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Mod Organizer will support a load order of 254+ mods.


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Posted

In a discussion, it came up that Mod Organizer will allow you to activate 257 mods and pass it to Wyre Bash. I wanted to file this in the tracker, but it's not up from the Nexus link.

 

While it files a warning, it should straight out disallow it, as more than 255 mods will cause the engine to crash.

4 answers to this question

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Posted

Why? You need to activate them in order to be able to merge now that (this was in alpha some time ago so I think they've implemented it by now) TES5Edit allows over 255 plugin load order. Plus, be careful when saying mods, because (specially with MO) mods â‰  plugins :p

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Posted

Then I'll go file a ticket with Tes5Edit. You can't have more than FF load order. (Really, FE). Period. And fine, plugins. (I keep forgetting MO allows BSA unpacking)

 

If you really need to merge more than 255, merge them in batches, but you really shouldn't allow 255.

Because here's the thing: you can click "run" from that order even though it's intended for merging. It might not be a bad idea to ONLY allow it in a merging framework, and disengage it otherwise. I.E you have to tell it, specifically, to merge.

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Posted

I would disagree. Why impose a limitation that doesn't exist for the programs?

Because it's something Beth implemented in the engine. Any tools manipulating that engine should not allow output that is essentially garbage. 

It is clearly obvious that the game already limits it for you (instant CTD = problem).

A failure state is not a valid method of limitation. MO should not generate a plugin.txt that should cause crashes.(BTW: Tes5Edit will not allow loading past FE.)

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