Evilpwn Posted March 24, 2020 Share Posted March 24, 2020 (edited) I have a trouble with plugin limit. In my game 244 .esp and 280 .esl plugins installed, if i try add one more, game just doing CTD after first black screen. Nevermind what plugin i turn on esp or eslI don't have any ideas why, if esp limit are 254 and esl limit are 4096. About potental conflicts: I checked too many different mods and doesn't matter and i put 245 or 281, result only one. CTD. Here log what game give me before CTD(small)[03/24/2020 - 06:14:38PM] Papyrus log opened (PC-64)[03/24/2020 - 06:14:38PM] Update budget: 2.400000ms (Extra tasklet budget: 2.400000ms, Load screen budget: 500.000000ms)[03/24/2020 - 06:14:38PM] Memory page: 256 (min) 1024 (max) 307200 (max total)[03/24/2020 - 06:14:38PM] Maximum stack depth: 100[03/24/2020 - 06:14:38PM] This is a script log only and does not contain information on any other part of the game, including crashes.[03/24/2020 - 06:14:40PM] Cannot open store for class "ccFRSFO4003:TerminalScript", missing file?[03/24/2020 - 06:14:40PM] Cannot open store for class "ccFRSFO4003:cc_ObjectivesObtainedCheckScript", missing file?[03/24/2020 - 06:14:40PM] Cannot open store for class "ccSBJFO4002:RadstagActivateScript", missing file?[03/24/2020 - 06:14:40PM] Cannot open store for class "ccBGSFO4117:WaveEnableFunctionScript", missing file?[03/24/2020 - 06:14:40PM] Cannot open store for class "ccBGSFO4046_:PickupCloakEffectScript", missing file?[03/24/2020 - 06:14:40PM] Cannot open store for class "ccBGSFO4046_:GunnerTerminalScript", missing file?[03/24/2020 - 06:14:40PM] Cannot open store for class "ccBGSFO4046_:GunnerSignalStrengthScript", missing file?[03/24/2020 - 06:14:40PM] Cannot open store for class "ccBGSFO4046_:GunnerPipboyPerkScript", missing file?[03/24/2020 - 06:14:40PM] Cannot open store for class "ccBGSFO4117:RadioOffonActivateScript", missing file?[03/24/2020 - 06:14:40PM] Cannot open store for class "ccBGSFO4117:BlockActivation", missing file?[03/24/2020 - 06:14:41PM] Cannot open store for class "DLC04:DLC04OperatorsRifleAnimationScript", missing file?[03/24/2020 - 06:14:41PM] Cannot open store for class "ccBGSFO4117:OnActivateTeleportScript", missing file? Edited March 24, 2020 by Evilpwn Link to comment Share on other sites More sharing options...
Deleted48339873User Posted March 24, 2020 Share Posted March 24, 2020 Other have more experience about that, but if i have the right to have a opinion, i will say that the limit of mods someone can set active, both esp and esl, are 250. After that, the game won't start. Link to comment Share on other sites More sharing options...
HeyYou Posted March 24, 2020 Share Posted March 24, 2020 Game is limited to 255 esp/esm files, esl files don't count toward that limit, but, you still can only install so many of them. The esl files use reference IDs from the main fallout esm file, and there are only so many. How many you can run depends on a LOT on what the esl files are doing. If you have a bunch of 'em that need quite a few IDs, you run out. Add one more, and there aren't any more ID's left, so, the game chokes and dies. Looking at the log, you are missing something, and that will cause an insta-crash...... Link to comment Share on other sites More sharing options...
Zorkaz Posted March 24, 2020 Share Posted March 24, 2020 You can also merge mods Link to comment Share on other sites More sharing options...
wim95 Posted March 24, 2020 Share Posted March 24, 2020 ;) Link to comment Share on other sites More sharing options...
StormWolf01 Posted March 25, 2020 Share Posted March 25, 2020 easy way to test to see if you are at your .esl limit would be to create a couple more of them, and then try to add them to your load order via the in-game mod manager. Not an external one.If you get a message that you need to remove some mods, then yeah.... you're past the limit.If that passes the test, it could be that esl files are hard to manage in your load order, and where they're actually sitting IN the load order might be causing a problem.With that much stuff in your game folder, you might also be at your ba2 limit. I don't remember how that's calculated, or even if there is a calculation. But you may end up having to extract some of them and use them as loose files. Or you may end up having to realize that you just can't pack this much into this fragile game. Link to comment Share on other sites More sharing options...
RolloWolff7 Posted December 29, 2020 Share Posted December 29, 2020 I just ran into the same problem, I had wondered something I notice some mod authors use 3rd party software to make esp plugins flagged as esl plugins. See the Creation Kit is an official tool and when yo make an es it has .esl not .esp. I had wondered if these flagged esp plugins to light masters are not being read as normal plugins by the game. Well I am not sure but similar problem. Link to comment Share on other sites More sharing options...
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