Oblivion
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  1. zelazko
    zelazko
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    Any chance of this evolving into no more 255 esm/esp plugins limit?
    1. Veradra
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      Not possible.

      A merged plugin or similar is the only practical way of doing something similar, prior to the ESL system, which is functionally a more restrictive (and debatably safer) form of a merged plugin.
    2. zelazko
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      It is possible MWSE-Lua hiked the limit from 255 to 1024 plugins.
    3. jatkinson85
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      Late reply, but Morrowind is a very different beast to it's successors, it doesn't use the hexadecimal FormID system later Bethesda Game Studios games use.  The first two digits of a FormID denote the plugin number from 00 (Oblivion.esm) to FE (255) with FF being reserved for the savegame,  The limit is completly hardcoded in.
    4. GOOGLEPOX
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      Actually, it is possible according to NullCascade, the person behind the MWSE patch. I had the same concern as him regarding formIDs and he said it is still possible, just more difficult.

      Here are his thoughts
    5. Freyr95
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      I hope someday someone could do this, or have a similar system to Skyrim's ESL system.

      It makes modding so, so much less of a hassle when you don't have to worry about hitting the limit. With Skyrim you can literally have 4000+ ESL mods in addition to the regular 255 hard limit of ESP/ESM's
    6. JuiceIngot
      JuiceIngot
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      my god ESLify was an Aedrasend
  2. kdimi11
    kdimi11
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    It works and is still needed, and perfectly safe to use, in 2024.

    An absolute must-have for every mod installation, no matter if you believe, you gonna reach some limits or not.
  3. AllisterHenderson
    AllisterHenderson
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    The Oblivion bug limit was more about "too many ESM+ESP+BSA" in the data folder and without this bug fix you could still use 255 [ESM + ESP], but if you started using too many BSA's on top of that, then you would eventually reach the Oblivion game engine hard limit on the number of ESM+ESP+BSA files (both active and inactive) that can be inside the Data folder before the game engine fails... that limit was about 400 files.

    The Wrye Bash (WB) mod limit warning report would start when there were more then 325 ESM+ESP+BSA in the Data folder. Infernio said that the next version of WB will no longer have this warning if WB detected this mod.

    So as I understand it, the FO3 & FNV versions of this 'Mod Limit Fix' mod had an even greater impact for FO3 & FNV then it did for Oblivion, because FO3 & FNV couldn't even get to 255 [ESM + ESP], without even considering BSA's too.

    I only have some experience with Oblivion modding, I was just curious if anyone could tell me what the vanilla plugin limits for FO3 & FNV was before using this mod. I guess the Mod Limit Fix for FO3 & FNV would allow for 255 [ESM + ESP], but without it, I heard that the vanilla plugin limit for FO3 & FNV was a lot less............
    1. Freyr95
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      The original limit for FNV was around 130-135, any more than that and the game would bug out and crash much more frequently

      With the mod limit fix it can go to a max of 255
    2. AllisterHenderson
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      Thanks for the info.
  4. songlife
    songlife
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    Just FYI, merging mods to gain esp space is not a good idea. You'll typically get one of two results: 1) game hangs on initial load, or 2) the mods don't function correctly, sometimes very subtly. It may LOOK like they are at first, for example if a merged mod adds spells, the vendor may still have them in stock, you can buy them, they go in your spell list & can be casted -- but they don't work. So every time you merge mods, you have to go into the game and check out *everything* with each merged mod's functions. Usually there's problems, unless they're small mods that only have one function.

    Sometimes it works, like I was able to combine MOO loading screens, Oblivifall Something Is Not Right, Display Skill Perks, & Stop Combat Hotkey into 1 esp and as a result gained 3 slots. Each one of those only does one minor thing, they didn't conflict, so it works. KD Spectacles is one that merges well, & the lantern ones like Light Your Way & Medieval Torch. But that's rare. If you're gonna merge mods, check it out thoroughly before getting excited that you gained esp slots. Chances are, some functions of the mods won't work.
  5. Infernio
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    Re: everyone complaining about the Wrye Bash warning: the next version of WB (308) will no longer warn when a 'limit fix' plugin is detected.
    Until then, you can edit your bash.ini and set WarnTooManyFiles=False
    1. ParametersOfAName
      ParametersOfAName
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      How do you edit your bash.ini? All I have is the bash_default.ini, tried duplicating it and renaming it to bash.ini with bWarnTooManyFiles=False but it doesn't work. Also uncommented it, so it should have worked.
    2. VitaminZeth
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      Hello @ParametersOfAName and @Infernio

      I'm running into the same issue. I changed the value of bWarnTooManyFiles= from "True" to "False" in the bash_default.ini and I still get the warning.
    3. Wiepman
      Wiepman
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      @ParametersOfAName   
      and @VitaminZeth

      The instruction is almost the first line in your "bash_default.ini":

      Quote:
      This is the generic version of Bash.ini.
      You must copy or rename it to  "bash.ini" before it can be used.

      Do that. Save the file as "bash.ini".

      Then alter the file accordingly, 
      So un-comment the line and set to "False" (default=True)

      Ergo, like this: 

      bWarnTooManyFiles= False 

      and you're good to go.
    4. LoliGal898
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      I have followed this instruction but I still get the warning... :(
  6. Sirladykiller1
    Sirladykiller1
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    sorry does this go in steamapps>common>oblivion>data? or a different data folder? or just throw it in wrye?
    1. laulajatar
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      Wrye should be able to handle this, when installed, the dlls end up in steamapps/common/oblivion/data/obse/plugins. As far as mods go, there is always just that one data folder.
  7. qwertyasdfgh
    qwertyasdfgh
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    Oblivion never had this mod limit bug, it's a FO3/FNV thing. Is there other benefit in using this?
    1. iranrmrf
      iranrmrf
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      Read the previous posts. Try it for yourself.
    2. qwertyasdfgh
      qwertyasdfgh
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      I tried, but couldn't really tell a difference. Then again, I'm not sure what I should be looking for when testing. In what situation this mod should increase performance?
    3. iranrmrf
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      Probably fps gains where fps stutter was previously observed. I doubt that Oblivion will have a performance impact as this fix does not change as much as the Fallout3 and FalloutNV fixes do. If people would really like me to try doing the same thing for this game I can try doing the same fix as the one I am working on for FalloutNV currently which is completely replacing the methodology of how a filestream is acquired. It should obtain a filestream in O(1) instead of O(n) to further test the performance gains. It is impossible to have any downside.
    4. junkacc11
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      Perhaps that each plugin opens three filehandles and an additional one for bsa's have something to do with the multithreading defined in the [BackgroundLoad] section of fallout and oblivion.ini. Maybe if you disable background loading each plugin would only create one filehandle. Should be easy to test for you.

      Still doesn't explain any perf increase and I don't see any on my fnv or oblivion. Maybe it has some interactions with ENB and ppl who see fps gains use such external programs? Or maybe ppl who don't see any gains like myself still use HDD as opposed to SSD?
    5. RoyBatterian
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      Oblivion had the bug for me with lots of ESM+BSA files and loads of texture replacers. Started to also have similar issues... so I think it still has this bug even if it's not as easy to trigger it.
    6. KatsAwful
      KatsAwful
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      This will fix Oblivion reading too many BSA/ESM/ESP files inside the Data folder only. There are more issues with Oblivion reading data it shouldn't that this won't fix
    7. AllisterHenderson
      AllisterHenderson
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      Are you sure Oblivion still has the "too many ESM+ESP+BSA" bug, because this mod doesn't effect Wrye Bash. So Wrye Bash's warning when triggered from having too many ESM+ESP+BSA will still come up but now can be considered false and can be ignored.
    8. KatsAwful
      KatsAwful
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      Wrye Bash hard codes in the 400 file limit. The game definitely has this problem, if you try to load the game with more than 512 BSA/plugins the game will crash. This mod definitely fixes that specific issue but unlikely to touch anything else. Wrye Bash will never be able to see this mod, at most they can flag it for future releases
    9. xrayy
      xrayy
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      if i read this i feel strengthend that my setup works with unpacked bsa. runs since 2015 with mo 1.311 and without gliches.
    10. lArthass
      lArthass
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      Harikas?n dostum. Oyunum aç?lm?yordu. Senin modunu yükledim, aç?ld?. https://youtu.be/OaTaeQh8E8I
      ?imdi bu modlar? birle?tirmekle u?ra?aca??m ve haz?r olacak oyunum :)

      You are parfect my friend. My game was not opening. I installed your mod and opened :)
      Now these mods i will merge to try and it will ready my game :))
    11. humantis
      humantis
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      @iranrmrf: Please, if you are working on an insane hack project to make Gamebryo load files faster - I know enough about what "O(1) vs O(n)" means to know that's amazing - please port it... backport it... whatever you'd say... to Oblivion. I love all these games and I'd gladly use your fix in all of them.
    12. BoredErica
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      Backport would be awesome. Oblivion needs performance help most of all compared to the other games.
  8. iwokoscielniak
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    I see improvement in how my game works, mind i run it on 1440p.

    Tested with player.setgs fmoverunmult 100 + speed 200 + tcl for 25 mins. Got LOD generated (Both LL and LODGEN). Using heavy modlist, with alot of texture mods. Currently tested on oblivion reloaded light (3.3 + ram vram purger released today).

    Basically my FPS did not drop with such settings and speed mult under 45 fps, got some loading stutter ocassionally (nothing big, its normal with such speed).

    In normal gameplay constant, fluid 60 fps (before it was mostly 49-55 fps).

    modlist under

    Spoiler:  
    Show

    = Check Mods
    This is a report on your currently installed, active, or merged mods.

    === Active Mod Files:
    * 00 Oblivion.esm
    * 01 All Natural Base.esm [Version 1.38]
    * 02 Fundament.esm [Version ision]
    * 03 MigMaster.esm [Version 1.3]
    * 04 Cobl Main.esm [Version 1.74]
    * 05 Cobl Glue.esp [Version 1.73]
    * 06 Unofficial Oblivion Patch.esp [Version 3.5.6]
    * 07 Oblivion Citadel Door Fix.esp
    * 08 DLCShiveringIsles.esp
    * 09 Cobl Si.esp [Version 1.63]
    * 0A Unofficial Shivering Isles Patch.esp [Version 1.5.9]
    * 0B DLCHorseArmor.esp
    * 0C DLCHorseArmor - Unofficial Patch.esp [Version 1.0.9]
    * 0D DLCOrrery.esp
    * 0E DLCOrrery - Unofficial Patch.esp [Version 1.0.7]
    * 0F DLCVileLair.esp
    * 10 DLCVileLair - Unofficial Patch.esp [Version 1.0.11]
    * 11 DLCMehrunesRazor.esp
    * 12 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.7]
    * 13 DLCSpellTomes.esp
    * ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
    * 14 DLCThievesDen.esp
    * 15 DLCThievesDen - Unofficial Patch.esp [Version 1.0.15]
    * 16 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.14]
    * 17 DLCBattlehornCastle.esp
    * 18 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.12]
    * 19 DLCFrostcrag.esp
    * 1A DLCFrostcrag - Unofficial Patch.esp [Version 1.0.10]
    * 1B Knights.esp
    * 1C Knights - Unofficial Patch.esp [Version 1.1.8]
    * 1D All Natural - SI.esp [Version 1.38]
    * 1E Consistent Beggar Voices.esp
    * 1F Book Jackets Oblivion.esp
    * 20 All Natural.esp [Version 1.38]
    * 21 Immersive Interiors - Imperial City.esp [Version 1.5]
    * 22 GOSH.esp
    * 23 WindowLightingSystem.esp
    * 24 More Effective Enchantments.esp
    * 25 Display Stats.esp [Version 2.0.1]
    * 26 kuerteeCleanUp.esp [Version 0.61]
    * 27 MigMiscellanea.esp [Version 1.9.1]
    * 28 QZ Easy Menus.esp
    * 29 Dynamic Map.esp [Version 2.1.1]
    * 2A Enhanced Hotkeys.esp [Version 2.3.1]
    * ++ DLCSpellTomes - OBSEfixer.esp [Version 2.2]
    * ** Book Jackets DLC.esp
    * ** GrimbotsSpellTomes.esp
    * 2B Weapons Of Morrowind.esp [Version 1.0]
    * 2C Command Mount.esp
    * ** Alluring Wine Bottles.esp
    * 2D Oblivion_Character_Overhaul.esp [Version 2.0]
    * 2E Sutch Village.esp [Version 1.0.4]
    * ++ SafeCloningFunction - Filter.esp
    * 2F SupremeMagicka.esp [Version 0.90b]
    * 30 Faregyl.esp [Version 2.0.11]
    * 31 DialogTweaks.esp [Version 1.2.1]
    * 32 BrotherhoodRenewed.esp [Version 1.1.2]
    * 33 Better Abandoned House.esp [Version 2.01]
    * ** Knights - Book Jackets.esp
    * 34 Frostcrag Village.esp [Version 1.0.7]
    * 35 Immersive Interiors.esp [Version 0.8.1]
    * 36 Immersive Interiors - Bravil.esp
    * 37 Immersive Interiors - Landscape Addon.esp
    * 38 Harvest [Flora].esp [Version 3.0.0]
    * ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
    * ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
    * 39 Auto Update Leveled Items And Spells.esp [Version 1.2.5]
    * ++ Enemy Weapons dont drop.esp
    * ++ Improved Fires and Flames - Increased Sound.esp
    * 3A Skill Perk Descriptions.esp [Version 1.1]
    * 3B Toggleable Quantity Prompt.esp [Version 3.2.0]
    * ++ Complete Enchantment Overhaul.esp
    * 3C Falling Leaves.esp [Version 1.0]
    * 3D Vergayun.esp [Version 2.0.2]
    * 3E Feldscar.esp [Version 1.0.13]
    * 3F Gottshaw Village.esp [Version 1.0.1]
    * 40 Urasek.esp [Version 1.0.4]
    * 41 Reedstand.esp [Version 1.0.5]
    * ** [cq]ColoredQuests.esp
    * ** PotionReplacer.esp
    * 42 Magic Effects OBSE Tweaks.esp [Version 4.0]
    * 43 RshAlchemy.esp
    * ++ RshAlchemy - AVU.esp [Version 1.0]
    * 44 SM Combat Hide.esp [Version 1.2]
    * 45 kuerteeCrimeHasWitnesses.esp
    * ++ OCO DLC Faces.esp
    * ++ VoicesForFemaleDremora.esp
    * 46 Dynamic Oblivion Combat.esp
    * ++ lLet there be Flowers.esp [Version 1.0]
    * ** Book Jackets DLC Misc.esp
    * ++ Quest NPCs Run.esp [Version 1.1]
    * 47 DKSpellEffectiveness0Min.esp
    * ++ OCO_Eyes_Fix.esp
    * 48 Enhanced Vegetation [125%].esp
    * ++ Enhanced Vegetation SI.esp
    * ** CM_Better Wine_SI.esp
    * 49 SigilStoneSelector.esp
    * ++ Give Me My Shader Effects.esp
    * 4A No More Wild Goose Chases.esp [Version 1.0]
    * ** [cq]QuestsoftheNine.esp
    * ** [cq]ShiveringQuests.esp
    * 4B Quest Log Manager.esp [Version 1.3.2]
    * ++ GOSH - All Natural Patch.esp [Version 1.0]
    * ++ Cobl Tweaks - SI.esp
    * ++ Oblivion Character Overhaul Hair Edition.esp
    * ++ OCO Hair Edition - Unofficial Patch.esp
    * ++ SM Spells Renamed.esp
    * 4C Alternative Start by Robert Evrae.esp
    * 4D Cyrodiil Travel Services.esp [Version 3.1]
    * 4E No Anachronistic MQ Comments.esp
    * 4F Rebalanced and Unleveled QGR.esp
    * 50 Vampire Power.esp [Version 2.4]
    * 51 RebalancedArenaGoldRewards.esp
    * 52 NecroLich.esp
    * ++ Alternative Start Unofficial Patch.esp [Version 1.0]
    * 53 MigFEA.esp [Version 2.1.3]
    * 54 New skill - Unarmored.esp [Version 1.0]
    * 55 MigPickpocket.esp [Version 1.4]
    * 56 Basic Physical Activities.esp [Version 1.3]
    * 57 PTFallingStars.esp
    * ++ OCO uses merged teeth.esp
    * 58 Ultimate Leveling.esp [Version 1.9.2]
    * ++ Artifacts Redone.esp [Version 1.3.2]
    * ++ Weapon Improvement Project.esp [Version 1.9]
    * ** NPC Hair Matches Beard.esp
    * ++ Staff.esp
    * 59 Unique Artifacts for Unique People.esp [Version 1.3]
    * ++ GreyPrince.esp
    * 5A Molapi.esp [Version 1.0.2]
    * 5B Map Marker Overhaul.esp [Version 3.9.3]
    * 5C QQuix - Rock, rock, rock your ship - V3.esp
    * 5D Cheydinhal Land Texture Fix.esp [Version 2.01]
    * 5E Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
    * 5F BrumasNorthernLights.esp
    * 60 DLCVileLair - Vampire.esp [Version 1.1]
    * 61 BrumaGuildReconstructed.esp [Version 1.0.3]
    * 62 Immersive Interiors - Bruma Guild Reconstructed.esp [Version 1.0]
    * 63 MinimalMagicEffects.esp
    * 64 Magic Visuals Overhaul.esp
    * 65 SM_ShiveringIsles.esp [Version 0.90]
    * ++ SM_SigilStone.esp [Version 0.90]
    * 66 SM_EnchantStaff.esp [Version 0.90]
    * ++ SM_Scrolls.esp [Version 0.90]
    * ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.38]
    * ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
    * 67 Bashed Patch, 0.esp
    * 68 WorldMapsForAllWorldspaces.esp
    * 69 Maskar's Oblivion Overhaul.esp [Version 4.9.4.2]
    * 6A GBRsRAMpurge.esp


    1. beldaran1224
      beldaran1224
      • supporter
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      So here's my question...if you were testing it with the newly released purger from GBR...then why attribute the increases to this mod, instead of that one?
  9. Redshark1207
    Redshark1207
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    mod_limit_fix.logPatching max file handles to 2048... Successfully applied patch.
    2048 -????
    1. AllisterHenderson
      AllisterHenderson
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      Good so that log means the mod is doing EXACTLY what it is suppose to do....
      increase the maximum file handles from 512 to 2048.
    2. chumik6000
      chumik6000
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      • 1 kudos
      skyrim le version?))))
    3. JLF65
      JLF65
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      • 32 kudos
      Considering that people have long run Skyrim (Oldrim) up to 255 plugins, I don't think it has this particular issue. Hell, last play-through I did on Oldrim was with 240 plugins.
    4. KatsAwful
      KatsAwful
      • supporter
      • 17 kudos
      Considering that everyone uses MO2 for Skyrim and Skyrim doesn't have an allocation bug like FO3 and FNV I doubt that this mod will do anything for Skyrim users. The only thing it really fixes is having too many plugins/archives in your Data folder
    5. AllisterHenderson
      AllisterHenderson
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      • 25 kudos
      So it seems the modder made the right choice then to upload this Oblivion mod into the Oblivion section and NOT the Skyrim section, since it is for Oblivion and not for Skyrim.
    6. Aurgar
      Aurgar
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      • 12 kudos
      oblivion can handle 255 also but like skyrim gets really glitchy when u get close i run right at or even above sometimes the 255 mark
    7. Aurgar
      Aurgar
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      i am really excited to try this out i hope it fixes alot of my glitches and lets me make mods freely thank you so much for this
    8. spoonsinger
      spoonsinger
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      Read above, and I agree that Skyrim LE can handle 253 mods, (i;e, 0 = Skyrim.esm, 1 = Update.esm, 255 = runtime generated ID's),however that isn't the problem that this really addresses. This increases the number of file handles which can be allocated for anything at any one time, (mods and loose textures, sounds included).

      That said as the very same problem also occurs in Skyrim Special Edition, which lead to the "false save corruption" bug, (and was fixed in SSE Engine Fixes Mod), it would be reasonable to assume that Skyrim LE could also do with this fix. Just saying. Anyway great find.
  10. freddemort
    freddemort
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    What I want to know is, what was your reaction when you figured this out? I imagine disbelief, a bout of happy tears and jubilation
    1. iranrmrf
      iranrmrf
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      I just sat in awe stunned at how it all could all be fixed by changing a single integer (little more complex due to it not just patching the exe). I had a large amount of disbelief until I ran 200 mods completely stable for half an hour. Very joyous moment. You summed it up pretty well. (This was discovered on New Vegas)