64 bits - number of mods ?

Post » Thu Aug 25, 2016 2:56 pm

Hello,



One thing I had on mind and I would like to know is, by making the engine 64 bits, will we be able to expend our mods number above 255 ?

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Alexander Horton
 
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Post » Thu Aug 25, 2016 3:32 am

The matter of the game being limited to 255 esps/esms has nothing to do with it being 32bit or 64bit.



From what I understand the limit is simply due to them only assigning a single 'block' comprising 255 segments to mods.



Fallout 4 is 64bit and it's still limited to 255 esps/esms.

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Devin Sluis
 
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Post » Thu Aug 25, 2016 11:37 am

All objects in the game have a 32-bit ID code: the FormID. This is expressed in hexadecimal (base-16) numbering, making it eight hexadecimal digits long (1 hex number is worth 4 bits). The first two digits are the module's load order. Since that's only eight bits worth, that means load order has only 256 index numbers available for modules. The main game module ALWAYS occupies index 00, and the savegame ALWAYS occupies the FF index, leaving 254 index numbers available. Skyrim includes an Update module containing all fixes to the main game module, which should ALWAYS occupy index slot 01, leaving 253.



As Deven stated, FO4 still is using a 32-bit FormID system, so again only 8 bits for a module index. I doubt SSE will change that. If it did go 64-bit, you'd basically have unwieldy FormIDs like "000100000000080A". Do you want to remember all those zeroes for console FormID codes? Skyrim barely used up all the other 6 digits worth for 32-bit FormIDs, going into the 100000 range at most. In terms of base-10, six hex digits allow for 16,777,215 objects to be index by the formID for each module.

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sam westover
 
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Post » Thu Aug 25, 2016 3:07 am

But it would allow bigger mods/less tricks for enb ?
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*Chloe*
 
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