MRBee30 Posted August 26, 2008 Share Posted August 26, 2008 Ive reached my active plugin limit. 250 I think. Ive used TES Geko to merge plugins but the internal expiration of that plugin ruins my games and I end up losing all those .esps. Is there any way to remove or even extend the limit of active plugins currently running? Thanks-MRBee Link to comment Share on other sites More sharing options...
tyreil829 Posted August 26, 2008 Share Posted August 26, 2008 not to my knowledge no and merging plug ins isn't the best idea but it does cut down the limit i would suggest merging small mods to give you more room but your idea has been talked about before and in great length Col John Sheppard Link to comment Share on other sites More sharing options...
nosisab Posted August 26, 2008 Share Posted August 26, 2008 No, this is hard coded and so many parts of the engine relies in finding that index "byte" that reflects the mod's load order position to simply say to it to use a "word" (two bytes) instead. the same is valid to all every other things that should be adapted to this, ranging from the engine itself, CS, all mods already done needing remake and actually terminating in redoing the whole game and objects in it. Link to comment Share on other sites More sharing options...
tyreil829 Posted August 26, 2008 Share Posted August 26, 2008 Nosisab always gives detailed answers Col John Sheppard Link to comment Share on other sites More sharing options...
nosisab Posted August 26, 2008 Share Posted August 26, 2008 Nosisab always gives detailed answers Col John SheppardSometimes I ask myself if this is a good thing, and I think it is. Help understanding why some things that seems so simple ends turning a so complete structural change that is near impossible to be even attempted. Link to comment Share on other sites More sharing options...
LHammonds Posted August 27, 2008 Share Posted August 27, 2008 Mr. Sheppard said the same thing I was going to. Since you already have so many mods installed and in-use by your savegame, only merge the plugins that do not adversely affect your savegame if they were disabled and then later re-enabled as if they enabled the 1st time. As you know, this is due to the savegames thinking it is a completely different mod if the .esp plugin name is different. LHammonds Link to comment Share on other sites More sharing options...
Thor. Posted August 28, 2008 Share Posted August 28, 2008 How do you merge plugins? TES Geko? i never heard of it, were is this plugin merger, 250 is alot of mods. I never have more then 50 running at once for compatibility reasons. Link to comment Share on other sites More sharing options...
Skotte Posted August 28, 2008 Share Posted August 28, 2008 How do you merge plugins? TES Geko? i never heard of it, were is this plugin merger, 250 is alot of mods. I never have more then 50 running at once for compatibility reasons. TES4Gecko is a handy utility to have, but like with everything else make backups of your esp files first. Link to comment Share on other sites More sharing options...
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