Guide: Mod limit fix (2024)

tl;dr

Go to hexed.it, drag&drop your witcher3.exe into it, jump to 0xB95CF6, 0xB96366, 0xB967A6 or 0xB95E56 until at that address the bytes are "C0 00 00 00". In the left panel under 32-bit integer, change the number 192 to 500, press enter, export from the top menu, move the modified executable it downloaded to your bin/x64 directory and start it (keep the original just in case). Image to illustrate:

Guide: Mod limit fix (1)

(will replace with a link to mod once I have made one which automatically applies the fix)

LONG VERSION:

I have found a proper fix for the mod limit issue.

The fix involves changing a hardcoded limit (just a single number) in the executable itself. The actual thing limited by that number seems to be the number of file handles, one of which was used by each bundle, thus causing bundles from mods and DLCs to both cause that limit to be reached, and eventually fail to properly load after the limit was reached. It was limited to 192, which apparently was just about enough for the vanilla game, but will be hit very quickly once you start adding mods.

Fixing it involves just increasing that limit in the executable itself. The position in the executable to modify depends on the specific game version you have (there are around 5 different executables among 1.31-1.32 versions). See the tl;dr above to find the position it is at in your executable. In case none of the addresses apply, you can search for the "BA C0 00 00 00 48 8D 4B" pattern in the hex editor, which should presumably be somewhere between B94000 and B98000.

In the coming week, I will create a DLL that will automatically patch this limit during runtime for various different executables without having to modify the executable itself, but if you want to fix it right away (also I'm not entirely sure when I'll get to it), you can just follow the above guide. Or you can just share patched executables to your pals.

The fix has been tested by a dozen or so people already and it appears that it solves most cases where the game hangs during loading when many mods/DLCs had been installed. Some have reported that it has resolved some delays occurring during gameplay itself too.

I have been asked how I stumbled on this fix (and also how exactly it broke the game), so I quote myself from before:

attached a debugger. started out by checking what the game is doing when it is "stuck". it was waiting for all previously started decompression operations to finish successfully. tried to detect which of the decompression operations did not finish successfully, found one which seemed to fail consistently for me. then, compared what happens during its loading when mod limit is not reached, vs when it is. backtracked (started from when it ended in failure) in the loading process until the point at which there was the first difference between the two - that was the point where it was about to scan a bundle to determine its decompressed size. at that location, it checked whether it can even do that by comparing a number that was incrementing with every next bundle to a constant value 192. in case of no mod limit reached, it never reached 192 so the failure was never triggered, in case of mod limit reached, it went above that, so after that was reached, bundles were no longer scanned. if the decompressed size of the bundle was unknown, the decompression task was automatically marked as failure because it didn't know how big of a buffer to allocate.

~5-6 hours of debugging and perhaps like 200-300 times relaunching the game in a debugger

Note that much of the description above of what the game is doing is just guesses. As I simply followed the trail of explosions, I did not stop to verify exactly what the intermediate parts were doing, so some of the description of what the game was doing might not be technically correct, but it did lead to the correct solution.

Some have also been wondering why this limit was set so low. I guess we might never really know, but my personal guesses are that it might either be related to limits on consoles, or it may have been set arbitrarily during development, to be changed only once it becomes a problem (as it never did for vanilla game, might have been left as initially set).

Enjoy spamming your mod directories now! Guide: Mod limit fix (2)

Guide: Mod limit fix (2024)

FAQs

Is Skyrim plugin limit 255 or 254? ›

A byte goes from 0 to 256, 0x00 to 0xFF hexadecimal. The game uses the load order form ID 0xFF for save game and temporary data. Skyrim and Enderal have a total limit of 255 (0x00 to 0xFE) full plugins (ESM + ESP).

How many mods are too many in Fallout 4? ›

It's also important to remember that many mods utilize ESP files, of which there's a maximum Fallout 4 can handle. Once the player reaches 255 ESPs in their mod list, they've hit a roadblock. Going beyond this limit will break the game in one form or another.

What is the mod limit on Vortex? ›

there isnt a MOD limit on Vortex, there is an esp/esm limit and that limit is 255. a lot of mods can be "Marked as light" which just converts them to an ESL which does not contribute to the limit.

Why is 255 the limit? ›

Because in binary, 255 (or 256) is a very integer number 2^8-1 (or 2^8). The max value that can be stored in an 8 bit byte is 255 so the 256 rgb values are stored ranging from 0 to 255.

What happens if you go over the Skyrim mod limit? ›

It's hard to explain, but it's like everything reset - I got a ton of text as if all of my existing mods were getting reinstalled, and my characters all got reset to a "default" sort of look.

What is the max plugin limit for Skyrim? ›

The problem: Skyrim VR treats ESLs just like ESPs,so there is a hard 256 plugin limit (and ESL-ing stuff can't save you).

What is the mod limit for Skyrim Nexus? ›

The 256 (hex FF) mod limit is one of 2 limits you may run into with mods - the other one is the total number of mods, activated or not, in your data folder.

How many mods is too many Skyrim Xbox? ›

The cap is set to 150 for Xbox and 100 for PlayStation. With these caps, you might not be able to reach the full storage limit for mods, but the additional storage capacity will allow for you to have larger mods within it. Please note that this is a starting point, and that it may be adjusted in the future.

Does deleting Fallout 4 delete mods? ›

No, uninstalling will only remove the vanilla game files. All the mod files will remain in the game's directory.

Do mods mess up Fallout 4? ›

This stuff doesn't initially harm your game, but a bunch of mods can make these files cause glitches they normally wouldn't cause. So now you know the reasons. If you disable mods it won't help. If you uninstall a bunch of your mods it helps a little but permanent damage has already been done.

What is the max population in Fallout 4? ›

Each settlement has a default max population of 10 settlers plus each point of Charisma the character has, which has a base max of 22 (10 from leveling and +1 from bobblehead and You're SPECIAL! magazine respectively ) before factoring in extra charisma from armor and consumables.

What is the difference between a plugin and a mod in Skyrim? ›

Unlike plugins, mods add new assets to the game and alter the base game's code to do so. This means they eat up a lot of resources and are much more likely to cause your server to lag than plugins. This is especially true of mods that make drastic changes to the game like the Biomes O' Plenty or Twilight Forest mods.

Does Vortex delete mods? ›

If you want to take your game back to a default, unmodded state, you can use Vortex's Purge feature. Click the Purge Mods button from the Mods list and Vortex will undeploy all your enabled mods, leaving your game directory essentially unmodded.

What does vortex do for mods? ›

Vortex is designed to seamlessly interact with Nexus Mods allowing you to easily find, install, and play mods from our site, learn about new files and catch the latest news.

How many plugins can Fallout 4 handle? ›

How many mods do you have for your Fallout 4? So there is no limit on the number of mods you can install in FO4. Supposedly, there is a 255 limit but its not clear if “texture” mods are part of that limit as most of them are not ESP or ESM files. Honestly, it really more depends on the system you are running.

Is there a plugin limit in Skyrim? ›

The problem: Skyrim VR treats ESLs just like ESPs,so there is a hard 256 plugin limit (and ESL-ing stuff can't save you).

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