Jump to content

Skyrim Remaster Is True | Hide The Mods |


deadblood01

Recommended Posts

  • Replies 176
  • Created
  • Last Reply

Top Posters In This Topic

How will console users of Skyrim remastered mods cope with inevitable load order issues?

Maybe they'll implement mod re-organizing? Idk that is a major problem they need to solve.

Link to comment
Share on other sites

So with a 64 bit version of Skyrim just how many mods/ plug ins will you be able to run ?I realise there will be a system to system difference, but in a theoretical perfect world with with just the right computer is it over 3000 ? Now that would be some load order to sort.

Interesting amount of procrastination about perceived facts verses real facts to read through. Seems to be a good thing.

Thanks! I'll just put off my rebuild for a while longer, then.

Link to comment
Share on other sites

 

 

So with a 64 bit version of Skyrim just how many mods/ plug ins will you be able to run ?I realise there will be a system to system difference, but in a theoretical perfect world with with just the right computer is it over 3000 ? Now that would be some load order to sort.

Interesting amount of procrastination about perceived facts verses real facts to read through. Seems to be a good thing.

you can run as many mods as you like but the plugin's ( esp and esm ) limit is same as skyrim i.e 255. nothing has changed in this department fallout 4 has the same limitation.

 

But merging remains a possibility, correct?

 

well yes you can merge but really they should have changed that.

Link to comment
Share on other sites

So if there is a 255 limit on the plug in`s is it a true 64 bit game ? Or is it like the Microsoft windows on windows where 32 bit programs can run in a 64 bit system? You get the extra memory available but that`s it as the program is still a 32 bit running in a 64 bit shell program? Or some thing like that.

Link to comment
Share on other sites

The plugin limit has nothing to do with 32 vs. 64 bits. That's just the limit the developers chose back when they created Morrowind and have continued using for every game afterword, including Fallout 4 which is a 64-bit game.

Link to comment
Share on other sites

Judging from what's been released so far, yes it is true 64-bit. Not a 32-bit program running in a 64-bit system. And really? 255 mod limit, while not small, still seems like a rather arbitrary number (never reached that ceiling though). That said, it's been announced that the PS4 for Fo4 won't have the same capacity for mods, you guys think this limit will also extend to the remaster? Plus the mod order issues are going to be an issue as the modding community extends to encompass consoles. A good portion of friends who use consoles and have very limited experience with mods (i think the most experience one had was installing a texture and music mod) keep asking me whats wrong when they either download mods meant for pc or have a crap load order. Any word on that so far from Bethesda?

Link to comment
Share on other sites

My main concern is with this new CK; you have to run your mod through it and resave for it to be playable on the new version, and it must be done to post to BethNet BUT does this somehow mechanically make the mod proprietary to that site? will we be be able to simply pass our mods through the new CK and keep using Nexus and developing the mod for the new system? Some of the verbage used in the tweets about it has me concerned. Probably nothing because twitter is frankly a s*** form of communication when you only have like 50 characters to type. Any ideas?

 

Took the words out of my mouth. After all the paid mods nonsense, is Bethesda trying to nail modders into Bethesda.net and use the mods as a cash cow? (With cow armour...) Until I know for sure, I am a little uneasy we are missing something here that Bethesda are trying to pull.

Link to comment
Share on other sites

The plugin limit has nothing to do with 32 vs. 64 bits. That's just the limit the developers chose back when they created Morrowind and have continued using for every game afterword, including Fallout 4 which is a 64-bit game.

 

So far as I know the 32 bit is the reason for 255 mod limit. It's to do with the hex coding. To quote GSManners in 2013: The limit is 255 because of the fact that IDs are all 32 bits. The first 8 bits are reserved for the plugin ID, ergo (because 2^8 = 256), you are limited to 255

Link to comment
Share on other sites

 

The plugin limit has nothing to do with 32 vs. 64 bits. That's just the limit the developers chose back when they created Morrowind and have continued using for every game afterword, including Fallout 4 which is a 64-bit game.

 

So far as I know the 32 bit is the reason for 255 mod limit. It's to do with the hex coding. To quote GSManners in 2013: The limit is 255 because of the fact that IDs are all 32 bits. The first 8 bits are reserved for the plugin ID, ergo (because 2^8 = 256), you are limited to 255

 

The fact that they chose to reserve the first 8 bits for the plugin ID was an arbitrary choice. They could have chosen something smaller or larger even with a 32-bit application. But 8 bits was convenient. It's highly unlikely they will change that limit especially since Fallout 4 (and presumably the Skyrim Special Edition) still uses 32-bit formIDs. Just because an application is 64-bit doesn't mean all of the values it uses will be. Making values larger than they need to be just makes the application require more memory and run slower.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...