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Is there a limit to how many mods you can have active?


Earthbound_X

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I've been added mods for a little while now, and the game will no longer start, when I have a certain number of mods active.

I know it's not a certain mod that messes with the game, as I've turned one off, and turned another on, and it works.

I have over 100 mods active atm, is there a limit?

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I've been added mods for a little while now, and the game will no longer start, when I have a certain number of mods active.

I know it's not a certain mod that messes with the game, as I've turned one off, and turned another on, and it works.

I have over 100 mods active atm, is there a limit?

Yes, each mod receives an index that depends on the load order. Oblivion.esm is aways the 00(hex). This index is a byte so it have 256 values, 0,255 and I think 254 are reserved so you can have a max of 253 mods (only ESPs and ESMs counts here, mods that just change textures without having then doesn't matter).

 

Edit: this is valid for "active" mods, so you can have even more, but obviously they are just wasting space and not being used.

 

Edit2: after answering I begin to think "how" the user interfaces deal with more than 256 mods being some of then inactive... well... maybe is in there the answer to some questions I have for myself.

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