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Nexus mods

well as long as you have enough RAM and no compatibility issue. there is not really a limit. SSE might have a higher limit due to the changing of code but there technically is not a limit

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15 minutes ago, Acid Panda said:

well as long as you have enough RAM and no compatibility issue. there is not really a limit. SSE might have a higher limit due to the changing of code but there technically is not a limit

Okay i agree with no limit that is awesome im going to be using 128GB of rams, DDR 3466, okay im a member of nexus mods, i have had a good study of all the categories of Skyrim mods with the amount of categories now hear is the list of categories for Skyrim hear we go Alchemy, Animation, Armor, Armor shields, Audio, Audio-SFX music and voice, Body face and hair, books and scrolls, Bug fixes, buildings, Castles palaces Mansions and estates, character presets, cheats and God items, cities towns Villages and Hamlets, clothing, clothing jewelry, collectables treasure hunts and puzzles, combat, crafting, creatures, dungeons, dungeons vanilla, ENB preset, Environmental, Followers and companions, Followers and companions creatures, forts ruins and abandoned structures, Gameplay effects and changes, Guilds/Factions, immersions, items and objects player, item and objects world, Landscape changes, Location, magic gameplay, magic spells and Enchantment, Mercantiles shops stores inns taverns etc, miscellaneous, Modders resources and tutorials, models and textures, mounts, new lands, NPC, NPC children, overhauls, patches, player homes,  Quests and Adventures, races classes and birthsigns, save games, Shouts, Skills and leveling, Stealth, User interface, utilities, Configuration, Videos and trailers, Visuals and graphics, Weapons, Weapons and Armour, so there you have it 61 Skyrim mods categories need at least 100 different mods per category.

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@James Aplin well its gonna be interesting to see what your game looks like with all those mods

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3 minutes ago, Acid Panda said:

@James Aplin well its gonna be interesting to see what your game looks like with all those mods

Yeh so many mods i end up getting lost within 6,100 mods, i wondering if i pick out 6100 mods i like and save all those mods on nexus mod site, so when i finish building my pc, then all i have to do is download all i saved on the website.

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@James Aplin that should work. though NMM is now redundant as they have a new mod manager though its till in beta atm so would stick with NMM till ifs finished 

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18 hours ago, Acid Panda said:

@James Aplin that should work. though NMM is now redundant as they have a new mod manager though its till in beta atm so would stick with NMM till ifs finished 

Will doubling up on mods from two different modders cause issues, or should i choose 1 different mod from each modder, well last night for 4 hours, i was logged into my nexus mod account, i was going through Skyrim Legendary mods, i was going through 54 pages by 20 patch mods, i saved 72 patch mods by activating Track that mod, at the end i checked the mod tracker it saved 72 patch mods over 5 pages, i was wondering all those mods i tracked, will they all be there when i download from nexus, the patch mods are like making mods compatible, NMM, Unofficial Skyrim patch, Unofficial Dragonborn patch, Unofficial Dawngaurd patch i was looking everywhere for unofficial Hearthfire patch which it wasn't there.

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@James Aplin again it dose not matter what the mod is as long as there i no conflict. meaning they will be editing the same files for the same purpoce. say two mods for the sun

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I was thinking before mods was released for the very first time, i thought that mods completely replaces the corruption on that game disk purchased from the game shop where you buy the game by deleting the bad part like clipping trees and burning the tree upgrade to the game disk so that mod becomes a permanent part of the game so everytime you put the game into the PlayStation, X Box and pc, the mod is a part of the game everytime you play Skyrim instead of the head fuck of downloading all mods putting them all in order again and hope for the best, it would be alot more efficient to download every single mod strip the game Skyrim down to the grid Quads and replace every thing with all those mods like how game developers making a entire game, well all the mods are no different than the assets can purchase on Unreal engine 4.21 all they do is on unreal engine 4 is sculpt the land then before install any assets like environmental landscape assets like tree and grass, they create blue prints using nodes Landscape coordinate, another set of nodes like layer grass, Layer rock, and connect landscape coordinate node to Layer grass with a cord which they click on the landscape coordinate node then drag out the cord like a extension cord and plug it in to Layer grass blue printting on Unreal engine 4 is what making games work so can install the assets like mods.

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So what could do is when i finish building my pc, is i download Unreal engine 4.21 for free then go and download all mods from nexus mods, to a Samsung 870 pro 4TB SSD, then put all Skyrim nexus mods into Unreal engine 4 game engine, resculpture Skyrim landscape make 5 times larger, sculpt more mountains the install every mod as assets, make it a better Skyrim remastered then Bethesda can do using Photorealism.

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No, skyrim will absolutely not run with 5000 mods. The max most people consider "reasonable" is like 3-500.... if you're lucky. 

 

Skyrim doesn't use ram effectively, it doesn't matter if you have 128 GB.

 

Don't use nexus mod manager, it's way outdated and sucks.

 

Use Mod Organizer 2. 

 

Every mod from the nexus likely would not fit on a 4 tb drive.

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5 hours ago, James Aplin said:

I was thinking before mods was released for the very first time, i thought that mods completely replaces the corruption on that game disk purchased from the game shop where you buy the game by deleting the bad part like clipping trees and burning the tree upgrade to the game disk so that mod becomes a permanent part of the game so everytime you put the game into the PlayStation, X Box and pc, the mod is a part of the game everytime you play Skyrim instead of the head fuck of downloading all mods putting them all in order again and hope for the best, it would be alot more efficient to download every single mod strip the game Skyrim down to the grid Quads and replace every thing with all those mods like how game developers making a entire game, well all the mods are no different than the assets can purchase on Unreal engine 4.21 all they do is on unreal engine 4 is sculpt the land then before install any assets like environmental landscape assets like tree and grass, they create blue prints using nodes Landscape coordinate, another set of nodes like layer grass, Layer rock, and connect landscape coordinate node to Layer grass with a cord which they click on the landscape coordinate node then drag out the cord like a extension cord and plug it in to Layer grass blue printting on Unreal engine 4 is what making games work so can install the assets like mods.

no thats rather wrong. when you install something from a disk you move/copy the files from the disk to your pc. including any issues. as a safety measure against things like piracy and other activity say reserve engineering of a product they have a key on the disk that. which is why you need the disk for some games. though  thats now digital in most cases. also if you would not be able to make a consistent experience between all users if the disk was modded with new assets. also imagine if it was sold on to someone with a loard of broken game files that bricked the game totally

 

the second reason is devs update the game to prevent thing like clipping trees but they are only human and may not totally fix the issue because its just not worth the cost when they could be on other projects. 

also when it comes to using mod authors assets created by them with the creation engine its subject to copyright and various other regulations and they in all likelyhood would have to purchase the created asset or fix from the person who made it. and with it being an international community is subject to each law from said country.

 

also unreal is a very new engine, skyrim's one is old af. though its been heavily modified by the devs to fit to more modern standards. which is why thins like fallout 4/76/any new game made on the engine looks like arse. this is also why i think its taking so long to make the newest ES even though they said they might be using the creation engine it would not make scene in my mind.

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On 12/19/2018 at 9:30 PM, Acid Panda said:

no thats rather wrong. when you install something from a disk you move/copy the files from the disk to your pc. including any issues. as a safety measure against things like piracy and other activity say reserve engineering of a product they have a key on the disk that. which is why you need the disk for some games. though  thats now digital in most cases. also if you would not be able to make a consistent experience between all users if the disk was modded with new assets. also imagine if it was sold on to someone with a loard of broken game files that bricked the game totally

 

the second reason is devs update the game to prevent thing like clipping trees but they are only human and may not totally fix the issue because its just not worth the cost when they could be on other projects. 

also when it comes to using mod authors assets created by them with the creation engine its subject to copyright and various other regulations and they in all likelyhood would have to purchase the created asset or fix from the person who made it. and with it being an international community is subject to each law from said country.

 

also unreal is a very new engine, skyrim's one is old af. though its been heavily modified by the devs to fit to more modern standards. which is why thins like fallout 4/76/any new game made on the engine looks like arse. this is also why i think its taking so long to make the newest ES even though they said they might be using the creation engine it would not make scene in my mind.

I have finished putting a tracker on 3360 nexus mods which covers all the game of Skyrim everything i put a mod tracker on enhances and patches and completely renevates the whole game, now i wondering how much ram i will be needing now weather i need 64 GB or 128GB of DDR4 Ram, also weather i need a AMD 2990WX TR4 chip set or a i9 9900K CPU and only need 64 GB of DDR4 Rams and save money, because of the colossal amount of mods, nothing will be out of place, i literary covered every single nook and crany, all left to do is ponder over the load order, before i was saying about 10000 mods i only got to 3360 mods.

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On 12/19/2018 at 4:15 PM, corrado33 said:

No, skyrim will absolutely not run with 5000 mods. The max most people consider "reasonable" is like 3-500.... if you're lucky. 

 

Skyrim doesn't use ram effectively, it doesn't matter if you have 128 GB.

 

Don't use nexus mod manager, it's way outdated and sucks.

 

Use Mod Organizer 2. 

 

Every mod from the nexus likely would not fit on a 4 tb drive.

3-500 mods that would not come close to overhauling the entire game Skyrim, i was just finished covering every category i could not get any less then 3360 mods, otherwise it would like paying a dodgy building a house to live in and it was half finish being built, it will not look right, i tell you i pick mods for each thing and there are huge amounts of different armours, weapons, i could not only pick 500, it would have been impossible to get any less then 3360 if dont believe me go and log on to nexus mod open your account go and select mod category, start the first one Alchemy select 1 different thing as tracker by clicking on the little symbol in the top right hand corner that looks like this + of each Alchemy mod you like, then do the same for each mod category until you cover all categorys see how many.

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1 hour ago, James Aplin said:

I have finished putting a tracker on 3360 nexus mods which covers all the game of Skyrim everything i put a mod tracker on enhances and patches and completely renevates the whole game, now i wondering how much ram i will be needing now weather i need 64 GB or 128GB of DDR4 Ram, also weather i need a AMD 2990WX TR4 chip set or a i9 9900K CPU and only need 64 GB of DDR4 Rams and save money, because of the colossal amount of mods, nothing will be out of place, i literary covered every single nook and crany, all left to do is ponder over the load order, before i was saying about 10000 mods i only got to 3360 mods.

well the use of that many game assets is moving into uncharted territory for me. new processors should not be necessary as for RAM i dont know with it being that level. 

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Picking to many will cause conflicts, especially ones which modify the same assets. You can get missing textures, bugs and crashes.  The only way to reliably mod is to add one at a time, see if it works. Also you have to read the authors notes and see if it is compatible/conflicts with other major mods that alter the same assets. 

I refuse to read threads whose author does not know how to remove the caps lock! 

— Grumpy old man

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13 hours ago, miagisan said:

Picking to many will cause conflicts, especially ones which modify the same assets. You can get missing textures, bugs and crashes.  The only way to reliably mod is to add one at a time, see if it works. Also you have to read the authors notes and see if it is compatible/conflicts with other major mods that alter the same assets. 

Thank you and what about regarding Sarana mods will i have a problem if i select a Sarana mod make Sarana look cute, another one make Sarana look young another one to make Sarana look better 3 different mixture combined together gives Sarana young Cute and flerty all in one.

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1 hour ago, Richard Webster said:

There is a hard limit of 255 esp files. 5,000 script and texture mods is fine (but ridiculous).

Thank you for that, i have just been on nexus mods, i went through 40 pages and only selected all the different ones in English for bug fixes, there are a shit load for fixing bugs glinches, also i picked a shit load of Quests, i have chosen 1800 mods, people think they cant have 5000 mods, mods are suppose to improve the horrible look of Skyrim to help it run better, and look and feel more improved to bring it up close to Horizon zero dawns level i myself believe 5000 mods should work there is no such thing is can't, i am a long way off Selecting 1 different mod for each thing in Skyrim i would say in that new God of War, where Kratos is giving orders to his son there would be somewhere of upto over 5000 assets when that game was created by game developers they don't say these 5000 assets over 50 categories don't work, a modder on the nexus should come up with a mod that automatically sorts all mods in there order, i really don't know why there should be a load order where is the codes so the order is correct doesn't matter how many and where is the mod size in bits, also is solect a whole heap of city mods there should be a detection on the nexus site, so you know if going to chose 2 of the same city mods by a different modder by making any of the same mod go from white to grey so i already pick that mod, how suppose to remember over 90 pages.

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Your question has a couple different answers.  The correct way to think about it is not how many mods, but how many ESMs & ESPs can there be.  You can have all the texture mods you want, since they generally do not have masters or need to change records and are simply straight up replacers they do not add to the tally.  As for how many mods with ESMs & ESPs you can have there absolutely is a limit of 255 or 256.

However, with xEdit (available on nexus) you can merge a lot of ESPs together.  For example; say there is a modder out there who releases several dozen armour mods; you can probably merge them all together so instead of several dozen slots in your load order being taken up there could be just 1.

So can you have a thousand mods, sure.  If you count texture mods and merged mods.

 

You'll probably hit script conflicts before reaching the limit, especially if you don't know what you're doing or take the time to figure it out.  Use Mod Organizer(MO or MO2 if on SSE) instead of Nexus mod manager(NMM).  I've not tried Vortex as of yet.

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