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Posted

I knew there was a 252 activated .esp limit, but I never knew that having too many unactivated .esps sitting around in my data folder would cause problems too.

 

Today I left one too many mods sitting in my folder and then skyrim refused to load any mods at all.

Posted

255 active ESP actually, 253 if you don't want to count Skyrim and Update. How many inactivated esps do you have? LOL. I'm nearing 50 due to the merged stuff and I leave ESPs lying around.

Posted

I'm in much the same place - I merge many of my mods to keep my plugin count down. I wasn't aware inactive plugins could still cause an issue. I mean, they're inactive. Doesn't that mean the game is ignoring them?

Posted

Uh, yeah im on 250 mods and hesitant to add any more until I am comfortable with merging. but there are about 6 merged in my bashed patch and the disabled .esp's are still hanging around in my data tab.... so, does this mean skyrim is not registering some mods to compensate for the limit and I don't even know about it?

 

Is there a way to tell....if someone can clear this up it would be most usefull.

Posted

Oh well if its 50 then I should be ok, seems like a lot anyway

 

Man these limits really suck...I haven't had a ctd in weeks with 250 mods and now I have to risk merging (not sure if there are harmful side effects, but I'm assuming doing anything other than just having a mod in your directory will) in order to push skyrim before I get a ctd again. So I can back off a bit.

Posted

There was a topic about this on the Beth forums some years ago - relating to Oblivion. For some reason the Gambryo engine reads every file in the data folder whether that mod is active or not and if there are too many it just fails. The number is somewhere between 400 and 500. Wrye incorporated a fix in his Wrye Bash - called ghosting where Wrye Bash would hide any unused mods from the game engine. You can do the same thing by moving the unused mods out of the data folder to keep the total number of mods there under around 400.

Note, the absolute max number of active mods is still 255. merging helps keep this number down.

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