nrot Posted August 31, 2011 Share Posted August 31, 2011 (edited) I know that the maximum amount of mods that oblivion can handle is 255 (including oblivion.esp) and in wryebash I get the number 183/240 in the bottom right hand corner, when I fire up BOSS, it recognizes 240 as well. I'm guessing the 183 number is my total number of active mods, while 240 is the total number of installed .esps. Do I have that right? If so, based on this information, am I about to hit my mod limit (240), or do I have some room left (183)? Thanks. Edited August 31, 2011 by nrot Link to comment Share on other sites More sharing options...
Hickory Posted September 1, 2011 Share Posted September 1, 2011 Wrye Bash ghosts mergeable and some other mods that are meant to be deactivated, like filters (provided you have Auto Ghost active), and those ghosted files are invisible to the game and the CS, so they do not count towards your 255 limit. So the number of mods you have as far as the game is concerned is 183. Link to comment Share on other sites More sharing options...
nrot Posted September 1, 2011 Author Share Posted September 1, 2011 Wrye Bash ghosts mergeable and some other mods that are meant to be deactivated, like filters (provided you have Auto Ghost active), and those ghosted files are invisible to the game and the CS, so they do not count towards your 255 limit. So the number of mods you have as far as the game is concerned is 183. Ok, so that's good news, thank you. I'm not sure if I should auto-ghost or not, wrye bash seems to suggest that this may cause problems with other non-wrye bash tools because they cannot 'see' the ghosted mods. Unfortunately, the guide doesn't really go into any further specifics... any tips or insights as to whether ghosting these inactive mods will cause problems? Link to comment Share on other sites More sharing options...
Hickory Posted September 1, 2011 Share Posted September 1, 2011 Wrye Bash ghosts mergeable and some other mods that are meant to be deactivated, like filters (provided you have Auto Ghost active), and those ghosted files are invisible to the game and the CS, so they do not count towards your 255 limit. So the number of mods you have as far as the game is concerned is 183. Ok, so that's good news, thank you. I'm not sure if I should auto-ghost or not, wrye bash seems to suggest that this may cause problems with other non-wrye bash tools because they cannot 'see' the ghosted mods. Unfortunately, the guide doesn't really go into any further specifics... any tips or insights as to whether ghosting these inactive mods will cause problems? It is true that tools like TES4Edit, TESGecko and the CS cannot see ghosted plugins. But you have to weigh up the benefits of having less active files for the game to load versus remembering to activate (which 'un-ghosts' the plugin) files temporarily that you need to edit. Remember, every time you edit a file you need to rebuild your Bashed Patch, and Wrye Bash will prompt you to deactivate plugins that can/should be, so It's not a problem really. Link to comment Share on other sites More sharing options...
bben46 Posted September 1, 2011 Share Posted September 1, 2011 The original reason for Wry Bash ghosting was because of another limit that can cause crashes - of around 400 total mods whether active or not - in the data folder. Ghosting is an alternative to moving unused mods out of the data folder. But do NOT move the mods that are merged and ghosted for that reason. Ghosting hides unused mods from the game engine allowing Oblivion to ignore them as if they were not in the data folder. If ghosting is a problem, just move those unused mods to a new folder outside of the data folder. - I have never had a problem with ghosting though. Link to comment Share on other sites More sharing options...
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