Iamkiing Posted June 23, 2016 Share Posted June 23, 2016 i have 255 plugins and nexus wont lauch my game had 254 worked fine no crashes very few bugs was all working cool is there a limmit and if so how do i beat it Link to comment Share on other sites More sharing options...
fftfan Posted June 23, 2016 Share Posted June 23, 2016 (edited) It's a 32bit limitation, because they didn't go to 64bit we cannot have more than 254 ESPs(255 including the base game's ESM). Hopefully Skyrim Special Edition will have 64bit. I've been away from the modding scene for a very long time, just coming back in near future but from what I remember what I did after reaching 255 ESP/ESMs was: Create my own ESP and manually add armor/clothing/weapons then disable the original ESP. Reduced my ESP count by over 100. Whenever I found an armor/clothing/weapon mod I like I just add it in my ESP and add it to a container which has everything. Could do a bashed patch too but I did it this way since there were so many mods, all of them adding new cells and static objects in existing cells(usually in the cities) which caused conflicts and lag. Edited June 23, 2016 by fftfan Link to comment Share on other sites More sharing options...
Iamkiing Posted June 24, 2016 Author Share Posted June 24, 2016 Whats a bashed patch and i have no clue on how to make my own esp, is it simple enough? Link to comment Share on other sites More sharing options...
Royhr Posted June 24, 2016 Share Posted June 24, 2016 It's a 32bit limitation, because they didn't go to 64bit we cannot have more than 254 ESPs(255 including the base game's ESM). Hopefully Skyrim Special Edition will have 64bit. Well did you happen to see Gopher's youtube video about the 64bit Skyrim? He claims that people might need to tone down their expectations as far as how many of the current 32 bit Skyrim mods will work in 64 bit.... https://www.youtube.com/watch?v=rpz5R_hHU88 Link to comment Share on other sites More sharing options...
RattleAndGrind Posted June 24, 2016 Share Posted June 24, 2016 (edited) It's a 32bit limitation, because they didn't go to 64bit we cannot have more than 254 ESPs(255 including the base game's ESM). Hopefully Skyrim Special Edition will have 64bit.Actually, 255 is only eight bits or one byte (FF16). The limit is most probably a design constraint or a development limitation in NMM which limits the number of plugins to the value that can be stored in one byte. If you doubled the size of the data element to 16 bits or two bytes you could have 65,536 (FFFF16) plugins at which point you would need a mainframe to load them all. So I come down on the side of design constraint. I will ask the NMM designers/developers. Edited June 24, 2016 by RattleAndGrind Link to comment Share on other sites More sharing options...
RattleAndGrind Posted June 25, 2016 Share Posted June 25, 2016 (edited) It's a 32bit limitation, because they didn't go to 64bit we cannot have more than 254 ESPs(255 including the base game's ESM). Hopefully Skyrim Special Edition will have 64bit. As promised, I went to the NMM developers and I am half right (which means I am half wrong). The 255 limit is a deliberate restriction, but the restriction is on Game side. Bethesda has imposed the limit. And had I been thinking clearly, I would have seen the truth earlier. The ReferenceID of any item is in the format xx000000 (where xx is the load sequence and 000000 is the number of the item). It is the xx which is the clue. That xx corresponds directly to the load sequence. And as I said above, the max value for xx is FF16 or 25610. 0016 is the base game. The four DLCs are 01-0416. Sometimes I just take the long way to get to the answer. And FYI, this same issue came up in Skyrim. Here is a link to that thread: https://forums.nexusmods.com/index.php?/topic/1001661-mod-manager-255-plugin-limit-is-there-a-fix/. Pay special attention to the comment by bben46. He is the resident pro. Edited June 25, 2016 by RattleAndGrind Link to comment Share on other sites More sharing options...
Iamkiing Posted June 25, 2016 Author Share Posted June 25, 2016 So do i need to cut back on my mods or can i get around this restriction Link to comment Share on other sites More sharing options...
Wunderbot Posted June 25, 2016 Share Posted June 25, 2016 So do i need to cut back on my mods or can i get around this restriction You can merge some esps. I recently used FO4Edit to merge all my mods that change companion/NPC appearances into one. That's easy to do though, unlike a lot of the more complicated mods. Link to comment Share on other sites More sharing options...
Iamkiing Posted June 26, 2016 Author Share Posted June 26, 2016 How would i go about doing this As only learnt how to Mod my games recently so still noob Link to comment Share on other sites More sharing options...
SirTwist Posted June 26, 2016 Share Posted June 26, 2016 Do not use a bashed mod. Use a merged one. It is better, and you won't screw things up, and lower your count. I know it's a pain. And I really wish people would stop using NMM, it's good for things like Dragon Age, or other games like that. Mod Organizer is much better at handling mods. I have to do some merging, eventually, myself. There are several videos, some by Gopher, while others are made by Gamer Poets, and even Dirty Weasel Media. All of which are on YouTube. Here is the definitive guide to make merge patches, and where to get the merge patch plugin for FO4Edit:https://www.youtube.com/watch?v=0S6cpCwTezE Link to comment Share on other sites More sharing options...
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