When has my mod grown too large?

Post » Fri Feb 18, 2011 10:31 pm

My esp alone is pushing 10 megs, when should I start to worry?
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Sarah Knight
 
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Post » Sat Feb 19, 2011 5:03 am

I would only worry if it would noticeably slow down the game somehow.
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Vincent Joe
 
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Post » Sat Feb 19, 2011 10:23 am

You should only worry if the size of your plugin seems inappropriate for what's actually in the plugin.

As a benchmark, most detailed house mods clock in around 200 kb, castles can be twice that. UL mods might be anywhere from 700 kb to 2-3 MB. Kvatch Rebuilt's plugin is 824 kb, which is actually pretty trim for a city, as most village most seems to hover around there. A particularly complex companion might be 2-3 MB, while a very simple one might be 200 kb. Scripts will make your plugin bigger faster than anything else, in my experience, with new records being a distant second.

If your mod doesn't contain a lot of scripts or new records, you might want to have a look at it in TES4Edit to be sure you've not got data in there that doesn't belong, such as duplicated cells or re-saved scripts (the dreaded "Compile All" button can easily put your mod at 10 MB). If it's just a big mod in general, however, then don't worry at all. Oblivion.esm is 264 MB, and the game runs just fine with that loaded. ;)
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Scared humanity
 
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Post » Sat Feb 19, 2011 3:34 am

You should only worry if the size of your plugin seems inappropriate for what's actually in the plugin.

As a benchmark, most detailed house mods clock in around 200 kb, castles can be twice that. UL mods might be anywhere from 700 kb to 2-3 MB. Kvatch Rebuilt's plugin is 824 kb, which is actually pretty trim for a city, as most village most seems to hover around there. A particularly complex companion might be 2-3 MB, while a very simple one might be 200 kb. Scripts will make your plugin bigger faster than anything else, in my experience, with new records being a distant second.

If your mod doesn't contain a lot of scripts or new records, you might want to have a look at it in TES4Edit to be sure you've not got data in there that doesn't belong, such as duplicated cells or re-saved scripts (the dreaded "Compile All" button can easily put your mod at 10 MB). If it's just a big mod in general, however, then don't worry at all. Oblivion.esm is 264 MB, and the game runs just fine with that loaded. ;)


Well, its huge. Perhaps 100 NPCs, 10-15 worldspaces, one of them about 1/4 the size of SI, many new quests, probably over 100 new scripts.

Thanks again.
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k a t e
 
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