AccursedSniper Posted March 28, 2018 Share Posted March 28, 2018 Hey, I'm making mods and I'm running 11 Master files, including Skyrim and Update. I'm worried about adding more. Is there any limit to how many Master files I can safely run for a single mod? Link to comment Share on other sites More sharing options...
NexBeth Posted March 28, 2018 Share Posted March 28, 2018 11 Masters. This would mean that your mod requires all of vanilla esm Masters as well several other mods to be loaded by you and/or other users who play with your mod. I can't answer your question directly, as I haven't really heard of a set limit but I am curious why would want so many dependencies for your mod to work? Link to comment Share on other sites More sharing options...
Evilynn2429 Posted March 28, 2018 Share Posted March 28, 2018 (edited) Weapon someWeapon = Game.GetFormFromFile(0x112233, "SomeESPorESM.esp") as Weapon if someWeapon == none ; Well, they don't have that mod installed, is there something else I can use instead? endif You can do things like the above to reduce hard dependencies. It doesn't work for everything, and there is little point in forcing it when dealing with a mod that you really do require...but if it's not actually required, try to do something like the above... I think the only true HARD limit is 254 (hard limit of 255 - your mod = 254) Edited March 28, 2018 by Evilynn2429 Link to comment Share on other sites More sharing options...
AccursedSniper Posted March 29, 2018 Author Share Posted March 29, 2018 11 Masters. This would mean that your mod requires all of vanilla esm Masters as well several other mods to be loaded by you and/or other users who play with your mod. I can't answer your question directly, as I haven't really heard of a set limit but I am curious why would want so many dependencies for your mod to work?Really, it's just for me. I don't plan on putting it out on the nexus. They're Skyrim, Update, the DLCs, 2 big quest mods, Race compatibility, dwarf race, magic duel, and Apachii Divine Elegance. I realized later that I probably could have gone without a few of those, but it's too late since the esp requires them all in order to load now. I'm just hesitant to add any more masters on top of them for fear that the mod might stop working entirely. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted March 29, 2018 Share Posted March 29, 2018 (edited) Really, it's just for me. I don't plan on putting it out on the nexus. They're Skyrim, Update, the DLCs, 2 big quest mods, Race compatibility, dwarf race, magic duel, and Apachii Divine Elegance. I realized later that I probably could have gone without a few of those, but it's too late since the esp requires them all in order to load now. I'm just hesitant to add any more masters on top of them for fear that the mod might stop working entirely. If you want to remove a un-needed master dependancy from your mod, you can do this either with Creation Kit or TESEdit. I'm not going to write out the procedure again, just read the last 2 posts from this topic: https://forums.nexusmods.com/index.php?/topic/4012185-built-mod-with-usleep-as-masterhow-to-remoove-dependancy/?hl=remove+master&do=findComment&comment=36793035 As for the original question, I can't think of any limit other than the hard limit of 255 active esm/esp files. P.S. Make backup in case anything goes wrong. Edited March 29, 2018 by Ghaunadaur Link to comment Share on other sites More sharing options...
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