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Limit on mods?


tomomi1922

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No, they wouldn't. Fallout 4 is already 64 bit. It is 64bit ONLY. They dont need to change anything except for a few lines of code that says to limit mods at 255.

I doubt that. 64bit skyrim can handle up to 65,535 Mods. Of course there will be a limit since the engine probably cant handle that many mods, but right now its 255. in the future i suspect Bethesda to increase this to 500 or cap at 1000.

 

The arbitrary limit of 255 is because 1, there is no Geck support. and 2, the more mods people install the more problems the game will have and crash. they want to set a limit so people dont complain about crashes, but what about people who know what they are doing, and people who are not using Consoles.

Did you multiply 256*256 to get a 65,535 mod "limit"?

 

The "arbitrary limit" is 254 because the engine uses two hexadecimal numbers to represent load order. Those values can be 0-9, and A-F, for a total of 16 per unit, so 16 * 16 = 256 different combinations. 00 is reserved for Fallout4.esm and FF is reserved for dynamically added items, so there are only 254 "free" slots for mods to use.

 

It is not "just a few lines of code" that would need to be changed.

 

Simply trying to tell the game engine to use 4 hexadecimal units to address load order would give us that magical 65,535 mod number, but it would require searching through the entire codebase to find each point where the game used to expect only 2 hexadecimal numbers and change the code so that it now expects 4 hexadecimal numbers. And you would then still need to change Fallout4.esm to have it be addressed in 4 hexadecimal number load order. Finally you would need lots of testing to make sure that you didn't break anything in that process. You'd also need to rewrite the GECK / CK to support those 4 hexadecimal addresses too. And all the DLC, to boot.

 

Even if you "cheated" and told the engine "OK, if the FormID is only 8 units long, the first two units are load order, and if the FormID is 10 units long, the first four units are load order", you would still need to search through the code to make those changes, and it would have the result of making each of those code areas twice as complicated as before, because you've introduced a conditional that wasn't there before.

 

The mod limit of 254 will not be changed by the release of the GECK / CK. It is not "arbitrarily limited" because Bethesda is worried about people crashing their games, it is the consequence of a design decision that was made back in the Morrowind days.

Edited by Reneer
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No, they wouldn't. Fallout 4 is already 64 bit. It is 64bit ONLY. They dont need to change anything except for a few lines of code that says to limit mods at 255.

I doubt that. 64bit skyrim can handle up to 65,535 Mods. Of course there will be a limit since the engine probably cant handle that many mods, but right now its 255. in the future i suspect Bethesda to increase this to 500 or cap at 1000.

 

The arbitrary limit of 255 is because 1, there is no Geck support. and 2, the more mods people install the more problems the game will have and crash. they want to set a limit so people dont complain about crashes, but what about people who know what they are doing, and people who are not using Consoles.

Did you multiply 256*256 to get a 65,535 mod "limit"?

 

The "arbitrary limit" is 254 because the engine uses two hexadecimal numbers to represent load order. Those values can be 0-9, and A-F, for a total of 16 per unit, so 16 * 16 = 256 different combinations. 00 is reserved for Fallout4.esm and FF is reserved for dynamically added items, so there are only 254 "free" slots for mods to use.

 

It is not "just a few lines of code" that would need to be changed.

 

Simply trying to tell the game engine to use 4 hexadecimal units to address load order would give us that magical 65,535 mod number, but it would require searching through the entire codebase to find each point where the game used to expect only 2 hexadecimal numbers and change the code so that it now expects 4 hexadecimal numbers. And you would then still need to change Fallout4.esm to have it be addressed in 4 hexadecimal number load order. Finally you would need lots of testing to make sure that you didn't break anything in that process. You'd also need to rewrite the GECK / CK to support those 4 hexadecimal addresses too. And all the DLC, to boot.

 

Even if you "cheated" and told the engine "OK, if the FormID is only 8 units long, the first two units are load order, and if the FormID is 10 units long, the first four units are load order", you would still need to search through the code to make those changes, and it would have the result of making each of those code areas twice as complicated as before, because you've introduced a conditional that wasn't there before.

 

The mod limit of 254 will not be changed by the release of the GECK / CK. It is not "arbitrarily limited" because Bethesda is worried about people crashing their games, it is the consequence of a design decision that was made back in the Morrowind days.

 

I am not saying we need to mod this, im pretty sure Bethesda already has this covered. they will eventually increase the mod limit.

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I am not saying we need to mod this, im pretty sure Bethesda already has this covered. they will eventually increase the mod limit.

No, they won't. As I've said, it would take a complete overhaul of the existing game engine, something they will not do for an already-released title. In order to make such a drastic change to the game engine, they would need months of QA testing. Not to mention the fact that increasing the mod limit wouldn't generate any new game sales.

Edited by Reneer
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I am not saying we need to mod this, im pretty sure Bethesda already has this covered. they will eventually increase the mod limit.

No, they won't. As I've said, it would take a complete overhaul of the existing game engine, something they will not do for an already-released title. In order to make such a drastic change to the game engine, they would need months of QA testing. Not to mention the fact that increasing the mod limit wouldn't generate any new game sales.

 

Wonder how feasible it would be to make a "mod" that served as a sort of script extension by taking up one of those slots, and then commanding the engine to load multiple mods under it. Of course you would end up having to change how the mods are coded to work with the game so that they reference a new numeric system for the slot expansion script.

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I am not saying we need to mod this, im pretty sure Bethesda already has this covered. they will eventually increase the mod limit.

No, they won't. As I've said, it would take a complete overhaul of the existing game engine, something they will not do for an already-released title. In order to make such a drastic change to the game engine, they would need months of QA testing. Not to mention the fact that increasing the mod limit wouldn't generate any new game sales.

 

I keep telling you that its already done. there is an arbitrary limit.

Mods are a huge reason people buy Bethesda games.

 

 

I am not saying we need to mod this, im pretty sure Bethesda already has this covered. they will eventually increase the mod limit.

No, they won't. As I've said, it would take a complete overhaul of the existing game engine, something they will not do for an already-released title. In order to make such a drastic change to the game engine, they would need months of QA testing. Not to mention the fact that increasing the mod limit wouldn't generate any new game sales.

 

Its not arguing its discussion.

Edited by hamguy21
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Oh yes, I am here in FO4 all because of the mods. I played Assassin's Creed (1 and 2) about twice or 3 times, and I was done. But I hung onto Skyrim for years and years. Same with FO4, I have been going at my own pace, playing around for so long without progressing much in the game's story line. In fact, I wish I didn't try to finish the game once, because then, the rest of the game will be a mystery to me, and it will keep my interest. Now, kinda know the whole structure of the story, I feel the game is limited and a bit repetitive.

Discussion is cool, as long as you guys don't act like biting each other's heads off :)

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I keep telling you that its already done. there is an arbitrary limit.

Mods are a huge reason people buy Bethesda games.

So what is your proof that this is "already done"?

 

And mods are not a huge reason people buy Bethesda games. You need only look at Skyrim sales on the PS3 and Xbox 360 versus PC sales to see that fact. Bethesda is trying to integrate mods on to consoles, but that was a major selling point of Fallout 4, not any previous Bethesda games.

Edited by Reneer
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