TheGreatFalro Posted January 1, 2019 Share Posted January 1, 2019 People have their own theories about the limit and wont really except the 254/255/256 values that are thrown everywhere.Wut? You can't have theories about something that's a known fact. The fact is that Skyrim can only address mods up to 0xFE, which is 255 in decimal. There's no other way to think about it. Link to comment Share on other sites More sharing options...
PeterMartyr Posted January 1, 2019 Share Posted January 1, 2019 Skyrim LE 255 registered plugins Skyrim SE 255 esp or esm + 4096 esl = 4351 potential registered pluginsReality on SE 400 with no tricks is OK.note I was vague intentionally on LE & SE, I know how it works.... don't explain to me!! I know about Game Save too, I am just generalizing for NewbiesKnock yourself out explaining it to someone else though. Feel Free.to sum up for SkyrimLE: ( game save + skyrim + update + dragonborn + hearthfires + dawnguard) - 256= how many mods you can have!!! Link to comment Share on other sites More sharing options...
PeterMartyr Posted January 1, 2019 Share Posted January 1, 2019 People have their own theories about the limit and wont really except the 254/255/256 values that are thrown everywhere.Wut? You can't have theories about something that's a known fact. The fact is that Skyrim can only address mods up to 0xFE, which is 255 in decimal. There's no other way to think about it. LOAD ORDER skyrim [0] = 00update [1] = 01 blah blah blah..... Last Mod [254] = FE GameSave [255] = FF Registrations = 256 so it 255 limit cos registration index starts at ZERO else it 256 registrations check LOOT & xEdit to see it starts at ZERO if you don't believe me. 0 to 255 = 256. NOTE WHERE THE LAST MOD IS? Edit: Why Zero, Cause it is process as a friggen code ARRAY, not primary school maths. Link to comment Share on other sites More sharing options...
TheGreatFalro Posted January 1, 2019 Share Posted January 1, 2019 People have their own theories about the limit and wont really except the 254/255/256 values that are thrown everywhere.Wut? You can't have theories about something that's a known fact. The fact is that Skyrim can only address mods up to 0xFE, which is 255 in decimal. There's no other way to think about it. LOAD ORDER skyrim [0] = 00update [1] = 01 blah blah blah..... Last Mod [254] = FE GameSave [255] = FF Registrations = 256 so it 255 limit cos registration index starts at ZERO else it 256 registrations check LOOT & xEdit to see it starts at ZERO if you don't believe me. 0 to 255 = 256. NOTE WHERE THE LAST MOD IS? Edit: Why Zero, Cause it is process as a friggen code ARRAY, not primary school maths. Preachin' to the choir here, buddy. I am intimately familiar with the concept of starting at zero. Link to comment Share on other sites More sharing options...
PeterMartyr Posted January 2, 2019 Share Posted January 2, 2019 People have their own theories about the limit and wont really except the 254/255/256 values that are thrown everywhere.Wut? You can't have theories about something that's a known fact. The fact is that Skyrim can only address mods up to 0xFE, which is 255 in decimal. There's no other way to think about it. LOAD ORDER skyrim [0] = 00update [1] = 01 blah blah blah..... Last Mod [254] = FE GameSave [255] = FF Registrations = 256 so it 255 limit cos registration index starts at ZERO else it 256 registrations check LOOT & xEdit to see it starts at ZERO if you don't believe me. 0 to 255 = 256. NOTE WHERE THE LAST MOD IS? Edit: Why Zero, Cause it is process as a friggen code ARRAY, not primary school maths. Preachin' to the choir here, buddy. I am intimately familiar with the concept of starting at zero. cool.. I was just generalizing, & agreeing with you, It was more for the readers. I saw the second post after I posted my first. Notice we both stated FE is the last Mod... So I just expanded the explanation including game save at FF, & why both 256 & 255 are both right. If you can see the bigger picture!! Link to comment Share on other sites More sharing options...
xrayy Posted January 4, 2019 Share Posted January 4, 2019 (edited) can confirm: the limit is 254 f(0 to 254 or hex 0 to fe slots to be correct, 0 has to be included as the 1st slot)for active esp/esm. you can install more but only up to hex fe will be recognized (skyrim le, tested and verified with modorganizer and tes5edit) - at least in my game. mods without esp are limited by the amount the modmanager can handle - ctd free at least 965 with modorganizer in my game, probably many more...i can assure you that you need a fast ssd to start skyrim in a reasonable time :smile: Edited January 5, 2019 by xrayy Link to comment Share on other sites More sharing options...
tejano2828 Posted January 7, 2019 Share Posted January 7, 2019 I am running 322 mods with 255 plugins fairly stable. I have many mods merged with merge plugins. I suppose I can keep going. Like many have said the limit is 255 plugins but you can circumvent that if you want like many of us do. Link to comment Share on other sites More sharing options...
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