Scrolls Master, ESP = Elder Scrolls Plugin, and ESL = Elder Scrolls Light Plugin. ESMs are the base game files, mods made as a framework for other mods, or the mod maker just wanted them in a specific load order or dependency (or just felt like making them ESMs). You don't really need to worry about those too much, most mods you encounter are going to be ESP or ESLs, but I believe they count towards your total plugin count. You get a total of 255 ESM and ESP plugins available in the game engine. To make ESLs work they took one of those plugin slots away and turned it into an ESL hub. So now you have 254 ESM/ESP slots and 4096 (iirc) ESL slots, for a total of 4,350 plugins available. This is theoretical though, there is no way the engine could support that many plugins. You can add more mods, but every one you add increases the load on the game engine. If your system and load order are doing just fine, feel free to keep going. The listing of 181 (216) I believe means you have 181 ESM and ESPs active out of the 216 plugins, the rest being ESLs. The rest of the 255 likely being texture mods that don't have plugins. Also, NMM hasn't been supported for years and I would highly recommend switching to MO2 (or Vortex I guess). Also glad to see you're learning FO4Edit , besides a good mod manager, there is no better utility for modding. A lot of little mods and patches can be merged together, edited, or created once you get used to it. Also I would be careful just flagging random mods as ESLs, I've had some odd results with a few mods that are load-order dependent.tldr: you should be fine Edited February 20, 2022 by nexusclod Link to comment Share on other sites More sharing options...
romalight Posted February 27, 2022 Share Posted February 27, 2022 Hello. i use both esp and esl mods -255 mods- and if i try to add and active a new esl mod, the NMM tells me that the game it won't going to start. Many times this is not true and getting more and more and more CTD for no reason. So you need to decide to keep and activate only the mods you really like and stop at 255. Link to comment Share on other sites More sharing options...
Glass1411 Posted February 28, 2022 Share Posted February 28, 2022 (edited) @ Romalight,Try updating your version of NMM or try using Vortex. Your game may be crashing "because" you have 255 mods installed. That's an insane amount of mods especially if you do not know how to properly resolve conflicts, but the fact is you can have up to 4096 ESL flagged files and 253 ESP flagged files installed at one time.You should read this guide for more information: How to convert ESPs into ESLs using xEdit Later,Glass Edited February 28, 2022 by Glass1411 Link to comment Share on other sites More sharing options...
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