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Number of mods.


Kusta

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255 modules is the max limit (a.k.a. FF in hexadecimal, in case you're interested as to why that number) - although Oblivion.esm takes up one, so at best its 254 maximum (and then each DLC takes one mod slot too, so space gets taken rather quick)
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A couple of other options exist, too.

 

You can use the automatic Merge function in Wrye Bash. What Wrye does is look for mod ESPs that are tagged by their developers as mergeable. When you create a Bashed Patch in Wrye, you have the option of merging these files into the patch. So...if you have 5 mergeable ESPs and 50 mods in all and create a Bashed Patch, you end up with 46 mods. (That's because the Bashed Patch itself counts as a mod. 50 - 5 + 1.)

 

If all this sounds too technical, don't worry about it. Wrye Bash can be a bit daunting, but if you get into it, it really helps when loading and arranging a large modded setup.

 

Another utility is the Oblivion Mod Manager. It can create and activate omods, if a mod developer has prepared their mod for use as such. (Many have.) Omods don't count towards that 250 mod limit. They're especially great for complex mods with lots of user input required for making choices, since all that is automated in OBMM with questions popping up from time to time to get your preferences.

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Thanks for all the help people.

I usually use small mods: clothing, armors, weapons, few dungeons and races.

Only annoying part is getting all that to work, since installing of all that mess takes hours.

But this will be great help :)

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I never knew that omods do not count towards the limit. That's very nice. I'm not quite sure I understand, though... when I activate an omod in OBMM, it asks all its setup questions and then adds the appropriate esp files to my list. Those esp files don't count towards the limit? How does it know which esp's are part of an omod and which I added manually? Or is it more that some omods don't create an esp file at all, and I just happen to be using omods that add esp's because they include so many options?
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All esm & esp files count toward the limit no matter how they are loaded into the load list. OMODS as well as manually loaded. However, if the OMOD doesn't install an esp, then that will not count.

 

There is another limit that few people know about, and that is the total number of mods in the data folder whether they are active or not. That number is about 400. To avoid this limit, move any unused mods out of the data folder and completely out of the Oblivion folder. Make a folder outside of Oblivion and use that one for unused mods. OMODs do not count toward this limit as they are not stored as esp files.

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I never knew that omods do not count towards the limit. That's very nice. I'm not quite sure I understand, though... when I activate an omod in OBMM, it asks all its setup questions and then adds the appropriate esp files to my list. Those esp files don't count towards the limit? How does it know which esp's are part of an omod and which I added manually? Or is it more that some omods don't create an esp file at all, and I just happen to be using omods that add esp's because they include so many options?

 

Some omods do add an ESP, and these will of course count to your limit. Others don't. They are simply managed through OBMM, and make placement of textures, meshes, etc, more organized and handled easier.

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