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Ok I have reached 185 Mods in Oblivion all working together nicely


Flatline49009

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Now what I would like to do is test new mods for those making new ones....please feel free to let me know if you need a tester I would be happy to donate my time to help out such a great modding community such as this that has made Oblivion a never ending game thank you all. 8) :D

That's great that you can manage that many, but you should probably avoid adding many more. First, you are limited to addresses 01-fe for mods, or 253 total addresses. However some mods may take up multiple addresses, so even if you have 185 mods active, you may be up in the high e's or low f's. Once you have used up all addresses, the game will not work since numbers over 255 cannot be expressed in 2 digit hex, 00 and ff (and fe arguably) are used by the standard game. The best way to know where you stand is to find a static (buildings, rocks) added by one of the mods that loads last (or as close to last as you can get) and click on it with console open. It should tell you the ID of that object in hex. If it starts with e, you should probably avoid adding any more unnecessary mods. If it starts with f, you may even want to considder removing some mods which aren't particularly useful, or combining mods which add similar things.

 

The other issue is that mods are stored within ram when the game is being played. This wouldn't be such a big deal if Oblivion didn't have a tendency to just crash when your ram fills up. I don't know how much ram you have, or how large most of the mods you're using are, but if you find yourself crashing when new areas load, this may be the reason why. Additionally, all that extra data has to be loaded/unloaded every time you start up the game, or close it. If this data doesn't get loaded/unloaded properly, it may cause problems outside the game (ie computer freezing up). Not to mention, all that extra data stored in saves is probably making them much larger than normal, and this to may lead to other issues down the road. This is all secondary to conflicts between mods, which you probably have hundreds without knowing. (Any conflict, minor or major, can potentially cause problems).

 

Simply put, more is not better. Having that many mods active can't be a very good idea, even if most of them are minor tweaks just because the game itself isn't very good at managing lots of extra information. When the game was made, the devs weren't too concerned with people being able to load that many large mods, so never took steps to improve how all that information gets handled. It's nice that you can run 185 of them, but you'd probably be alot better off dropping that number down to around 80-120 mods (depending on how much ram you have, and the size of the mods) just to be confident that issues won't occur later.

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If you are running 185 mods, you arn't a good mod tester. Somebody running NO mods is a good tester, because there is no content to conflict with the mod beeing tested. If you want to test compatibility, well, you may be usefull there.
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If you are running 185 mods, you arn't a good mod tester. Somebody running NO mods is a good tester, because there is no content to conflict with the mod beeing tested. If you want to test compatibility, well, you may be usefull there.

 

 

before I even run a mod I have a fresh Data folder I use that has no mods I Load htat test the mod if it works I ass the other data folder and try compatability....

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