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Mod Limit Question.


l0new0lf331

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Assuming the hexadecimal indexing of plugins goes from 00 to FF, that would seem to be 1 + 15*15 = 1 + 255 = 256 slots. The last one (FF, 255) would seem to be reserved for dynamic stuff that is not defined in any actual plugins and is probably saved in the savegame (like spawned actors). That would leave 255 slots for actual plugins (00 to FE, 0 to 254). Of those 255, at least one, the first (00) is the base game esm file (Skyrim.esm) which leaves 254 for other use (01 to FE, 1 to 254). So maybe "Skyrim.esm + 254 plugins" would be less confusing? The total available would seem to be 255, but since there will always be a base game esm file, the actual number of plugins the user can choose would seem to be 254.

 

Clarification on NMM index, it wrong it should be zero, notice the game start with zero. Very poor form nexus programmers, put it on list to fix. :laugh:

 

Edit

I couldn't laughing all this time there been a disagreement cos NMM is wrong.

 

NMM might not necessarily be wrong. It can use whatever indexing the developers want in the GUI, it is only a number that is shown to the user. Maybe starting from 1 is easier to understand for people who are starting to mod their game? Mod Organizer starts from 0, but that also means the last plugin slot that can be used is actually 254 (FE) when 00 to 254 (00 to FE) is already 255. For example, if someone reads online that the "maximum limit allowed is 255", and adds mods to Mod Organizer so that the last plugin has an index of 255 (the priority column), then that user would actually have 256 plugins because MO started from 0. And that would be too much (user error, but as an example). On the other hand, if that same person reads that the "maximum allowed limit is 255", opens up NMM, checks that the last plugin has an index of 255, then that user actually has 255 plugins (and not 256, removing any user errors caused by not checking where the indexing starts). Just an idea. Maybe it is a conscious choice by the NMM developer(s)? An index number in the GUI does not really matter that much, and judging by the screenshot of NMM I found (never used it myself), it still shows the hexadecimal indexing correctly. So I would not say NMM is wrong in any way, even though it does look a bit odd when the decimal indexes are running like that. Maybe? Maybe not? :ermm:

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To Sum Up

 

MO Users Your Mod Index (Priority) start with 0 so 254

NMM Users Your Mod Index starts with 1 so 255

The Game Engine Uses 0 so 254 for Coders

Manual Modders do what ever system you like

 

Now let this thread never be repeated again! I think the question as been fully answered.

 

Edit

I am Coder who uses MO (why I start with 0) so remember the above when you looking at your bottom line, have a nice day.

Edited by PeterMartyr
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Just save the confusion and use the hex load order instead. FE is the last allowed. Hex load order is the same in both managers. It is the number to use when locating plugins which an object comes from.

 

For plugin limit purposes, MO users should not use the priority index (left pane) but the load order index (right pane).

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Yeah sorry for the thread. When I saw what NMM was saying about my number of plugins, I searched for the answer. However, nothing in my search said total or active plugins. I figured it was active but wanted clarification before I went over the limit and had to learn how to merge like mods again. (I used to know how in Oblivion using TES4Edit but I don't remember anything now.)

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Well like, no mod manager will LET you go over the hard limit, so its not like its even an issue.

Also, how would the game even know if you had "more" if they weren't active? Like, you get the idea behind what "activating" a plugin is, right? It means "tell the game this exists"

 

If its not active the game has no idea its even there

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you should always make sure to remove plugins that are inactive from your Data folder or use the Ghosting feature of bash patch some plugins area able to activate others while loading.

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you should always make sure to remove plugins that are inactive from your Data folder or use the Ghosting feature of bash patch some plugins area able to activate others while loading.

 

I use ghosting out of habit but I'm pretty sure the disc thrashing issue Oblivion had isn't present in Skyrim

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