By overwhelming demand today's topic will be the Skyrim Special Edition's mod limit, or more accurately why I don't care about it. Are you triggered by PC Ma. Legendary Edition. Special Edition. This was a lot of work and I'm relieved to finally say it's done after 7 months. I hope you all enjoy. One thing to note, you shouldn't update to this release mid-playthrough of the mod. Meaning, if you already started the mod and you want to update to 1.1.0, it's going to cause problems. After an update I've noticed that we are now limited by a total number of mods as well as by the size limit of 1GB. I mean it sucks, cause now I'm 30 mods above capacity but it has me thinking. The new number limit might be there because hundreds of tiny mods per person were too much of a hassle for Bethesda, since it was difficult to get.
The most recent updates for the PS4 and Xbox One versions of Fallout 4 and Skyrim: Special Edition have officially placed a max limit on the number of mods that players can run on their game. Xbox one users can now use up to 150 mods at a time; PS4 players get 100.
Prior to this update, players were limited only by the amount of data space the mods took up. For Skyrim: Special Edition, Xbox One players got 5GB of space, while PS4 players had 1GB. For Fallout 4, the discrepancy between consoles continued, with Xbox One having 2GB and PS4 players having only 900MB.
The new quantitative mod limit was not listed in the patch notes for either games’ most recent updates, which shipped earlier this week. Instead, the updates focused primarily on bug fixes and improved browsing through each games’ mod menus, leaving the reveal of the new mod number limit to be an unwelcome surprise for some gamers.
Developer Bethesda has posted an official response on their community forums, explaining that the limits have been put in place based on “internal testing to the stability of the game”. They clarify further that the limit does not affect the number of mods you can have in your library, only the number of mods currently active, meaning players can keep their same library so long as they go in and enable or disable individual mods as needed to stay under the limit.
The continued discrepancy in mod support for Xbox One and PS4 is not formally addressed in the post, although Bethesda has demonstrated frustration in the past with Sony’s behavior towards mod support.
Bethesda has clarified that this limit is a “starting point”, and that they may be adjusted again in future patches.
Mods at the top of the list are loaded first. They are considered higher in the mod load order. Some mods will say they require to be the highest mod, or at the top of the load order. On the other hand, mods at the bottom of the list are loaded last. They are considered lower in the mod load order. Some mods will require to be the lowest mod, or at the bottom of the load order.
If you are ever in doubt about a mod, go to the Nexus Mods website and search the mod title. If the author has been around for a while, you’ll find his mod there. Usually on Nexus Mods, you can find a more detailed description of where to put mods in the load order. Hopefully with this guide, you will better understand some of the terminology. I want to thank the many mod authors who are actively at work to bring us some truly amazing content. Bethesda as always is fantastic as well.
Below is a mod load order structure that has been borrowed from reddit’s Aleithian and his research. This has also been tested by myself as providing a smooth gameplay with minimal crashing (only in Lake View Manor) and occasional harmless freezing while traversing the land of Skyrim.
STRUCTURE:
Skyrim Special Edition Mod Limit
- Bug fixes (e.g. Unofficial Skyrim Special Edition Patch)
- Structure and UI Mods;
- Overhauls (e.g. Campfire and Frostfall)
- Mission and content correction (e.g. Cutting Room Floor)
- Difficulty/level list mods
- Race mods
- Perk mods
- UI mods
- Cheat mods
- Missions/Quests;
- Environmental mods;
- Global mesh mods (e.g. SMIM)
- Weather/lighting mods
- Foliage mods
- Sound mods
- Buildings;
- Mods that add distributed or worldwide content (Dolmen Ruins or Oblivion Gates)
- Mods that add or expand settlements
- Mods that add individual buildings
- Mods that modify building interiors
- Items;
- Item packs
- Individual items
- Gameplay;
- AI mods (e.g. Immersive Citizens)
- Robust gameplay changes (e.g. Marriage All, Alternate Start)
- Expanded armor (e.g. Magic Books, Pouches)
- Crafting mods
- Other gameplay mods (e.g. Rich Merchants, Faster Greatswords)
- NPCs;
- Overhauls (e.g. Diverse Dragons)
- Populated series
- Other additions
- Appearance mods;
- Hairdo mods
- Adorable Females
- Face mods
- Body mesh mods (e.g. Seraphim, Beautiful Mistresses, Dimon99 and Maevan2 Female body)
- Natural Eyes
- Other appearance mods
- Texture mods;
- Patches;
- Patches for earlier mods (e.g. the Apocalypse-Ordinator Compatibility Patch)
- Patches that alter content
- Patches that disable content or purport to improve performance
- Mods that mod creators request should appear last (e.g. Go Away Clouds!).
I truly hope that this guide benefits all players who decide to use it. It doesn’t matter if you’re on PC, Xbox or PS4. I want to thank redditor Aleithian for providing me with the best help I have gotten to solidify the load order structure. I wish you guys the best of luck on your load orders and Skyrim Journeys!
Skyrim Special Edition Mod Limited
⏎ Go Back | Check Out My Load Order Here ➤
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