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Maximum Number of BA2s


Zorkaz

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So what now? Should I provide loose files or ba2s.

 

I'd say BA2s. If the mod has only one or two files, loose files do too.

 

There's been a discussion about this in the Vortex forums, as well.

It does seem like the limit is somewhere around 450, but WHERE around that limit, is a variable.

 

That's right, similarly to ESLs, the BA2 limit is not a constant.

 

 

I meant "somewhere between 450-490" as it depends on the archives, not as "I don't remember the exact number". :)

 

By the way, I hope the Next-Gen update will extend the limit..

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Couldn't there be something, a script or a tool, that unpacks, to a working directory, all archives connected to esp, in order of their priority, overwriting already unpacked files, then all loose archives, and then repacks it all? Basically "baking" the current setup and doing once what the game has to do on the fly on each startup otherwise.

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So what now? Should I provide loose files or ba2s.

 

I'd say BA2s. If the mod has only one or two files, loose files do too.

 

There's been a discussion about this in the Vortex forums, as well.

It does seem like the limit is somewhere around 450, but WHERE around that limit, is a variable.

 

That's right, similarly to ESLs, the BA2 limit is not a constant.

 

 

I meant "somewhere between 450-490" as it depends on the archives, not as "I don't remember the exact number". :smile:

 

By the way, I hope the Next-Gen update will extend the limit..

 

LarannKiar, I kind of have a feeling that we've both been reading or checking on some of the same threads... so I don't doubt what you mean. ;)

was more in the way of backing you up, and adding more info for those who might not be reading about the issue. ;)

 

Another theory I have: Is that many people are reporting the problem happening in close relation to the at 450 figure. I wonder if any of it is hardware related in regards to what kind of "oomph" their machine can give to the game engine?

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So what now? Should I provide loose files or ba2s.

 

I'd say BA2s. If the mod has only one or two files, loose files do too.

 

There's been a discussion about this in the Vortex forums, as well.

It does seem like the limit is somewhere around 450, but WHERE around that limit, is a variable.

 

That's right, similarly to ESLs, the BA2 limit is not a constant.

 

 

I meant "somewhere between 450-490" as it depends on the archives, not as "I don't remember the exact number". :smile:

 

By the way, I hope the Next-Gen update will extend the limit..

 

LarannKiar, I kind of have a feeling that we've both been reading or checking on some of the same threads... so I don't doubt what you mean. :wink:

was more in the way of backing you up, and adding more info for those who might not be reading about the issue. :wink:

 

No the last two lines weren't actually part of my reply, I hit enter two times. :) I just read my post again and the phrasing seemed to be a bit unclear.

 

 

Another theory I have: Is that many people are reporting the problem happening in close relation to the at 450 figure. I wonder if any of it is hardware related in regards to what kind of "oomph" their machine can give to the game engine?

 

I don't know for sure but as it's a game limitation, hardware shouldn't matter.

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To be fair though for a user it wouldn't be a lot of work to unpack some .ba2s with the material editor. It's just that there's a lack of awareness of this issue.

I mean even us here are not sure about it.

It would be nice if there was some sort of script to convert (and eslify?) ba2 mods automatically.

 

Do people still use esls rather than esl flagged esp files? I know the original NMM couldn't handle it but I would have thought everyone would have replaced that by now. Is it used for console players or something?

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@AndreChau There is a conversion tool for combining BA2s but given the nebulae unknown and/or unknowable that the file format is the tool should be considered beta or proof-of-concept (POC).

 

As for ESLs and espFEs they seem to serve different functions, (at least for me).

 

ESLs are super-lightweight but required to be conflict winners with only a few, if any, dependencies (like game settings and final overrides).

espFEs maintain integrity/parity with legacy scripts/explicit folder hierarchies/dummyfolders, etc.- especially as a result of conversion.

 

Technically, they function roughly identically, AFAIK.

I just stack all esl, espFEs, before esps in a seemingly self-sensible order in their group.

IDK, It just works. :tongue:

 

For the record: NMM handles them both fine since a long time ago.

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