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Clarification on Mod Limit


Omegacron

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I have modded skyrim to the maximum mods before, on fallout 4 it shouldn't be a huge problem. Merge armor mods and merge other mods.

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I remember using something called FNV plugin to merge ESP files when I was playing Fallout New Vegas.

https://www.nexusmods.com/newvegas/mods/39655/

Is there a similar tool for FO4??

FNVplugin was so easy to use and I managed to merge like 20 esps, mostly armors and outifts into one esp

https://www.nexusmods.com/skyrim/mods/69905

 

 

- v2.2 release (FALLOUT 4 SUPPORT) 9/25/2016, 11:18AM (PST)

 

Gracias! Danke! Tack! 谢谢!

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  • 2 months later...

I am probably an idiot for hoping, but maybe someday the limit can be upped... in any case, combining mods is also a good idea. If enough modders allow it, people can combine simpler mods, or gigantic mods, as long as they don't require too many other mods.

Or maybe mod A needs mods G, H, L, M, N and T to work properly. Combine it into one. The more mod compilations, the more mods you technically have, tehy just use one ESP.

Won't work for consoles sadly, unless their H drives are really fecking huge...

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You can combine mods as long as they are compatible with each other, and also are clean. Loot is one tool I use to check the mods. Also, the standalone merge plugins can check for errors. Once cleaned, I merge what I can. You can also package up loose meshes and textures, as well. However, I do say be careful of that, it can make things wonky.

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Slot FF is reserved for dynamically-created forms. Like objects you build in workshop mode. Slot FE is for ESLs, the form IDs look like FExxxyyy, where xxx is the ESL load order slot, and yyy is the actual form ID. Also, Fallout4.esm itself takes load order slot 00. So in the end, you have 253 slots at most for non-ESL mods. DLCs will also use them up, of course.

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Just a point of distinction, since no one's mentioned it yet..

 

Comparing mod limits between FO3/FNV and FO4 (I can't testify to Skyrim) is apples and oranges. The hard limit is the one-byte formID slot; until a second byte gets shoved in there (forcing a complete overhaul of the formID system), the ultimate hard limit is that 0-255 one-byte value.

 

In FO3 and FNV, though, you'd hit a practical limit long before that. In FO3, you'd get to around 180-200 and start getting serious graphics glitches, misplaced textures, general weirdness. FNV's patience was even thinner. So even though the formID had a hard limit, you could never get anywhere close to it in reality. The Gamebryo engine was WAY creaky.

 

I haven't seen any evidence of a similar problem in FO4 at all. I'm currently somewhere around 220 plugins, still waiting for Weird City to show up. Hasn't yet.

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  • 7 months later...
  • 11 months later...

One question I still have remaining: I understand that esp. and esm. counts towards the maximum total, but what about esl. ???

 

ESL files have a Total Limit of 4096 Record Entries, so for example if you had 1 ESL file that only has 1 record entry, you could potentially have 4096 ESL files along with the 254 ESP and ESM files (and every single 1 of them ESL, ESP and ESM files will work in game)

 

That Record Entry Limit is Total Limit. so for example if you had 2 ESL files that both contained 2048 Record Entries each, then your ESL Limit will be 2 ESL Files (Any Additional ESL files will Not Work).

 

any ESP or ESM that exceed 254 mod limit, Will Be Completely Nullified. meaning these mods will do Absolutely Nothing.

 

ESL files are Limited to Record Entries. ESP and ESM files Do Not have a Record Limit, but they have a Hard Load Order Limit.

 

Note: 4096 Record Entries is not as much as it looks. as the majority of changes requires more then 1 record entry, For Example: A piece of Clothing, contains 2 record entries just to exist, and then you have another record entry for Crafting Recipe, Crafting keyword , another 1 to place it in to a single leveled list, another 1 to place that single leveled list into a Single NPC Leveled list, another 1 to place it into loot leveled list, another 1 to place it into a vendor leveled list (so as you can see just for a single basic clothing mod the amount of Record Entries that it contains is much more then 1 would expect). so that is 8+ record entries to create a single piece of clothing, to craft it, and have it appear in a few leveled lists. so hopefully you can see how just how quick these record entries will quickly add up. 2 Pieces of Clothing = 16 Record Entries, and so on.

 

ESL Files Do Not Count towards the ESP and ESM Hard Limit, they are Strictly Limited by how many Record Entries they contain, and Likewise ESP and ESM Files are not Affected by ESL Files.

 

Note: the Record Entry Limit = Created or Modified, both of them will add to the limit.

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One question I still have remaining: I understand that esp. and esm. counts towards the maximum total, but what about esl. ???

 

ESL files have a Total Limit of 4096 Record Entries, so for example if you had 1 ESL file that only has 1 record entry, you could potentially have 4096 ESL files along with the 254 ESP and ESM files (and every single 1 of them ESL, ESP and ESM files will work in game)

 

That Record Entry Limit is Total Limit. so for example if you had 2 ESL files that both contained 2048 Record Entries each, then your ESL Limit will be 2 ESL Files (Any Additional ESL files will Not Work).

 

any ESP or ESM that exceed 254 mod limit, Will Be Completely Nullified. meaning these mods will do Absolutely Nothing.

 

ESL files are Limited to Record Entries. ESP and ESM files Do Not have a Record Limit, but they have a Hard Load Order Limit.

 

Note: 4096 Record Entries is not as much as it looks. as the majority of changes requires more then 1 record entry, For Example: A piece of Clothing, contains 2 record entries just to exist, and then you have another record entry for Crafting Recipe, Crafting keyword , another 1 to place it in to a single leveled list, another 1 to place that single leveled list into a Single NPC Leveled list, another 1 to place it into loot leveled list, another 1 to place it into a vendor leveled list (so as you can see just for a single basic clothing mod the amount of Record Entries that it contains is much more then 1 would expect). so that is 8+ record entries to create a single piece of clothing, to craft it, and have it appear in a few leveled lists. so hopefully you can see how just how quick these record entries will quickly add up. 2 Pieces of Clothing = 16 Record Entries, and so on.

 

ESL Files Do Not Count towards the ESP and ESM Hard Limit, they are Strictly Limited by how many Record Entries they contain, and Likewise ESP and ESM Files are not Affected by ESL Files.

 

Note: the Record Entry Limit = Created or Modified, both of them will add to the limit.

 

Thnx, this helps a lot :thumbsup:

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