Jump to content


Plugin Count May Matter (More)

  • Please log in to reply
34 replies to this topic

#31 Aiyen


    High King

  • Mod Author
  • PipPipPipPipPipPip
  • 3,387 posts

Posted 23 October 2013 - 09:38 PM

Yeah that is a very good point... all DLC have been at -75% sale several times now... there is not really any excuse anymore. You know its coming on the Christmas sale, and on the summer sale, every year. I know I personally am not doing it anymore...I just do not find tes5editing the same things over and over overly interesting!
  • 0

#32 Vrugdush



  • Citizen
  • 6 posts

Posted 23 January 2014 - 12:39 PM

There's now a semi-official reply to this issue from SmkViper over at the BethSoft forums: https://forums.beths...ods/?p=23282131.

So, apparently this is only an issue with mods using the function "GetForm". Luckily there seem to be alternatives and workarounds. Now to figure out which mods might be using this function...
  • 0

#33 Glanzer



  • Citizen
  • 172 posts

Posted 26 January 2014 - 07:03 PM

So I read through this entire thread and I am still waiting for someone to prove the 128 limit wrong. I know for a fact that I have well over 200 plugins and I put some of the heavy quest plugins last including things like Frostfall and rnd and they work perfectly. So what is going on here? Ah nevermind I just saw Vrugdush's post above, don't know how I missed that.
  • 0

#34 Sakedo



  • Citizen
  • 46 posts

Posted 30 January 2014 - 09:57 AM

Typically it's just certain mods that add themselves to the MCM Menu and then end up with an ID greater than 7F that have problems. Unfortunately, those problems may not always be readily apparently. This is one of the things fixed in the new SKSE alpha.
  • 0

#35 Mookeylama



  • Citizen
  • 42 posts

Posted 01 February 2019 - 01:13 AM

damn, very sorry to revive this, but i'm just now hearing about this issue...and i'm terrified.

i'm midgame and have mods like Inigo, Thunderchild, AFT, RDO and a few others w/ MCM menus, all below slot 7F. i kept wondering why MFG Console was often showing mgefid or SpellID: 80000000 when looking at active effects in console.


what issues does this cause and what to do about it? thanks

  • 0

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users