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nexus saying too many plugins and wont lauch my game


Iamkiing

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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 by fftfan
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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

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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 by RattleAndGrind
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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 by RattleAndGrind
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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.

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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

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