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deadblood01

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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.

 

Hopefully by Elder Scrolls VI they up this limit though. I get that Skyrim Special Edition they won't do it but the next game for sure should have a much larger limit. It would be disappointing if we are still capped at 255 plugins for the next installment.

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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.

 

Hopefully by Elder Scrolls VI they up this limit though. I get that Skyrim Special Edition they won't do it but the next game for sure should have a much larger limit. It would be disappointing if we are still capped at 255 plugins for the next installment.

 

i think this may not be that simple may have to rework lots of things in engine, maybe the reason they didn't do it in first place. but if they plan on using a new engine for tes vi which i seriously doubt then maybe.

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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.

 

you people do realise uploading mods to bethesda.net is optional for us ? its not mandatory for us at all we can make mods, save and then upload files manually to nexus like we have been doing for so many years.

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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.

 

I love that Cdcooley not only has the facts, but understands the reasons behind the facts.

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@deadblood01

 

Consider using MultiQuote rather than double posting. Just saying.

yeah my bad i apologise if you have hurt your fingers by scrolling a post down. sorry :sad:

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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.

 

I love that Cdcooley not only has the facts, but understands the reasons behind the facts.

 

 

OK, thanks for the clarification folks! I'd long understood it to be a limit rather than convenience. Useful to understand the truth of it, as there is a lot of blather around for less-techies like me to get through...

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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.

 

you people do realise uploading mods to bethesda.net is optional for us ? its not mandatory for us at all we can make mods, save and then upload files manually to nexus like we have been doing for so many years.

 

 

Thanks Deadblood01. I had been worried we might be seeing a shift in emphasis from Bethesda. Good to know this is out of the question. Cheers!

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