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The limit I was referring to was the limit of even bsa type files + all the allowed esp/esm files. I should have been clear that yes the 255 hard limit is the same for F3 as Oblivion, but for those that use more advanced tools (Wrye/Gary Bash) then you can extend that with mods that merge into the bashed patch. Mr.Broom30 Posts: 3433 Joined: Thu 2:05 pm The short answer is if that is the limit with Oblivion it is very doubtful that it was lowered with the newer game. This is what motivated Wrye to implement the ghosting feature of of Wrye Bash (also in Gary Bash) where after a mod is imported in the bashed patch it can be left deactivated and then if ghosted an extension is added to the file that prevents it from being scanned. This is different than issues with dirty mods or heavy conflcits. What happens after the limit is reached is what was termed directory thrashing where the engine would loose track of all it was scanning and errors, crashing, etc would occur until that number was brought back under. I'd bet if you posted your load order others could find issues.Īnd just to contribute to the general knowledge pool - it was discovered with Oblivion (very similar game) that there was indeed a limit to the number of esm/esp/bsa files that the game could handle and that hovered between 360 and 400. I'm very picky about what mods I install and have found that even though it is a confusing mess of what conflicts with what it is possible to get that smooth as silk load order.
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And I have no crashes and no need of masterupdate. I have 170+ active mods and and if I count the ones merged into the bashed patch 207.
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