Wrye Bash load order full?

Post » Tue Mar 15, 2011 4:52 am

Most of the mods I have are armor/weapon/quest addons and I've solved all of the compatibility issues, but now Wrye Bash is telling me that I can only have a certain number activated. Has anyone else run into this problem?

It isn't specific to what mod it is, either, it just can only load a certain amount of mods. I can always select more mods in OBMM but then the game won't start (click launch and I get a split second of the opening Beth logo before CTD).

Is there a hard limit that Oblivion has to how many esps can be loaded at any one time and is there a way to bypass it, let's say, in the INI file?

I have 8 gigs of ram so I doubt its a memory issue but I am running Win7/x64 so any ideas? Anyone run into this before? I have searched and searched to find anyone even mentioning capping out a load order and have found nothing...I guess maybe people don't play with as many mods as I do, haha!
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Brittany Abner
 
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Post » Mon Mar 14, 2011 1:49 pm

I think the cap is around 255 or something in that area, am I correct?

The issue is that too many mods causes Oblivion to become unstable regardless of how much RAM you have or what operating system you're using.
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anna ley
 
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Post » Tue Mar 15, 2011 3:15 am

I'm almost positive the limit is 250, like everything else Bethesda coded in.(Stat's, Skills and whatnot) anyways... how have you managed to get up to that number?
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Leanne Molloy
 
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Post » Mon Mar 14, 2011 4:33 pm

Er, the issue is that the game can only load 255 different mods. One of which are Oblivion.esm and the one that is used by the game to allow for dropped items(and in game made items, like enchanted weapons and potions). So it's 255 - 2(253) max mods. It's not a memory issue with oblivion, just a thing that happens to limit how many mods you can have loaded.
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Jesus Lopez
 
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Post » Mon Mar 14, 2011 8:49 pm

The reason that Oblivion can only load a limited number of mods is Oblivion uses the first two digits of a FormID to identify the mod an item came from. Those numbers are in hexadecimal format, or base 16. The highest number you can count to with two digits in base 16 is 255. One for Oblivion.esm, one for your save game and you are stuck with 253 mod slots.

Absolutely nothing you can do about it other than merging mods together.
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YO MAma
 
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Post » Mon Mar 14, 2011 8:44 pm

Aw and no work-around huh?

Yeah I guess over the years I've just accumulated a lot of mods and I like all of them.

Yep I'm at 252 active, any more and it crashes.

Most of it is armor, weapons and quests, maybe I should, erm, streamline my approach, haha!
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carly mcdonough
 
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Post » Mon Mar 14, 2011 10:04 pm

How many are mergeable in the Bashed Patch?

Anything merged doesn't count toward that limit.
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Ebou Suso
 
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Post » Mon Mar 14, 2011 10:11 pm

There's no way an OBSE plugin or something could ever extend the limit?
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Cameron Wood
 
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Post » Tue Mar 15, 2011 2:50 am

Not unless it could somehow make Oblivion recognize nine digit formIDs, I'd think.

Besides, it's probably easier to merge mods in almost all cases.
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Sunny Under
 
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Post » Mon Mar 14, 2011 4:43 pm

Well, if the idea isn't impossible, then would the notion of having 4093 mods loaded without bashing be good or bad?
FFF in Base 10 is 4095, so that would allow a hell of a lot more mods. Do we need that many? Maybe not, but would to be kinda neat? Undoubtedly.
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Zach Hunter
 
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Post » Mon Mar 14, 2011 2:16 pm

Well, there's a second limit of how many ESMs + ESPs + BSAs can even be in your data folder before the game gets unplayable screwy. That limit is somewhere below 400. So, the hexadecimal limit isn't all you're up against.

And, hey, the workaround exists: it's called merging mods, as has been mentioned several times in this thread.

gothemasticator
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Josephine Gowing
 
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Post » Mon Mar 14, 2011 4:52 pm

Some http://sites.google.com/site/oblivionpoinfo/randompages/facts
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Gaelle Courant
 
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