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Author Topic: Just How Much Mods Can You Add?  (Read 210 times)

oozingrectum

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Just How Much Mods Can You Add?
« on: September 12, 2006, 10:28:00 PM »

I have 17 mods or so installed and have no errors.

I don't remember exactly what, but some were:
- Assassians (sp?) armory
- Xbox visuauls pack
- Vibrant Morrowind
- Better bodies
- Better heads
- Creeprs gold

I'll type it all out when I get a chance to check tomorrow.
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bigbrd222

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Just How Much Mods Can You Add?
« Reply #1 on: October 07, 2006, 06:09:00 PM »

On PC, it's 251.

As long as you dan't take up too much memory, you can probably run that many on Xbox as well.
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Pyro0623

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Just How Much Mods Can You Add?
« Reply #2 on: October 19, 2006, 07:41:00 PM »

A good guideline for adding mods is to keep in mind the xbox oly has 64Mb ram.
The game itself takes up quite a sizeable chunk of this, so any additional content you throw in there will slowly use up what little ram is left. also unlike a PC, the xbox doesn't have a page file/Swap space, so when it's out of memory, it's just plain out of memory and gives DDEs.

Three things to keep in mind when tossing in mods:

1.  Anything that adds new textures and/or meshes, will use quite a bit of ram.
2.  Any mods that are Just a single ESP/ESM will use next to none.
3.  My golden rule: When adding a bunch of mods at once, add ONE, test it and make sure it doesnt screw up quests and stuff. add another and repeat as nessesary. trust me, it will save you a lot of hassle in the long run.

And a final note, if you do add or remove mods frequently, don't keep using the same save, it will eventually get so full of old refs that it will just not work very well.

EDIT: spelling
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Rwolf

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Just How Much Mods Can You Add?
« Reply #3 on: October 22, 2006, 02:40:00 PM »

Well I have well over 60 mods added in the game, though all of the mods that contained images (.dds or tga) had to be converted to .dds and shrunk to xbox default size so i wouldnt overload anything.... anyways, having dont that, i can have a whole lot of mods and i rarely ever get the DDE...
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shadowfall

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Just How Much Mods Can You Add?
« Reply #4 on: November 09, 2006, 03:18:00 AM »

This is one of those questions that never dies, lol.  You can have as many mods as won't overflow the 64mb of ram.  I have personally had up to fifteen at a time, several small and a few medium mods.
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Rwolf

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Just How Much Mods Can You Add?
« Reply #5 on: November 14, 2006, 12:28:00 PM »

hehe, mine arent small! heres a wee list of em!!

 Advanced Save System
Adventurers TC
New Argonian Bodies
Argonian Neck Fix
Authentic Signs
Bandits Unlocked
Better Balanced Birthsigns
Better Beasts
Better Bodies
Better Heads - Bloodmoon
Better Heads - Tribunal
Better Heads
Better Vaults
Blight Infections
Bloodmoon Wolf Greaves Fix
Book Jackets - Bloodmoon
Book Jackets - Tribunal
Book Jackets - Morrowind
Book Placement Fix - Bloodmoon
Book Placement Fix - Morrowind
Book Placement Fix - Tribunal
Brittlewind Fix
Character Development - Expansions
Character Development
Cities Unlocked
Cities Unlocked - Bloodmoon
Cities Unlocked - Tribunal
Clearer Lighting
Clothing Pelvis Fix
Collapse
Combat Angle Adjustment
Dodge Mod
Complete Dragonscale Armor
Fall Damage
Forrested Morrowind
Get Diseases
Haunted Tombs
Herbalism Redux
Hunger Mod
Imp Guards Anticlone - Better Heads
Imp Guards Anticlone
Improved Inns
Key Replacer - Expansions
Key Replacer
Lanterns
Leafy Morrowind
Leveled Animated Practice Dummies
Marksman Enhanced
Mog Mod
Moogle Supplies
Morrowind Comes Alive
Natural Water
Nightime Door Locks
No Thieving Start
Potion Upgrade
Propylon Lighting
Rainforest of the Bitter Coast
Realistic Weather
Reflective Gold
Recources Enhanced
Restore Potions Fix
Ring Texture Fix
Signs Replacer
Sleep Mod
Sneak Modifiers
Sound Enhancements
Swimming Realism
Temperature
Templar Pauldrons Fix
Texture Fix - Bloodmoon
Texture Fix
Time 2x
Vampire - Werewolf
Vampire Upgrade
Weathered Signs
Werewolf Evolution
Windows Glow

theres about 78+ counting unlisted ones, like vibrant morrowind, better bottles, gothic crosshairs, etc...

Just recenly I added Morrowind Comes Alive, and fixed the DDEs, even in Ebonheart, It shwas fun...
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Rwolf

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Just How Much Mods Can You Add?
« Reply #6 on: December 24, 2006, 10:17:00 AM »

yeah sure, but it would be a big file, and would require you to hex edit your morrowind.esm file (i removed all the ambient lighting in my esm and all my mods and had a mod that makes the lights the dominent light source in the game... so basically, if a room has lots of lights it's bright, if it has a few lights, it's dark...)
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forprog

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Just How Much Mods Can You Add?
« Reply #7 on: January 12, 2007, 12:52:00 PM »

Try the General Hardware/Technical Chat forum for an answer to the ram question
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Lesaras

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Just How Much Mods Can You Add?
« Reply #8 on: February 01, 2007, 05:53:00 PM »

As far as land, question, people mods, RAM isn't the problem, because only pieces of mods affecting the current area are loaded at one time.  Now if you had 50 different mods adding people into Balmora, you might have problems in Balmora due to having to process so many actors.  (Happened to me with the Army of Death mod)

That's why I encourage those people who make full scale mods with new areas, people, buildings, to make it on a new island and limit the amount of people in the current Morrowind area to a few to get you to the mod or a miscellanious side-quest back to the mainland.  That way, your mod only has to be processed when you are within its area, without the usual Morrowind references.
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