Would importing large mods into Oblivion.esm be plausible or practical? I would imagine the lack of on-the-fly modification of game logic would considerably cut back on the amount of resources required. Why would Oblivion suffer like it does now when any given operation does not require that the location be looked up, anolyzed of NPCs that would spawn, interrupt the spawning of said NPCs, and spawn other NPCs from a dynamically built list in their place?
If the game logic was recompiled to natively implement the features of a major modification, would the game not run a lot smoother and with fewer resources? I know mods that rely on OBSE will likely not work this way, and mods that tweak small amounts of data or just add something new wouldn't be necessary, but importing the backbone of major game changing mods like OOO (and especially FCOM) into Oblivion.esm would yield great results.
No, I don't expect this to happen. It's just a thought, but curiosity still remains. How much work would be required for something like this? Would it be worth it?
What do you guys think?