ms13 Posted January 10, 2009 Share Posted January 10, 2009 when i put more than 300 mods my game wont wanna start .can someone tell me wat the problem is? Link to comment Share on other sites More sharing options...
thebigba Posted January 10, 2009 Share Posted January 10, 2009 when i put more than 300 mods my game wont wanna start .can someone tell me wat the problem is? From what I read about it 300 mods is the max capacity, thats from googling but i havent tested it, now would I have that many mods in the first place :-) my advice , Find all the mods that you like best and get rid of the rest...Too many mods is bound to cause problems. and Sorry to the staff, I hit the report button again instead of the reply button, totally a mistake :-( Link to comment Share on other sites More sharing options...
buddah Posted January 10, 2009 Share Posted January 10, 2009 The actual mod limit is 254, allowing one for the oblivion esm and one save file....grand total 256 of which 254 may be active esp/esm files. any more and anything after 254 on your load list will not load and if your save is dependent on one or more it will crash. Link to comment Share on other sites More sharing options...
demonflame Posted January 11, 2009 Share Posted January 11, 2009 Well, the latest construction set allows you to comkbine esp's. Just google the for the latest cs, click on file -> data and activate the esp's you want combined, then click file -> tools -> combine loaded plugin files.Hope this helps to lessen the amount of mods used.Oh and I've never actually tested this, good luck, it should work though. Link to comment Share on other sites More sharing options...
maYuYang Posted January 12, 2009 Share Posted January 12, 2009 I wouldn't suggest the CS' Combine function.TES4Gecko offers a much faster and easier way to merge plugins, you just need to install Java as well. You can even number the pluggies to simulate load order. The only drawback I know is that if you merge items your character ingame uses and disable the item mods, the items will be gone, too since TES4Gecko creates new IDs Link to comment Share on other sites More sharing options...
ms13 Posted January 14, 2009 Author Share Posted January 14, 2009 sorry for not replying sooner but is there away to remove the limit Link to comment Share on other sites More sharing options...
nosisab Posted January 14, 2009 Share Posted January 14, 2009 sorry for not replying sooner but is there away to remove the limitNo, the index is a byte (8 bits) and 0-255 is the absolute limit (range) as already pointed by Buddah and no, there is no chance of changing it without remaking the engine. Link to comment Share on other sites More sharing options...
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