MarianHawk Posted January 31, 2012 Share Posted January 31, 2012 hello all, i have more than 256 esp files in Data folder.yet i validate only 256 esp files by usig NMM because it seems that Skyrim (engine) accepts just to 256 esp files... ANY WAY to put more than 256 esp files ? i want to put more than 256 esp files.... o/for now i put a mod by exchanging one after another T_T as for a little bit details of my esp; 30 % of the esp files are for armor/weapon mods40 % are for the Follower NPC mods (made by using NPC editor ^_^)the rest is for other mods Link to comment Share on other sites More sharing options...
blackzero1891 Posted January 31, 2012 Share Posted January 31, 2012 The only way would be to use wrye bash and integrate some of the esp files into the bashed patch. I'm surprised you're not already using it with so many mods. you can fine wrye bash and all the information you may need below. http://skyrim.nexusmods.com/downloads/file.php?id=1840 Link to comment Share on other sites More sharing options...
nosisab Posted January 31, 2012 Share Posted January 31, 2012 (edited) The answer seems to be No, for skyrim still use the Byte length prefix to identify the mod (those two first hex character in the identifiers). So the "absolute max is 256" (00-FF) minus a few reserved and then not even 256 actually. The best solution for the issue was pointed in the above post, still not changes the number of ESPs is yet limited :) Protocol_48. Despite the amount of mods already done, the entrails of the engine are still under a veil of mystery. Let's hope the coming of CK helps shedding a bit more light into it. Edited January 31, 2012 by nosisab Link to comment Share on other sites More sharing options...
MarianHawk Posted January 31, 2012 Author Share Posted January 31, 2012 thanks both Nosi & Protocol for the info o/ so i havent installed the Wrye Bash yet loli know only the name,,,,, it seems anyone starting with me who has lots of mods should use this.and anyway it seems we can only put less than 256 esp files according to the info from Nosi T_T ya, i hope the CK will reosolve our problems ^ ^ see you later, i check and try the Wrye Bash ^ ^ / Link to comment Share on other sites More sharing options...
blackzero1891 Posted February 3, 2012 Share Posted February 3, 2012 Yes, that's correct the maximum *.esp number does not change but once you integrate them into the bashed patch you no longer need the esp file active in the load list so you do get to use more active mods just that the number of separate esp files is reduced. Link to comment Share on other sites More sharing options...
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