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Indeed, 256 is the absolute maximum of concurrent ESPs and ESMs (255 + Skyrim.esm, of course). That's due to the byte value prefixing the mod (0-255 or more precisely 00-FF hex). Still, this limit is a tad smaller in practice. I don't know how Skyrim deals with that amount but for previous games the engine was aware even of non active mods inside the /data and even of ESPs hidden in the whole game folder structure (even those having the extension changed, like xyz.esp.old, mind you), what contributed to make the value smaller and helped getting instability.Anyway, even this amount of mods is somewhat harming to load time figures and memory usage, reason for that specific and hard to define possible instability some have reported before.Edited by nosisab, 10 February 2012 - 06:20 PM. Just outa curiosity. How good, like the minimum system requirements, does ur computer have to be to run around 200 mods?It really depends on what kind of mods they are; texture quality, the amount of scripting, etc. You could easily install 200 mods that add nothing but armor and weapons with little impact.
On the other hand, adding a crap-ton of script heavy mods like Frostfall, and 4k Landscape textures with lush grass can bring even a good system to it's knees. It also matters how good of a job you do installing them so they work well together.
I have a decent gaming laptop. It's served it's purpose and more thus far with nearly 2,000 hours of gaming. My most played game is Skyrim, and I have a problem with it.
I always mod the game as much as I possibly can. When I create a new character and start a playthrough, it's generally quite stable even with all the mods. I can play the game with few stutters and little lag. As I continue playing, however, the game becomes more unplayable. The size of my save files begins to rapidly increase. Eventually, and usually seemingly out of nowhere, the game begins to stutter, freeze and lag every few seconds (especially in combat), and I have to start over.Basically, I'm here for advice about just how much I should mod my game.
Typically I don't run too many 'massive' mods. I always use SkyRe, SMIM, usually Climates of Tamriel and some other script-heavy mods (i.e. ENBs are, of course, out of the question.
I do use loads of additional mods that are significantly smaller. The point is that everything runs fine on a clean save but becomes progressively worse as time goes on.To give you an idea of how many mods I run, it is usually around 50, maybe 60. It varies.Processor: Intel(R) Core(TM) i5-2450M CPU @ 2.50GHzGraphics: GeForce GT 630M4GB RAMWindows 7 64 BitLike I said, it's not great, but it serves it's purpose.tl;dr Please look at my specs and suggest a benchmark number of mods I should run in order to have a long lasting playthrough that doesn't succumb to save game bloat. Other advice in general is also welcome. The 4GB ram is going to be the biggest factor in performance degrading over time. During a play session it fills that and has to swap data from RAM to the page file.
If you are running larger textures this is more noticable.The issue with savegame 'bloat' is that it has to keep track of everything you have done, meet, looted etc. So as you progress it will get progressively larger, I am not aware of any way to prevent that from happening.I have around 70 mods running without issue other than the occasional dip in FPS when it loads a new area, but running from a SSD mitigates most of that. For load order you might want to capture a list of the mods you have installed/running and ask on the nexus forums, but if the game isn't outright crashing I suspect they are in an acceptable order alreasy.
The newest update to the console versions of Fallout 4 and Skyrim limits the number of mods you can have active at once.Bethesda brought mods to consoles with Fallout 4 and Skyrim, but there have been ups and downs along the way. Mods for Skyrim: Special Edition are, and getting Fallout 4 mods on PS4 was such an ordeal that Bethesda actually said at one point (mods finally arrived ). Now, Bethesda says there are some additional limitations on mods in the console version of those games.In the latest update to Fallout 4 and Skyrim: Special Edition, a limit has been added on how many active mods you can have. We mentioned the size limitation per mod above, and now Xbox One players are limited to 150 active mods, and PS4 players are only allowed 100 active mods. You will be able to have more mods installed, but you'll have to keep the active number at or below these caps.The good news is that these limits may not be permanent. In on the Bethesda.net forums, a community administrator says that the cap 'is a starting point, and it may be adjusted.'
The limits don't sound terribly onerous, but when you start tossing in lots of smaller mods, you'd be surprised how quickly you can reach the cap. Hopefully, Bethesda will be able to ease this number upwards on both consoles.
The limits don't sound terribly onerous, but when you start tossing in lots of smaller mods, you'd be surprised how quickly you can reach the cap.Modding on console is also limited simply by the lack of ways to organise, clean, and deal with issues be they conflicts or corruptions. It may not be the reason the cap exists, but allowing total freedom doesn't really benefit anyone - other than those who really want to cause issues or flat out break their save/s.So far modding Fallout 4 on Xbox has been great, and has led to perhaps my most enjoyable Bethesda experience since Morrowind, which funnily enough also happened to be the last time I modded a Bethesda game (though I played most of it vanilla, to be fair). I'm using 77 at the moment, and the 150 limit's meaningless given I have so little filesize left to use - that's the cap that desperately needs to increase. I can see why they did this.but I think the cap is pointless in addition to the memory cap too.
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See for more information.Related Subreddits.Related Websites. (NSFW). I'm hoping one of the talented mod utility creators can weigh in on this. I believe that there is a limit to the number of scripts and or script instances that can be stored in a save game file.I have been running into frequent crashes when trying to save my game. Experimentation has revealed that this is related to scripts.
If I add a mod to my load order that contains scripts and then try to save, the game crashes.If I add the same mod but remove a different mod or group of mods from my load order that also contain scripts, I'm able to save my game.Say, for example, I want to add Convenient Horses. That mod contains a lot of scripts. If I add that mod and attempt to save my game, it immediately crashes. On the other hand, if I add that mod to my load order but delete another mod that has a lot of scripts, or delete several mods with a few scripts each, I can save my game.It seems obvious to me that this indicates that the game is not able to save all those scripts when it's trying to save the game and so it crashes. I only have 15 active scripts in my save file so it doesn't seem to be related to the number of active scripts. I do have a lot of scripts and a lot of script instances so I think that's where the problem liesPlease share your experiences and knowledge in the hopes that we can find some sort of work around for this. Murder on the orient express download. I am late in the game and this is preventing me from adding more quest mods which often can't contain a lot of scripts.Thank you.
I'm not aware of any (reachable) limits on scripts or script instances. However, the game uses a string table; this table was too small in Skyrim Classic (we have fan-made fixes for that) and I'm told that Bethesda did not enlarge it for Skyrim Special.Basically, every text value in the script engine - the names of scripts, the names of saved variables, the names of running functions, the values of text variables - gets saved in the string table. In Classic, it was limited to 65535 strings, which was more than enough for the base game and DLCs, but woefully inadequate for heavily modded setups. If you have more strings than that, then the string count written to your save file overflows, making it impossible for the game to read the save. I agree that it's risky and normally avoid it. Sadly, in this case it's been the only way for me to continue to be able to save my game. My choice has been to either never add another mod with scripts, or remove mods with scripts that I already have installed.I'm not big into multiple playthroughs.
Max Number Of Mods Skyrim
I tend to play one character for a long time and take part in every single aspect of the game. When I've completed the base game, I then play through some of the excellent player-created mods. Unfortunately, those mods often contain scripts. So at this point, I can't play any further without removing mods that I already have installed.It saddens me to think of having to remove mods that I've use for the entire game. Obviously, I wouldn't have installed them if I didn't want to use them and keep them. Most likely, I'll stop playing Skyrim due to this issue.
Aside from the Fallout series, are there any other good open world games that also allow installation of player made mods?. Yeah I get it, I do.
I normally quit for the exact same reasons. I play, enjoy the hell outta the game. Forget my strict no changing policy, start adding stuff, dropping stuff, hell I even believe that re-loot or changing the load order is a bad thing.Eventually I'm left with a dead save. I no long use 'new' mods now as they are constantly being updated and I just gotta have the latest version of everything. Who knows what junkis being baked into a save never to touched again.
It all adds up man.I normally quit. Come back 8- 9 months later, learn more, test for even longer and try my best not to change anything:).
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