How the mods work is if a mod is enabled everything that is in the mod folder will take priority, load first, and override any vanilla sins files that the mod replaced. Then it will load vanilla sins files that the mod did not replace.
Just like Jay said. Our meshs will load, and the vanilla sins meshes our mod replaced will not load. Same with effects, sounds, UI, etc. etc. That was our mistake with the 0.3E series. We did not override the vanilla sins factions, and files. So EVERYTHING in vanilla, and the mod loaded. So we went over the mesh, and texture limits on top of the 2 gig limit.
When i finished the 0.4E foundation it didnt use more than 1.5 gigs fully loaded, but this was before we added the Borg, the rest of the sounds, and all of the researches. I am not sure how much ram our sounds, and music takes up. Again we use fewer sound files than vanilla sins, but i need to research this furthur to make sure sins doesnt load up what we do not use, and make sure our stuff overrides the sins files.
The UI takes up a HUGE chunk of memory with the ridiculous amount of UI textures This most certainly can be optimized some more. Ether by reducing texture size, and/or combining some UI elements into one sheet. I got several ideas i will experiment with.
Effects themselves (particles) can also use a second look to make sure we are not overdoing it. There is no need for a particle to have a texture size that is 512x512, or 256x256 resolution when a 64x64, or 32x32 looks EXACTLY the same in game. SoA 2 uses far less effects than vanilla sins does, and many effects are shared. So this really should not be an issue. Again i will have to research to make sure what is not needed is not loaded.
When you disable skybox's in vanilla sins it releases a HUGE chunk of ram. This is another thing i will look into optimizing some more.
The most common mistake modders make is excessive overkill on their meshes, and textures. More polys, and extreme resolution textures do NOT make a better model! As far as meshes themselves the rule of thumb in the gaming world is "less is more". Not to say the poly counts should be so low that the meshes look like legos, or flying box's, but to portray the best art in as few polys as possible. I always built my meshes with that standard, but much of the 3rd party work in the mod does not follow that standard. Some meshes in the mod really are way over the limit. The Romulan Blackwind at 7000+ tri's, The Galaxy at 6000 tri's. The Fed shipyard at 6000-ish, The Klingon starbase at a ridiculous 8000 tri's on a model that looks like its 3000 tris. There are more that can use some optimization as well. I will have to pull every poly reduction trick in the book (and some that aint in the book) on these models just like i did for the SoA 1 mod.
Why use a 4096 resolution texture when even today most cards can "barely" handle it? It doesnt make any sense. Sins went ballistic as far as excessive resolution textures are concerned. The Skybox's and planets are a glaring example. As well as the UI. WHY?? and we wonder why we have issues.
I am tired ill talk more about this later.