The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Is there a limit to how much mods skyrim can take?
sorry if this question is doodoo
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1-12 van 12 reacties weergegeven
You can only have a total of 255 esm/esp files active at once. Keep in mind though that not all mods take up esp slots (texture and mesh replacers rarely do for instance). Some 'patches' also replace the esp of the mod they're patching, so there's that also.

Its not that hard to get your total 'mod' count to over 300 if you want. In reality though, its hard to do that anymore due to seemingly every mod conflicting. Nobody likes making smaller scale mods anymore; all anyone wants to make are dreamgirl mods and dlc-like mods. On the other hand, its a bit surprising we don't seem to be getting any new bikini armors (I was seriously getting sick of seeing those anyway).
Get the right mods that have them like all in one then use with cmd consol safer.
Various tools, like Merge Plugins, can combine multiple mods into one file to save slots. This is only advisable for minor mods (like the ones adding weapons/armor) or if you know what you're doing.
Origineel geplaatst door Alex:
Various tools, like Merge Plugins, can combine multiple mods into one file to save slots. This is only advisable for minor mods (like the ones adding weapons/armor) or if you know what you're doing.
my first time hearing a mod do that. might use it thanks!
Origineel geplaatst door MaeDe✨:
my first time hearing a mod do that. might use it thanks!
It's not a mod, but a separate program. You can download it from the Nexus. Then, there's also a plugin for TES5Edit that can do the same.
I have always used Wrye Bash and had Bashed Patches /merged mods.
If the tool @Alex as suggested does the same, it would not only be good for space saving but can help avoid conflicts as in mods overwriting one another.
I'm regularly using the "merge plugins" tool to combine various equipment mods into a single package. Then, I edit that merged mod to place all the stuff into a storage room, neatly sorted between named containers.

Merging big mods is not advisable, though. It's better to use Wrye, or Mator to create a bashed patch.
Origineel geplaatst door Alex:
Origineel geplaatst door MaeDe✨:
my first time hearing a mod do that. might use it thanks!
It's not a mod, but a separate program. You can download it from the Nexus. Then, there's also a plugin for TES5Edit that can do the same.
ohhh, so that's what it does. i always wondered.
As to merging plugins, it is STRONGLY suggested that you read this first:

Merging Plugins
https://steamcommunity.com/app/72850/discussions/0/2263565850578451380/
(from PINNED TOPIC Helpful Links and References, Section 4, Modding the Game)

Though for some of us merging plug-ins is not a problem, it does require experience using xEdit to do properly (it is far more than just running the merge plugin script, it is also ensuring that everything in your build is completely stable and as conflict free (meaning all detrimental conflicts have been rectified) as possible. As with anything involved in using xEdit, if in doubt, then don't.

Also, using Wrye Bash or Mator to merge plugins is strongly NOT recommended, as they get so many things wrong. Wrye Bash should really only be used for adjust Leveled Lists (and even there it needs to be checked manually, as it routinely misses anywhere from 25 to 33% of things that should be included in the Bashed Patch (the larger your build, the worse it does - though for small build it may work extremely well - but still needs to be checked), and as for Mator smash, it leaves out a significant number of records, or forwards the wrong ones, when used for merging - definitely should NOT be used for merging plug-ins - or anything other than patching (and possibly not even that).
Laatst bewerkt door smr1957; 10 mrt 2022 om 4:06
LE about 250 mods and SE about 4,000 to 5,000 mods
Origineel geplaatst door Master Talon:
LE about 250 mods and SE about 4,000 to 5,000 mods
really? thats a huge difference
Origineel geplaatst door MaeDe✨:
Origineel geplaatst door Master Talon:
LE about 250 mods and SE about 4,000 to 5,000 mods
really? thats a huge difference
The difference is due to the different type of plugins that can be used. There is still a limit of 255 .esm/.esp plugins, but plugins that are considered "lite" (those flagged as .esl) are up to a much higher maximum - theoretically 4096 light plugins in addition to the typical limit, though Skyrim will not launch if you have more than 512 combined full and light plugins, both active and not. The mod SSE Engine Fixes, however, raises this limit to 2048.

As far as mods that do not have a plugin, there is theoretically no limit.
Laatst bewerkt door smr1957; 10 mrt 2022 om 19:12
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