cchoay Posted March 29, 2012 Share Posted March 29, 2012 Exactly what the title states. I was basically going crazy downloading a HUGE lot of armour and weapon mods, combined with other existing mods, and then wrye bash suddenly told me this: unable to add blabla.esp because load list is full *insert WHAT! face* I think I read somewhere before before modifying the ini file to increase the limit to beyond 252 but I have no idea how to do it. Therefore, I'm begging for help now. >_> Link to comment Share on other sites More sharing options...
ghosu Posted March 29, 2012 Share Posted March 29, 2012 http://skyrim.nexusmods.com/downloads/file.php?id=1840 Link to comment Share on other sites More sharing options...
cchoay Posted March 29, 2012 Author Share Posted March 29, 2012 I guess you didn't read my post in detail then. I AM using wrye bash already, but am reluctant to merge esps because I have no idea if it will screw my game up or not. Besides, the amount of esps highlighted in green aren't that many. Also, my point isn't to contain my mods within the limit, but rather asking if there was a way to overcome the limit. Link to comment Share on other sites More sharing options...
ghosu Posted March 29, 2012 Share Posted March 29, 2012 Ah sry, well i'll post again if i find something useful...searching atm :D Link to comment Share on other sites More sharing options...
cchoay Posted March 29, 2012 Author Share Posted March 29, 2012 Npnp. I'm glad you're willing to help me search. Google failed me for the first time. D= Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted March 29, 2012 Share Posted March 29, 2012 IIRC, you can't have more than 253 mods loaded (skyrim.esm and update.esm take up slots 0x00 and 0x01, and mods can go all the way to slot 0xfe - 0xff is reserved for instance id's (ie, if you drop, say, an arrow, it will generate an instance id. These are generated at runtime, and are disposed of when nolonger used [a glitch in oblivion before its last patch caused this not to happen, resulting in things getting overwritten once 0xffffffff was used as it overflowed back to 0xff000000, which would kill saves])) Link to comment Share on other sites More sharing options...
ghosu Posted March 29, 2012 Share Posted March 29, 2012 Well i don't find anything with google as well...IF there is a way to get around the cap it is very well hidden, don't think it works though. Link to comment Share on other sites More sharing options...
JDFan Posted March 29, 2012 Share Posted March 29, 2012 Also, my point isn't to contain my mods within the limit, but rather asking if there was a way to overcome the limit. You can't -- it is a game engine limitation -- the load order list is contained in a 2 digit Hex address and so there can only be 16^2 possible combinations (ie. 00 to FF ) and 16^2 = 256 !! So you have a total of 256 possible numbers to use from that the save game data uses FF and the Oblivion.esm and Update.esm use 2 additional 00 and 01 leaving 253 more positions in the load order. The only way around it is to remove some .esp or .esm files either by removing mods or by merging them with other mods as mentioned Link to comment Share on other sites More sharing options...
cchoay Posted March 29, 2012 Author Share Posted March 29, 2012 and I was so sure I had read it somewhere too. oh wells. Could someone then kindly describe to me the difference between merging esps and creating a bashed patch, and how I go about doing them? Link to comment Share on other sites More sharing options...
David Brasher Posted March 29, 2012 Share Posted March 29, 2012 If you merge mods, you don't even need to involve Wrye Bash and might not even have it installed on your computer. A bashed patch is created by Wrye Bash. People that use Wrye Bash are constantly building and deleting bashed patches depending on what mods they currently have. Link to comment Share on other sites More sharing options...
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