Sudian Posted October 10, 2010 Share Posted October 10, 2010 Hi! I am relatively new to this site and this is my first forum post, but anyway I have over 300 mods installed on my computer and would like to have more than 255 of said mods active at a given time is there anyway that I can do so? Before you tell me that 255 mods active is plenty and that I am crazy or whatever consider that I have a fair number of companion mods, each of which has a plugin file and in many cases a master file as well, which is two mods that need to be active and I have quite a few other mods that are the same way(they have both a master and a plugin file). Also I am a sucker for downloading cool free stuff that does not have any viruses and will either enhance or simply add to my gameplay experience for a given game. Also several mods require other mods to be active so by deactivating a given mod, I might be causing another mod to malfunction which may or may not cause my game to CTD. Now, as I was saying, if anyone know how to increase the limit of mods that oblivion can load then let me know by either sending a pm to Sudian(if you are going to criticize this post in a way that is not constructive then I will simply delete your pm and not look beyond the first non-constructive criticism so don't send one of these kinds of message), or post a reply to this thread. thanks and hopefully someone can help me with this. Link to comment Share on other sites More sharing options...
Smooth613 Posted October 10, 2010 Share Posted October 10, 2010 Sounds like it's time for you to start merging some mods. TES4Gecko will help you accomplish this. :thumbsup: Link to comment Share on other sites More sharing options...
Sudian Posted October 10, 2010 Author Share Posted October 10, 2010 if I use tesgecko(I think that I have that program already) will it merge into gecko or bash and if it will merge into gecko then will there be conflicts with my game? Also if it merges into bash then if I decided that I wanted to uninstall any mods would they be uninstalled or would bash still try to load them. Finally if it gets merged into bash will the file still be visible as one that I have or not, if it is still visible how will it's appearance change on the bash load screen, and also when I re-order the mods using boss, will any merged ones be re-ordered as well? Link to comment Share on other sites More sharing options...
bben46 Posted October 10, 2010 Share Posted October 10, 2010 The 255 mod limit is hard wired into the game and cannot be changed with mods. The only way is to merge them to keep that number below 254. - Oblivion.esm takes up one slot and cannot be merged or removed. There is a lesser known limit of about 400 total mods allowed in the data folder. It seems that the game reads every mod in the data folder whether they are active or not. Wrye Bash has a feature that hides the non used mods from the game called ghosting. Or, if you don't use Wrye Bash you can just move any unused mods out of your data folder. Link to comment Share on other sites More sharing options...
Shadowfen Posted October 10, 2010 Share Posted October 10, 2010 The 255 mod limit is hard wired into the game and cannot be changed with mods. The only way is to merge them to keep that number below 254. - Oblivion.esm takes up one slot and cannot be merged or removed. There is a lesser known limit of about 400 total mods allowed in the data folder. It seems that the game reads every mod in the data folder whether they are active or not. Wrye Bash has a feature that hides the non used mods from the game called ghosting. Or, if you don't use Wrye Bash you can just move any unused mods out of your data folder. Actually, that 254 number total counts Oblivion.esm too - as in you can only have 253 additional esm/esps. Load number 'ff' is reserved for objects that are created in-game so cannot be used for a mod. EDIT: Or am I forgetting zero.... hmm, now I'm confused. I could be wrong. Link to comment Share on other sites More sharing options...
SavageArtistry Posted October 10, 2010 Share Posted October 10, 2010 I'm starting to wonder if I'm the only one who merges mods by hand in the CS instead of using a utility. I bet I've wasted all kinds of time, but it works for me. Link to comment Share on other sites More sharing options...
ziitch Posted October 10, 2010 Share Posted October 10, 2010 I'd like it if someone would do something similar to Bashed Patch that would work for armor and clothing mods, so I don't have to constantly activate and deactivate ones I'm not using and rebuild it if there's an upgrade to one of the mods that was merged. Link to comment Share on other sites More sharing options...
MorpheusDruidic Posted October 16, 2010 Share Posted October 16, 2010 aside from using Wyre Bash to merge mods. I also "ENCHANT" a lot of my armor/clothing/weapon mods, after doing this the item basiclly becomes a part of the game (the item info gets saved into your gamesave) and the only thing needed are the meshes/textures in your data folder and your free to deactivate the .esp (and then save the .esp if u want the item again) Link to comment Share on other sites More sharing options...
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