Delete the existing metadata file from the mod, and move the rest into the mods folder like you would any other. I took quite a few of the mods I had lying around, and moved the blob0. To test this I started to create a 'merged' mod.
Obviously with a large number of mods you begin to add a lot of these metadata files, hence you can reach the mod limit.
I think it's to do with the number of metadata. Folder structure was like so: -modName content bundles xml. So i attempted to do the same for a mod: I took one of my older mods and bundled all the xmls in one bundle and all the redswfs in another.
Lim3zer0 Rookie 1 Mar 11, Overcoming the Mod Limit maybe First of all if this has been talked about before please link it, because I have not been able to find anything on what i am specifically talking about. For a better experience, please enable JavaScript in your browser before proceeding.