Mod Organizer Mod Limit

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Ive already looked at the GTAV Mod Manager Tutorial Part 2 which says that the scripts folder is no longer necessary for this manager and you just put every mod in it's own separate sub folder and the mods should work.

  1. Mod Organizer Mod Limit Table
If your mod manager window does not show up on screen after running, please refer to 'Bug Workaround' near the bottom of the page.
NOTICE: Get support and submit bugs/errors by clicking here.
For updates in development progression, click here.
Description
The Sims 4 Mod Manager is a program designed to make management of mods easier.
Features
• Drag and drop (supports more than one drop)
• Auto-installs mods from their archives (Zip, RAR, or 7Zip). See 'Adding Mods' below.
• Does not make use of the Resource.cfg – Mods are backed up to a folder, and are copied to the “Mods” folder when enabled.
• Enable multiple mods at once
• Disable multiple mods at once
• Shows mod type – “Package” if it is a “.package” file, and “Script” if it is a “.zip” file. Also shows icons for both types.
• Supports sub-folder categorization (only supports 1 level)
Version Change Log
2.2.0:
• Added support for 7zip archives.
• Changed to use 7zip libraries for extraction of all supported archive formats.
• Download now comes in the form of an installer.
• Any zip archives contained within an archive will be extracted and discerned as a script mod.
• Small internal chages/optimizations.
2.1.0:
• Mod manager now auto-installs mods from their archives (.rar or .zip). Scroll down for more info.
• Fixed issues with French computers.
• Small internal changes
2.0.1: (Optional Patch)
• Fixed configuration related startup error
2.0.0:
• Re-coded and re-built from the ground up.
• Implemented re-sizing of window, and saving position of the window on screen.
• Added 'New Tab' containing various features that will open in different tabs, and also contains an RSS feed from http://raxdiam.com/
• Added icons to mod types in the mod manager tab.
• Added tool tip showing file information for individual mod items in the mod manager tab.
• Added option to add a category in the mod manager tab.
• Added option to remove a category in the mod manager tab.
• Added ability to rename mods without renaming the files themselves.
• Added a settings tab.
• Added a screenshot viewer tab.
Mod organizer mod limit 4• Added a Resource.cfg file editor tab.
• Added log file for error reporting.
• Removed 'Available Mods' idea.
• Changes to UI.
1.3.1:
• Fixed error upon removing a mod that is in a sub-folder
• Fixed error upon removing every mod on the list
• Fixed mod counter issue
1.3.0:
• Small changes to UI
• Added item grouping. – Groups are folders, with items under them as mods.
• Tweaked how mods are added to adapt to how mods are now displayed.
• Tweaked some other parts of code to adapt to how mods are now displayed.
• The “About” tab is now no longer permanent and can be opened by pressing the gear icon.
• Added “TS4MM Folder” to context menu – Opens “Mods” folder for TS4MM.
• Added/Changed “Official Folder” to context menu – Opens “Mods” folder for the game.
1.2.1:
• Small internal changes
• Added 'Open Mods Folder' to context menu
1.2.0:
• Fixed startup error - TS4MM will auto-detect the Mods folder no matter what language you're using
• Added manual Mods folder selection if auto-detection fails
• Mods folder path is saved in 'config.ini' within TS4MM's documents folder
• Fixed drag & drop problems
• Can now add multiple mods in an instance
• Added an update notifier
• TS4MM can now detect mods in sub-folders - the limit of detection is 1 sub-folder in the Mods folder
• Resized tabs to conserve space
1.1.0:
• Added context menu to mod list
• Added donate button
• Minor changes in code
1.0.0:
• Release
Tutorial
Thanks again to Apanda!
Adding Mods
With previous versions, installing package mods required you to first extract the '.package' files somewhere, and then add them with the manager.
In the current version of TS4MM, that step is removed. If the package mod or mods that you have downloaded are contained in a '.zip', '.rar', or '.7z' archive, you can simply drag them in to the manager, or add them with the button, and the manager will automatically extract any '.package' files in the archive into your Mods folder.
You do not have to worry about whether or not the mod you download is a script mod. The manager will discern the difference by looking at the contents of the archive, and if it is a script mod, it will copy it to your Mods folder.
Hotkeys
Applies only to the mod manager tab.
KeyAction
Ctrl + AAdd mod(s)
DeleteRemove selected mod(s)
Ctrl + RRefresh mod list
Ctrl + EEnable selected mod(s)
Ctrl + DDisable selected mod(s)
Ctrl + Shift + RRename mod
Ctrl + Shift + ASelect all mods

Unzip and extract anywhere, then double-click 'TS4MM_<version>-Setup.exe' and follow the steps for installation. After it's installed, simply double-click the icon on your desktop named 'TS4 Mod Manager'.
Requires .NET Framework 4 or higher.Mod organizer mod limit download
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Bug Workaround
First workaround found by marvinpunz:
  1. Press Ctrl + Alt + Delete
  2. Choose Task Manager
  3. Right-click on The Sims 4 Mod Manager
  4. Click Expand
  5. Right-click the newly expanded item
  6. Click Bring to front
  7. Click Maximize

Second workaround found by sim508:
  1. Make sure The Sims 4 Mod Manager is closed
  2. Go to %USERPROFILE%DocumentsTS4 Mod Manager
  3. Open the file config.ini
  4. Change location to match the following:
  5. Save and try opening The Sims 4 Mod Manager again

Third workaround found by rpastorcale:
  1. Hover over the icon for The Sims 4 Mod Manager
  2. Wait for the preview to show
  3. Right-click on the preview and click Maximize

To prevent this bug
The best way to prevent this bug from happening is to not close TS4MM while it is minimized.
This bug happens because I made it so that the location of the window on your screen would be saved to a configuration file, so that when you open TS4MM again, it would be in the same place you last opened it.
What I should have done in the first place, is make it so that it would not save it's location while minimized.
I apologize for my mistake. This will be fixed in the next update.
Additional Credits:
Thrahistan - For creating the first mod manager, and the inspiration for this one.
You can find his manager here.
Note: New domain! http://raxdiam.com/

This question already has an answer here:

Mod Organizer Mod Limit Table

  • Can I have too many mods? 6 answers

I wanted to know how many Nexus Mods I can install and run on Skyrim before the game can't handle anymore. I'm looking to install a lot of mods that fix bugs, graphics, NPCs and other general fixes for the game that make the game a much better experience.

At the moment I have around 30 mods installed and the game is running fine, but I don't know how far I can go with the number of mods until I break something.

Ash
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HazedCubeHazedCube

marked as duplicate by galacticninja, Joe the Person, Billy Mailman, Frank, MichelJun 8 '14 at 18:26

This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.

2 Answers

The absolute upper-limit is 253 total mods. This only counts certain types of mods, though; specifically, ones that add a .esm or .esp file so they can change actual data in-game (i.e. not mods that simply change models or textures). This also does include the expansions, and any such mods downloaded through Steamworks rather than Nexus.

The reason for the limit is that Skyrim (and other Bethsoft games) uses an internal code (the Form IDs) for everything added by a mod. The first two hex digits indicate where this thing came from, with 00 being the base game, 01 being official patches to the base game, and FF being reserved for items created by player interaction (custom potions, items dropped in-world, summoned NPC refIDs, etc). This leaves only 253 prefixes for other mods, before the game simply cannot load up items from the mod.

Note, of course, that any given collection of 253 mods is likely to be impossible to run together anyway for reasons of mod conflicts or of your computer simply being unable to handle them all. 253 is just the absolute theoretical upper limit.

Billy MailmanBilly Mailman
16k8 gold badges70 silver badges97 bronze badges

Well, it depends on your PC specs and the mods you're installing, some break because of conflict, some break because your PC simply can't handle it anymore. You'll be fine as long as the mods are not conflicting.

galacticninja
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Sahashi74Sahashi74

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