Steam'i Yükleyin
giriş
|
dil
简体中文 (Basitleştirilmiş Çince)
繁體中文 (Geleneksel Çince)
日本語 (Japonca)
한국어 (Korece)
ไทย (Tayca)
Български (Bulgarca)
Čeština (Çekçe)
Dansk (Danca)
Deutsch (Almanca)
English (İngilizce)
Español - España (İspanyolca - İspanya)
Español - Latinoamérica (İspanyolca - Latin Amerika)
Ελληνικά (Yunanca)
Français (Fransızca)
Italiano (İtalyanca)
Bahasa Indonesia (Endonezce)
Magyar (Macarca)
Nederlands (Hollandaca)
Norsk (Norveççe)
Polski (Lehçe)
Português (Portekizce - Portekiz)
Português - Brasil (Portekizce - Brezilya)
Română (Rumence)
Русский (Rusça)
Suomi (Fince)
Svenska (İsveççe)
Tiếng Việt (Vietnamca)
Українська (Ukraynaca)
Bir çeviri sorunu bildirin
For this is Skyrim: Prepare to Crash Edition.
96 spaces for mods.
For an average player, a lifetime.
For us, just a fraction of what must be done to cap out in your modding skill.
The number 256 is due the first two bytes of the FormID, used as ModIndex.
The FormID (Hexadecimal like 0xFFFFFFFF) is a type of 8 hex digit reference number,
used for every object in the game, in order to distinguish each object from every other object.
One part of the FormID, the first two bytes ( 0x(FF)FFFFFF ), are used for the ModIndex,
which gurantees that every Mod is able to add its own items/objects.
Each .esp file has its own ModIndex.
(.esp stands for elder scrolls plugin which is considered a Mod(ification) )
This limit was one of the reasons for the Tool Wyre Bash and the bashed patch.
The bashed patch could merge plugins ( aka mods aka .esp files) into just ONE,
in order to reduce the number of ModIndexes used.
As result more than 256 mods could be used in a game,
whilst the ModIndex always has to be lower or equal to 256.
Rawwrr.