DXCinereus Posted May 7 Share Posted May 7 (edited) 18 hours ago, Fallout4original said: The update of this manager is count some mods like they are not visible, so they don't cost to the final 255 moda, before you can add. I've been using NMM for a very long time and haven't noticed anything like this. The manager itself cannot mark esp as esl. That is, it cannot independently reduce the number of plugins taken into account. Quote You see a 266 final number but i don't think this is the final new number of mods you can add. Left of that at mod manager you see a number like 224/264 of mods, if you install so many mods - i do. Try not to skip the 226/266 final maybe count of mods. i don't know if after that the game even work. Where can we see the limit?! =========================================== To mark some esp as esl and thus reduce the number of plugins counted, you can use ESLify No special knowledge is required. The utility is as automated as possible. Also, to bypass the limit, you can merge several plugins into one using Merge Plugins. (merge example) But this method, unlike the first one, is not so simple. Also if the plugins you combined use ba2 archives, you will need knowledge of working with ba2. Although, you will still have to deal with the ba2 limit someday, and knowledge of working with such files will not be superfluous to you. Edited May 7 by dumbkoala 1 Link to comment Share on other sites More sharing options...
Moksha8088 Posted May 8 Share Posted May 8 Murphy's Law suggests players will add mods until their game crashes repeatedly. The mods most worth having are large quest mods and a handful of advanced companion mods with quests. 1 Link to comment Share on other sites More sharing options...
fraquar Posted May 8 Share Posted May 8 Agree with Murphy's Law. Need moar!!!! The best thing people can do: 1) Merge like mods 2) Incorporate patches into the base mod (since you know if you are using those mods that need patching anyway) - thereby eliminating the patch plugins menagerie. But who am I kidding, they will just free up more room and repeat Murphy's Law - right? 1 Link to comment Share on other sites More sharing options...
beerdragon47 Posted August 14 Share Posted August 14 hello all.im just wondering how to get an exact mod count on any given game has installed and or can someone put a counter on vortex so one can see the count as the install. And does it matter how many games one has with mods installed.as far as compatibility performance or to total mod count? Link to comment Share on other sites More sharing options...
fraquar Posted August 14 Share Posted August 14 (edited) I don't know how Vortex works, but MO2 it's simple. #01: Priority. This is the load order of all of your plugins - no matter the type. The last number (Integer) is the number of mods (i.e. plugins) of any type (full or light combined) you have. --- Added: Priority on the Left pane is the total number of "mods" installed - whether they have a plugin or not (i.e. most F4SE mods and patches don't have a plugin). --- #02: Mod Index. This divides the counters by type The last number (Hex) is how many full plugins (.ESM/.ESP) you have. The last FE number is the number of "Light" plugins you have. ---- Those things can be seen from the Plugins tab on the right. Only thing that isn't immediately obvious in MO2 is the .BA2 count. I'm not sure if there is a plugin that gives that information or not. ---- Lastly: ACTIVE: There are two counters (Left and Right pane) - those are the count of the actual activated mods for their respective category. Edited August 14 by fraquar Link to comment Share on other sites More sharing options...
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