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Is the reason for 255 Mod Limit = Hexidecimal FF00 0000


Lukong1515

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In FO4Edit, when I tried giving my own records 0100 0000 to 0200 0000, I got warnings that my Plugin wasn't a master then I notice the Fallout4.esm has [00] and all the records start with [00] and all my records start with 01 like how my Plugin.esp is [01].

 

255 = FF so there couldn't be 256th Plugin cause the FormID would have a longer Number?

or is because 255 = Byte, 01 = 1 and 256 = 1...which means Overlapping FormID?

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Some basics. The FormID is a 32 bit identifier. The right 24 bits are the actual form number assigned by the Creation Kit. The left most eight bits (two nibbles or a byte) of the FormID is the load order of the file and these are assigned when the game is loaded. It is this load order you are attempting to update. You don't need to.

 

As for the limits, the loaded files are numbered 00 to FF or zero to 255. Since zero is a valid value in this case, there are actually 256 valid values.

 

Now, the base game is always zero (00). The DLC take the next 'X' values and the User generated files come last.

 

There is a link to a paper in my signature which goes into greater detail on Bits, bytes, nibbles, Binary and Hex.

 

Hope this helps.

Edited by PoorlyAged
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Because a single byte (by this standard, 8 bits) has a range from 0 to 255. Plugins are addressed with a single byte while the remaining bytes make up the address of the data inside the plugin.

 

Basically the standard is 8 bits to a byte, of which each bit can be a 1 or 0, which makes 256 possible combinations.

 

Edit - ninja'd lol

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Because a single byte (by this standard, 8 bits) has a range from 0 to 255. Plugins are addressed with a single byte while the remaining bytes make up the address of the data inside the plugin.

 

Basically the standard is 8 bits to a byte, of which each bit can be a 1 or 0, which makes 256 possible combinations.

 

Edit - ninja'd lol

 

Are there any remaining platforms which use octal? I thought every platform now used hexadecimal.

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Because a single byte (by this standard, 8 bits) has a range from 0 to 255. Plugins are addressed with a single byte while the remaining bytes make up the address of the data inside the plugin.

 

Basically the standard is 8 bits to a byte, of which each bit can be a 1 or 0, which makes 256 possible combinations.

 

Edit - ninja'd lol

ÃÂ

Are there any remaining platforms which use octal? ÃÂ I thought every platform now used hexadecimal.

Certainly not this one anyway :). Probably some on our companies old terminal server though (they refuse to get rid of it omg).

 

Don't mind me I'm off with the fairies at 2.10am, spreading misinformation dust over the poor punters

 

Edit - the people in your "Avatar" (pun intended) still use octal but lol

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@lukong1515

an excellent question lukong (as ever)

yup, you've pretty much got it.

however, there are some other ways to get around that "Alephnull and alephsub p " limit.

is A in A*? Good ol' Unckie Bertrand Russell.

is aleph^1 in aleph^2 (nested ad infinitum) and all those wonderful manifold and set issues hehe.

cantor's equivalence postulate, and non-standard analysis A Robinson.

 

PoorlyAged has a lot of handy refs all condensed in the one place.

 

 

 

so, in practice thanks to 'para-mods', hot-switching/parking partitions,

interoperability with AGIXML and other frameworks,

and mod mergers etc,

it is possible to, technically, abrogate or exceed that limitation somewhat.

there are some hard limits

it will eventually get to "uncompressibility 'bekenstein' bound" or the compression length of the string will collapse,

at some point, it will be impossible to not have glocal generational loss,

but that is another story,

which JL Borges, h degaris or leon chua tell much better than do I.

before you get to that though,

you'll probably experience near-Bremerman's limit decoherence

which can be viewed as "a minute to midnight" before the utter bekenstein bound issue.

A Bartlett wrote a couple of humorous papers about that kind of stuff.

 

so, really, we're using the mod-ID structure more like 8bitguy of youtube shows as a parking scheme,

not as a literal 1:1. just like those guys are able to play awesome games exceeding the 'limitations' for a commodore64,

folks on other systems etc can also learn how to work with the limitation.

the makers and 'pros' of commodore64 though, thought it was impossible to have an internet, let alone to exceed hexa-stuff.

just for context hehe.

 

the limit is then moreso your system setup than it is the mods themselves.

in practice though,

the game will probably reach a state of 'death' prior to any of that becoming a long term issue.

 

----

I can't help it, but, here's one for the back of mind;

at what point does modding FO4 become a "ship-of-theseus" paradox?

 

 

 

Long story short,

we're yet to see what the effective limits are for mods for FO4,

though I conjecture it will not be from a limitation that way which causes the

incidence rate of new mods for the game for an interval to satisfice "game is dead" conditions.

 

nah, FO4 mods will only decline when people give up on FO4.

games are a little like fashion; a new game or new hardware emerges, and folks concentrate on that instead.

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