A Guide to Merging with TESIVGecko

Post » Fri May 27, 2011 3:56 pm

What I mean, is that the new mod you create then becomes dependent on itself.

I.e.

Races.esp
Companions.esp (dependent on races)

Do your thing above and make into Races and Companions.esp. (after esmify, etc).

Races and Companions now is dependent on Races and Companions. (this is what it says in the master list).


In Gecko there's an option to "Edit master list" and from there you can remove a master. In your case you would remove the dependancy. Sometimes, this doesn't work. In that case, I always "change" the mod's master to a different one. FOr this, I change it to one I use all the time like OOO, MMM, Warcry, or Frans.

BTW, I've seen it come up again and again in this thread, but the "edit Master list" can also reorder the masters of the mod rather easily. When it's "orange" in the Wrye Bash, the master's list of that merger is simply out of order as they appear in your own load order. Let's say you've got a mod dependant on:
Oblivion.esm
MartsMonsterMod.esp
OblivionWarcry.esp

And when you merge them it shows like this in the master list:
Oblivion.esm
OblivionWarcry.esp
MartsMonsterMod.esm

The mod will now be orange. Why? Because in a proper load order Mart's Monster Mod.esm will be BEFORE OblivionWarcry. So to solve this, go to edit master list for this mod and simply move up MartsMonstermod.esm one space which will cause warcry to go down one space. You can do the same just moving Warcry down one space.

One thing I stress to be careful about. If you're already in a game, and you merge 2 mods you've been using, then change the name of the merged plugin to one of those, the one who you DIDN't change the name to's items will disappear from your inventory. You can simply go back and get it again. Here's an example:

1) Merge 2 bag mods. Wondrous Inventory and Bag of Holding. Make a MergedPlugin.esp.
2) In order for BOSS to keep reading it and auto place it in proper load order, you change the name to "bag of holding"(since Wondrous Inventory isn't in the Boss list yet)
3) If you already HAD Wondrous Inventory, it's now gone from your inventory until you go back and pick it up again.
4) If not careful(i.e. removing all your stuff Inside Wondrous Inventory) you may lose all the items it had in it.

The thing is even if you just kept the name "mergedplugin.esp", and you had both items, BOTH of them lost all their stuff. This is just something minor to watch out for.

I did this once myself, the wrong thing that is. However, I was pretty lucky as when I went back and picked up Wondrous Inventory again, it had all the items still in it.

Another thing if this happens and you notice it as soon as you log on..."Oops". Then simply DO NOT SAVE. Go back, Uncheck the merged plugin, bring back the original mods and check them.

A good rule of thumb is to always use the Wrye Bash "hide" feature instead of deleting. When you delete it, all you're deleting is the esp. THe meshes, textures, sound,etc. are still in your data folder. So when you "unhide" them, it'll still work just fine.

Another thing about "cleaning". Gecko is too slow to clean your mods properly(however it gives it a good going over if merged) . Heck, we've GOT to have time to play,lol. Arthmoor has recommended TES4Edit and so do I. If you do a "mass cleaning" it may take up to 30 minutes depending on how many mods you have with Edit, but it's still faster.
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Steve Fallon
 
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Post » Fri May 27, 2011 4:29 pm

In Gecko there's an option to "Edit master list" and from there you can remove a master. In your case you would remove the dependancy. Sometimes, this doesn't work. In that case, I always "change" the mod's master to a different one. FOr this, I change it to one I use all the time like OOO, MMM, Warcry, or Frans.


Yes, I've used this before. It didn't work with the previous merging of mods because one of the NPCs was still referencing the old master mod. Using the method we discussed before, it removed the dependency. It worked great.
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Natasha Biss
 
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Post » Fri May 27, 2011 12:10 pm

( Originally I was going to post this in the Bash topic (there's also a discussion about merging), but I guess it fits here better ;). )


Small hint regarding merging mods: If you intent to keep items and everything, then merge with tes4edit! Many smaller mods can be merged that way. Example given I've got a mod called "Clothing Compilation A.esp". Now I'd like to include a newly released mods into the merge. What can I do? Use gecko? Well, yes. This will change FormIds, so I'd need to make a new plugin, "Clothing Compilation B.esp". Or I copy the relevant infos with tes4edit into the exisiting merge. None existing FormId is changes, only new ones are added, therefore the merge can still be used as it is, without losing anything.

Of course you can't merge mods like UL with this method. But for all kinds of smaller mods a continuous "expanding" using tes4edit is imho preferable compared to using gecko's merging time and again.
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Nick Pryce
 
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Post » Fri May 27, 2011 9:52 pm

( Originally I was going to post this in the Bash topic (there's also a discussion about merging), but I guess it fits here better ;). )


Small hint regarding merging mods: If you intent to keep items and everything, then merge with tes4edit! Many smaller mods can be merged that way. Example given I've got a mod called "Clothing Compilation A.esp". Now I'd like to include a newly released mods into the merge. What can I do? Use gecko? Well, yes. This will change FormIds, so I'd need to make a new plugin, "Clothing Compilation B.esp". Or I copy the relevant infos with tes4edit into the exisiting merge. None existing FormId is changes, only new ones are added, therefore the merge can still be used as it is, without losing anything.

Of course you can't merge mods like UL with this method. But for all kinds of smaller mods a continuous "expanding" using tes4edit is imho preferable compared to using gecko's merging time and again.


But mods that are already merged withing a merged.esp, get their formIds changed, or only the new added mod gets?? example, I'm doing this currently; whenever I am to add a new mod to an already merged_weapons.esp, I first rename it to something like merged_weaponsx.esp, then I merge the new mod together, and then, I rename to my old merged_weapon.esp. so in this way, would I still keep the items i've got from the old merged_weapon.esp, or, does all the formId's get changed and I have to re-do the progress all the way again?
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Dan Stevens
 
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Post » Fri May 27, 2011 7:45 pm

[snip]
As far as I know (which may have changed with later versions, I'm not sure) whenever you do a merge in tes4gecko (except merge to master) the FormIDs get reordered and "cleaned" (i.e. gaps are closed, amonst other things) for the new plugin.
So let's say you've got "Clothing Compilation A.esp", an already existing merge. Now you're going to add "Individual Dress A.esp" to it, by using tes4gecko. Tes4gecko will create a new merge. Let's call it "Clothing Compilation B.esp".

Is "Clothing Compilation B.esp" identical to "Clothing Compilation A.esp", except that it has now "Indiviual Dress A.esp" incorporated?

Likely not. A few FormIds are likely to change in cleanup processes. "Clothing Compilation B.esp" is a completely new file, and has to be treated as such. If you want to use "Clothing Compilation A.esp" with integrated "Individual Dress A.esp", then in my experience it's better to use tes4edit instead.
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Cathrin Hummel
 
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Post » Fri May 27, 2011 7:04 am

As far as I know (which may have changed with later versions, I'm not sure) whenever you do a merge in tes4gecko (except merge to master) the FormIDs get reordered and "cleaned" (i.e. gaps are closed, amonst other things) for the new plugin.
So let's say you've got "Clothing Compilation A.esp", an already existing merge. Now you're going to add "Individual Dress A.esp" to it, by using tes4gecko. Tes4gecko will create a new merge. Let's call it "Clothing Compilation B.esp".

Is "Clothing Compilation B.esp" identical to "Clothing Compilation A.esp", except that it has now "Indiviual Dress A.esp" incorporated?

Likely not. A few FormIds are likely to change in cleanup processes. "Clothing Compilation B.esp" is a completely new file, and has to be treated as such. If you want to use "Clothing Compilation A.esp" with integrated "Individual Dress A.esp", then in my experience it's better to use tes4edit instead.


well, that makes things clear now, so as for Tes4edit, i have no much idea how to use it in such way, any tutorial or guide link ?
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Tamara Dost
 
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Post » Fri May 27, 2011 2:33 pm

As far as I know (which may have changed with later versions, I'm not sure) whenever you do a merge in tes4gecko (except merge to master) the FormIDs get reordered and "cleaned" (i.e. gaps are closed, amonst other things) for the new plugin.
So let's say you've got "Clothing Compilation A.esp", an already existing merge. Now you're going to add "Individual Dress A.esp" to it, by using tes4gecko. Tes4gecko will create a new merge. Let's call it "Clothing Compilation B.esp".

Is "Clothing Compilation B.esp" identical to "Clothing Compilation A.esp", except that it has now "Indiviual Dress A.esp" incorporated?

Likely not. A few FormIds are likely to change in cleanup processes. "Clothing Compilation B.esp" is a completely new file, and has to be treated as such. If you want to use "Clothing Compilation A.esp" with integrated "Individual Dress A.esp", then in my experience it's better to use tes4edit instead.


Actually no, Gecko does not reorder your formIDs at all, no gaps closed, no cleaning of any kind is done. Not even on "same as master" stuff that TES4Edit would remove. The only time IDs would change is if Gecko is forced to because two plugins have the same ID and its forced to resolve a collision. I rely heavily on the fact that Gecko will not change these IDs unless forced to when I'm merging the Open Cities files for releases. It's never once tried to "defrag" my merged plugins, which is essentially what you describe. This is why when using any of my full city packages it's possible to interchange between them without it creating a mess because of ID changes.

What is true though is that taking two mods and merging them into one will change the two digit index in front, and the game will treat it as different from the two individual plugins. Which is why you can't merge house mods together and expect to keep any of the junk inside, except possibly the first one in the bunch as long as the merged plugin stays in the same load order position as the first house mod on the list.
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Noraima Vega
 
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Post » Fri May 27, 2011 4:56 pm

Actually no, Gecko does not reorder your formIDs at all.
This this has (fortunately :)!) changed since I've began using Gecko. I remember quite a lot reordering from back then ("what the heck how could this eye turn into a race?!"). Glad that this is over ^^.
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josie treuberg
 
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Post » Fri May 27, 2011 3:37 pm

Actually no, Gecko does not reorder your formIDs at all, no gaps closed, no cleaning of any kind is done. Not even on "same as master" stuff that TES4Edit would remove. The only time IDs would change is if Gecko is forced to because two plugins have the same ID and its forced to resolve a collision. I rely heavily on the fact that Gecko will not change these IDs unless forced to when I'm merging the Open Cities files for releases. It's never once tried to "defrag" my merged plugins, which is essentially what you describe. This is why when using any of my full city packages it's possible to interchange between them without it creating a mess because of ID changes.

What is true though is that taking two mods and merging them into one will change the two digit index in front, and the game will treat it as different from the two individual plugins. Which is why you can't merge house mods together and expect to keep any of the junk inside, except possibly the first one in the bunch as long as the merged plugin stays in the same load order position as the first house mod on the list.


But so in other words, adding new stuff to my Merged.esp and renaming it afterwards will not make me lose my carried junk huh?
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Marie Maillos
 
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Post » Fri May 27, 2011 8:48 pm

But so in other words, adding new stuff to my Merged.esp and renaming it afterwards will not make me lose my carried junk huh?


That's not what I said. I said you might get away with the first house mod on your list not losing stuff as long as the new merged mod retains the same load order position as the old one. The other house mods will definitely lose stuff, including whatever you're carrying, because the formIDs will no longer match the indexes in your save. There's no way around that particular problem.
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Ricky Meehan
 
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Post » Fri May 27, 2011 6:05 am

That's not what I said. I said you might get away with the first house mod on your list not losing stuff as long as the new merged mod retains the same load order position as the old one. The other house mods will definitely lose stuff, including whatever you're carrying, because the formIDs will no longer match the indexes in your save. There's no way around that particular problem.


Wait wait, the house thingie I did understand, i'm talking about items from armors/swords mods, these would be lost from my inventory as well?
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Sammykins
 
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Post » Fri May 27, 2011 4:39 pm

Yes, those too. For the same reason. The merged mod won't have the same index as its separate parts. So if you've already picked up all those weapons and armors, merging will cause you to lose them.
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Love iz not
 
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Post » Fri May 27, 2011 8:40 pm

A quick note on merging mods that are already in use.

Merging several in use mods:
Suppose that you have mods A, B and C and have them in use in the game. You use geck to merge into mod ABC. Now, will you be able to keep items that you already have from play? Mostly No. The best you can do is to keep items from one, and even then you have to be careful during the merge process. E.g. give mod A priority 1, and mods B and C priority 2. Then you'll be able to keep mods from item A, but not from B and C. Those are lost. If you go this route then you can either keep the name "A" for the merged ABC, or you can use Bash's rename master feature to rename masters.

IMO the "keep the same name" approach is okay, if you consider the merge of B and C to be an upgrade to A. So really you just have A version 2.0.

OTOH, if you're doing something like "merged armors", then ABC is the way to go. This is then a large collection which you gradually expand.

Re-Merging Mods
Okay, now suppose that A, B and C all are updated. Can you just remerge to new ABC' and use ABC' in the place of ABC? NO! That's unsafe. The problem is that new formid conflicts may have developed and now be resolved in different ways. E.g. in the original ABC, formid 01123456 may represent a rat, while in the updated ABC', that same formid may represent a placed NPC. CTD city.

In short, once a mod is in use, then the ONLY safe thing to do is to merge new objects into that mod. To be clear, the merges must be done in a way so that the formids of the mod that is in use are guaranteed to never change.

But I've been doing that...
From what I understand of gecko, formids are kept the same when possible, so formid collision may not be immediately apparent. You might play for months without encountering a CTD. Or it might CTD immediately. It's all very dependent which formid conflict has been introduced, the types of items involved, and whether or not they were saved or referred to in the existing savegame.

Integrated/Separate Mods
If you're creating a large mod and want to release in either integrated or pieces modes, then the workable options are:
1) Create separate mods, then merge them. But each new generation of the merged mod is considered to be a completely new mod. I.e. the name of that mod should change. User than uninstalls old mod and installs new one. Be aware that this means that the user loses all items from that mod AND generates null in the formids list of the savegame. (I.e there will be a slight bloating of the game. If such upgrades are done rarely and/or the number of nulls is small, then it probably won't be much of a problem -- but I don't know how often that will be the case.)
2) Create a single mod and then fragment it. Doable, but difficult. You'd need a special tool to do the splitting (maybe a bash function), and you'd need data files dictating how the split is to be done (which cells go into which mods, etc.), and you'd need a name conventions to split non-cell records.

Bashed Patch
How can bashed patch help?

Bash patch merging should be used whenever possible. That's safe and automatic. Modders can/should intentionally design their mods so that extra esps are mergeable. This may mean doing things like defining dummy versions of records in the master mod that exist only for the dependent mods to patch. (E.g. this sort of thing is done for "cobl races - balanced.esp".)

Currently Bash will not merge records from cells or worldspaces. It's possible that could be changed. But: 1) merge would still only work if there are no NEW records in the mod, and 2) there would definitely be a substantial performance hit involved in rebuilding the patch. (E.g. it might take the patch 20 minutes to build instead of 2.) I can look into this, but there has to be some good indication that it would be useful. (And I've used up a lot my "Wrye time" recently on the http://www.gamesas.com/bgsforums/index.php?showtopic=939539 (BAIN) project.)

Summary
IMO, merging mods is risky (more so than in Morrowind), and should be done only if you're very knowledgeable of exactly the sort of the formid mismatches that I've aluded to above.
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Music Show
 
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Post » Fri May 27, 2011 6:37 pm

I want to reduce the amount of plugins related to mods such as and Tamriel Travelers these mods have lots of tweaks that come with them for example Martigen's Monster Mod No Giants.esp and others like that. If I merge them with the Gecko will these plugins have the same affect of altering the original mod. Should I merge these type of plugins to the masterfile if there is one? I think I'm going to go ahead and experiment any to see if this works or not.
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sw1ss
 
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Post » Fri May 27, 2011 4:28 pm

Sorry I think I got overlooked so I hope you don't me repeating my question:

I don't quite understand the priority system when merging plugins. For instance if some of the data of two plug ins overlapped, would plug in priority 2 override plugin priority 1 or visa versa?
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Brandon Bernardi
 
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Post » Fri May 27, 2011 11:07 am

Update:

Well merging all of the Strategy Master Plugin Quest Refurbishes was a cinch - easy. Reduced 7 slots.

Would love to find more of a tutorial on merging content with Tes4Edit. Any suggestions?

Wandering what else can be merged:
?  00 Oblivion.esm ?  01 Francesco's Leveled Creatures-Items Mod.esm ?  02 Francesco's Optional New Items Add-On.esm ?  03 MD_Saddle_Master.esm ?  04 Jog_X_Mod.esm ?  05 EnhancedWeather.esm [Version 1.2.8] ?  06 Cobl Main.esm [Version 1.55] ?  07 Qarls_Harvest.esm ?  08 Ulrim's Horses.esm ?  09 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] ?  0A Mart's Monster Mod.esm [Version 3.6beta3] ?  0B Enhanced Daedric Invasion.esm ?  0C TamrielTravellers.esm [Version 1.37a] ?  0D FCOM_Convergence.esm [Version 0.9.9a7] ?  0E Armamentarium.esm [Version 1.2.2] ?  0F Kvatch Rebuilt.esm ?  10 Better Cities Resources.esm ?  11 CyrodiilUpgradeResourcePack.esm ?  12 Progress.esm [Version 2.0] ?  13 You Are Here.esm ?  ++ HrmnsOblivionScriptOptimizationv1.0.esp ?  14 Unofficial Oblivion Patch.esp [Version 3.2.0] ?  15 UOP Vampire Aging & Face Fix.esp [Version 1.0.0] ?  16 Oblivion Citadel Door Fix.esp ?  17 DLCShiveringIsles.esp ?  18 Unofficial Shivering Isles Patch.esp [Version 1.4.0] ?  ++ Shivering OOO.esp ?  19 Francesco's Optional Leveled Quests-SI-only.esp ?  1A Francesco's Optional Chance of Stronger Bosses.esp ?  1B Francesco's Optional Chance of Stronger Enemies.esp ?  1C Francesco's Optional Chance of More Enemies.esp ?  1D Francesco's Optional Leveled Guards.esp ?  ++ Francesco's Dark Seducer Weapons Patch.esp ?  ++ FCOM_Francescos.esp [Version 0.9.9] ?  ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] ?  1E FCOM_FrancescosNamedBosses.esp [Version 0.9.9] ?  1F Fran Armor Add-on.esp ?  20 Fran_Lv30Item_Maltz.esp ?  21 Natural_Habitat_by_Max_Tael.esp ?  22 Enhanced Water v2.0 ND.esp ?  ++ Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1] ?  ++ Symphony of Violence.esp ?  23 Atmospheric Oblivion.esp ?  24 MIS.esp ?  25 MIS New Sounds Optional Part.esp ?  26 _Real_Lights.esp ?  ++ Atmospheric Oblivion - Real Lights patch.esp ?  ++ MIS New Sounds Optional Part - Real Lights Patch.esp ?  27 OBSE-Storms & Sound SI.esp ?  28 EnhancedWeather.esp [Version 1.2.8] ?  29 EnhancedWeather - SI.esp [Version 1.1.7] ?  2A AliveWaters.esp ?  2B 300_Lore Dialogue.esp ?  2C aaaBorsBedrolls.esp ?  2D Elytramount.esp ?  ++ Item interchange - Extraction.esp [Version 0.66] ?  2E P1DmenuEscape.esp ?  2F P1DanywhereSittable.esp ?  30 Qarls_Harvest.esp ?  31 Book Jackets Oblivion - SSBFL.esp ?  32 Crowded Roads Revisited.esp [Version 1.1] ?  33 Choices and Consequences.esp ?  34 C&C - The Blackwood Company.esp ?  35 Map Markers Be Done -Elys-.esp ?  36 Landmarks, w Wells.esp [Version 1.10] ?  37 HotkeyCasting.esp ?  38 Lem - Hotkey Cyclers.esp ?  39 Improved Hotkeys.esp [Version 1.1] ?  3A DLCHorseArmor.esp ?  3B DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] ?  3C DLCOrrery.esp ?  3D DLCOrrery - Unofficial Patch.esp [Version 1.0.3] ?  ++ Choices and Consequences - SM Plugin Refurbish - Orrery.esp [Version 0.1] ?  3E DLCVileLair.esp ?  3F DLCVileLair - Unofficial Patch.esp [Version 1.0.5] ?  40 DLCMehrunesRazor.esp ?  41 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] ?  42 DLCSpellTomes.esp ?  43 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] ?  44 Slof's Horses Base.esp ?  ++ DLCHorseArmor_SlofBase.esp [Version 1.3] ?  45 Mounted_Steering.esp ?  46 Mounted_Spellcasting.esp ?  47 Mounted_Trampling.esp ?  48 Dude Wheres My Horse.esp ?  49 MD Saddlebags v3.0.esp ?  4A HRMHorseCommands.esp ?  4B DLCThievesDen.esp ?  4C DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] ?  4D DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] ?  4E KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2] ?  ++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9] ?  4F ExnemRuneskulls.esp ?  ++ FCOM_ExnemRuneskulls.esp [Version 0.9.9] ?  50 Slof's Oblivion Robe Trader.esp ?  51 Cobl Glue.esp [Version 1.55] ?  52 Cobl Si.esp [Version 1.32] ?  53 OOO 1.32-Cobl.esp [Version 1.41] ?  ++ FCOM_Cobl.esp [Version 0.9.9] ?  54 Bob's Armory Oblivion.esp ?  55 FCOM_BobsArmory.esp [Version 0.9.9] ?  56 Loth's Blunt Weapons for Npcs.esp ?  ++ FCOM_LothsBluntWeapons.esp [Version 0.9.9] ?  57 Oblivion WarCry EV.esp ?  58 FCOM_WarCry.esp [Version 0.9.9] ?  59 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] ?  5A OOO-No_Guild_Ownership.esp [Version 1.33] ?  ++ OOO-Magic_Script_Effect_Fix.esp [Version 1.33] ?  ++ OOO-Container_Trap_Instant_Effects.esp [Version 1.33] ?  5B Geomancy & Gem Dust OOO.esp ?  ++ ArmamentariumLL4OOO.esp ?  ++ ArmamentariumLLArmaVendor.esp [Version 1.2.2] ?  5C ArmamentariumArtifacts.esp [Version 1.2.2] ?  5D Choices and Consequences - OOO.esp [Version 0.1] ?  5E FCOM_Convergence.esp [Version 0.9.9] ?  5F Choices and Consequences - MMM.esp [Version 0.1] ?  ++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] ?  60 FCOM_RealSwords.esp [Version 0.9.9] ?  61 FCOM_DurabilityAndDamage.esp [Version 0.9.9] ?  ++ FCOM_SpawnRatesReduced.esp [Version 0.9.9] ?  ++ FCOM_LessRats.esp [Version 0.9.9] ?  ++ FCOM_NoAdventurersInGates.esp [Version 0.9.9] ?  ++ FCOM_LessReaversInGates.esp [Version 0.9.9] ?  62 Mart's Monster Mod - Extra Wounding.esp [Version 3.6Beta3] ?  ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.6Beta3] ?  ++ Mart's Monster Mod - Less Reavers.esp [Version 3.6Beta3] ?  ++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.6beta3] ?  63 Mart's Monster Mod - Vindasel.esp [Version 3.6Beta3] ?  64 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.6Beta3] ?  65 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.6Beta3] ?  ++ Choices and Consequences - MMM - Looting NPCs & Creatures.esp [Version 0.1] ?  ++ TamrielTravellerAdvScript.esp [Version 1.38] ?  66 TamrielTravellers4OOO.esp [Version 1.38] ?  ++ TamrielTravellersItemsNPC.esp ?  67 TamrielTravellersItemsCobl.esp [Version 1.38] ?  68 ShiveringIsleTravellers.esp [Version 1.38] ?  ++ ShiveringIsleTravellersFriendlyFactions.esp [Version 1.38] ?  ++ FCOM_TamrielTravelers.esp [Version 0.9.9] ?  ++ FCOM_DiverseGuardUnity.esp [Version 0.9.9] ?  ++ Choices and Consequences - FCOM - Diverse Guards.esp [Version 0.1] ?  ++ FCOM_BobsGuardUnity.esp [Version 0.9.9] ?  ++ FCOM_HungersUnitySI.esp [Version 0.9.9] ?  ++ FCOM_Archery.esp [Version 1.0] ?  ++ FCOM_ArcheryArmamentarium.esp [Version 2] ?  ++ FCOM_ArcheryRealSwords.esp [Version 2] ?  ++ FCOM_ArcheryHunting&Crafting.esp [Version 1] ?  ++ FCOM_FriendlierFactions.esp [Version 0.9.9] ?  69 TIE In.esp [Version 1.07] ?  ++ TIE In - ExnemRuneskulls.esp [Version 1.07] ?  ++ TIE In - Cobl.esp [Version 1.07] ?  6A TIE In - FCOM Convergence.esp [Version 1.07] ?  ++ TIE In - RealSwords.esp [Version 1.07] ?  ++ TIE In - MMM Craft.esp [Version 1.07] ?  ++ TIE In - DiverseGuardUnity.esp [Version 1.07] ?  ++ TIE In - BobsGuardUnity.esp [Version 1.07] ?  ++ TIE In - Clothes.esp [Version 1.07] ?  ++ TIE In - DB Enchantments.esp [Version 1.07] ?  ++ TIE In - Thieves Quest.esp [Version 1.07] ?  6B TIE In - Game Settings OOO.esp [Version 1.07] ?  ++ TIE In - Sounds.esp [Version 1.07] ?  ++ Choices and Consequences - FCOM.esp [Version 0.1] ?  6C PersuasionOverhaul.esp [Version 1.4] ?  ++ PersuasionOverhaul_MMM.esp [Version 1.2] ?  ++ PersuasionOverhaul_OOO.esp [Version 1.2] ?  ++ Atmospheric Oblivion - MMM Patch.esp ?  ++ Atmospheric Oblivion - OOO Patch.esp ?  ++ Qarls_Harvest - OOO Patch.esp ?  6D C&C - The Blackwood Company - OOO.esp ?  6E Wearable GS and DS armor for OOO CG.esp [Version 0.1] ?  6F Living Economy - Items.esp ?  70 Castle Ravenpride.esp [Version 1.01] ?  71 Ivellon.esp [Version 1.8] ?  72 OldCrowInn.esp ?  73 road+bridges.esp [Version 4.2.1] ?  74 The Ayleid Steps.esp ?  75 TheElderCouncil.esp ?  76 TheElderCouncil_TempleOfTheOne.esp ?  77 thievery.esp ?  78 VaultsofCyrodiilBC.esp ?  79 za_bankmod.esp ?  7A DLCFrostcrag.esp ?  7B DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] ?  7C DLCBattlehornCastle.esp ?  7D DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4] ?  ++ DLCFrostcrag_MysticEmporiumPatch.esp ?  7E Knights.esp ?  7F Knights - Unofficial Patch.esp [Version 1.0.9] ?  80 _SM_PluginRefurbishesMerged_1.esp ← the SM Quest Refurbishes Merged?  ++ Ulrim's Horses - Knights patch.esp ?  ++ Mart's Monster Mod - Knights.esp [Version 3.6beta4] ?  ++ TIE In - Knights.esp [Version 1.06] ?  ++ DLC_MOBS.esp ?  81 Blood&Mud.esp ?  82 Lost Paladins of the Divines.esp ?  83 Origin of the Mages Guild.esp [Version 6] ?  84 TheNecromancer.esp ?  85 The Lost Spires.esp ?  86 MannimarcoComplete.esp ?  87 MannimarcoRevisited.esp ?  88 MannimarcoRevisitedOOO.esp [Version 0.1] ?  ++ FCOM_Knights.esp [Version 0.9.9] ?  89 FCOM_Blood&Mud.esp [Version 0.9.9] ?  ++ FCOM_SlofsRobeTrader.esp [Version 0.9.9] ?  8A FCOM_OMG.esp [Version 0.9.9] ?  ++ FCOM_OMGSRT.esp [Version 0.9.9] ?  8B Origin of the Mages Guild OOO Patch.esp [Version 5.0.FINAL] ?  8C Enhanced Daedric Invasion.esp ?  ++ FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9] ?  8D xuldarkforest.esp ?  8E xulStendarrValley.esp ?  8F XulEntiusGorge.esp ?  90 xulTheHeath.esp ?  91 xulFallenleafEverglade.esp ?  92 xulColovianHighlands_EV.esp ?  93 xulChorrolHinterland.esp ?  94 xulBeachesOfCyrodiilLostCoast.esp ?  95 xulBravilBarrowfields.esp ?  96 xulLushWoodlands.esp ?  97 xulAncientRedwoods.esp ?  98 xulAncientYews.esp ?  99 xulCloudtopMountains.esp ?  9A xulArriusCreek.esp ?  9B xulRollingHills_EV.esp ?  9C xulPantherRiver.esp ?  9D xulRiverEthe.esp ?  9E xulImperialIsle.esp ?  9F Cutthroat Merchants.esp ?  A0 Living Economy - SI.esp ?  A1 Kvatch Rebuilt.esp ?  ++ Kvatch Rebuilt - OOO Compatibility.esp ?  A2 Kvatch Rebuilt - Leveled Guards - FCOM.esp ?  A3 _burning_kvatch.esp ?  ++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9] ?  A4 NPC new clothes V2.6.esp ?  ++ FCOM_NewNPCClothes.esp ?  A5 Harvest [Flora].esp [Version 3.0.0] ?  A6 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] ?  ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] ?  ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] ?  A7 300_Test.esp [Version 0.9.2] ?  A8 diversegrasses.esp ?  A9 WindowLightingSystem.esp ?  AA Dungeon Actors Have Torches 1.6 DT.esp ?  AB P1DKeychain for COBL.esp [Version 4.21] ?  ++ P1DkeyExtraMouseButton.esp ?  ++ ScriptIcon_Replacer.esp ?  AC Ulrim's Horses.esp ?  AD Roleplaying Dialogues.esp ?  AE Enhanced Quest Roleplaying.esp ?  AF Quest Award Leveller.esp ?  ++ Quest Award Leveller - Vile Lair.esp ?  ++ Quest Award Leveller - Mehrunes Razor.esp ?  ++ Quest Award Leveller - Battlehorn Castle.esp ?  ++ Quest Award Leveller - Knights of the Nine.esp ?  B0 MidasSpells.esp ?  B1 Midas OscuroGems.esp ?  B2 MidasSpellTomes.esp ?  ++ GrimbotsSpellTomes.esp ?  B3 FrostcragMidasLab.esp ?  B4 SupremeMagicka.esp [Version 0.85] ?  B5 SM_ShiveringIsles.esp [Version 0.85] ?  ++ SM_DLCSpellTome.esp [Version 0.80] ?  ++ SM_OOO.esp [Version 0.80] ?  ++ SM_MMM.esp [Version 0.82] ?  ++ SM_COBL.esp ?  B6 SM_EnchantStaff.esp [Version 0.80] ?  ++ SM_UnlockSpells.esp [Version 0.70] ?  ++ SM_SigilStone.esp [Version 0.83] ?  ++ SM_NoPoisonLevitationEffects.esp [Version 0.70] ?  B7 bgBalancingEVCore.esp [Version 10.0EV-D] ?  B8 bgMagicEV.esp [Version 1.66EV] ?  B9 bgIntegrationEV.esp [Version 0.035] ?  ++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.63EV] ?  ++ bgMagicItemSigil.esp [Version 1.63EV] ?  ++ bgMagicEVStartspells.esp [Version 1.62EV] ?  BA bgMagicBonus.esp [Version 1.62EV] ?  ++ bgMagicEVAddEnVar.esp [Version 1.63EV] ?  BB bgMagicEVPaperChase.esp [Version 1.63EV] ?  BC bgMagicPotionNumberSoulGemValue.esp [Version 1.63UV] ?  BD Spellbooks.esp ?  BE Ayleid Wells.esp ?  BF Syc_AtHomeAlchemy_No_Bounty_v2.esp ?  C0 Alchemical Formulas.esp ?  C1 Duke Patricks Sickness Alarm.esp ?  C2 Duke Patrick's Health Alarm.esp ?  C3 kuerteeInventoryIsABackpack.esp ?  C4 attack and hide medium v2.1.esp ?  C5 StealthOverhaul.esp ?  C6 DD_ProximitySneakPenalty.esp ?  C7 No psychic guards v1.2.esp ?  C8 RenGuardOverhaul.esp ?  C9 RenGuardOverhaulShiveringIsles.esp ?  CA Better Cities Full - B&M Edition.esp ?  CB Better Imperial City.esp ?  CC Better Cities - Full City Defences.esp ?  CD Better Cities - Old Crow Inn.esp ?  ++ Better Cities - COBL.esp [Version 0] ?  CE Better Cities - No LEYAWIIN Flooding.esp ?  CF Extinguish the Lights.esp ?  D0 _xulPatchesMerged3.esp ← The Unique Landscapes mods merged.?  D1 ProgressGSD.esp [Version 1.1] ?  D2 RealisticLeveling.esp ?  D3 Legendary Abilities-Reflect MOJ.esp ?  D4 Grandmaster of Alchemy.esp ?  ++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.0EV-D] ?  D5 bgBalancingEVLAMEAddition.esp [Version 10.0EV-D] ?  ++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV] ?  ++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D] ?  ++ bgBalancingEVOptionalSeamReducerHighElfFix.esp [Version 10.0EV-D] ?  ++ Item interchange - Placement for FCOM.esp [Version 0.66] ?  ++ Item interchange - Placement for Frostcrag Spire Revisited.esp [Version 0.66] ?  ++ Visually Realistic Deadly Lava.esp Oblivion.esp ← the bashed patch.CleanQuit.espReal Injury.espDuke Patricks - Friendship Ring For Companion Detection.espDuke Patricks - All NPC Or Just Vampires Now Bob And Weave.espDuke Patricks - Running Backwards RISK.espDuke Patricks - Momentum Damage And Jump Risk.espDuke Patricks - NPC MAGIC and Arrows Can Miss Now.espDuke Patricks - Near Miss Magic And Arrow Shots Alert The Target.espDuke Patricks - Fresh Kills Now Alert The NPCs.espDuke Patricks - Stat Based Bob And Weave.espDuke Patricks - SCA Shield Tricks.espDuke Patricks - Basic Combat Geometry.espDuke Patricks - Custom Melee Weapons Made Compatible.espDuke Patricks - Custom Bows And Arrows Made Compatible.espDuke Patricks - Who Goes There.espDuke Patricks - SCA Melee Combat with NO RECOIL.espDuke Patricks - SCA Combat Archery.espDuke Patricks - Basic Exhaustion Plus Encumbrance And Sleep.espDuke Patricks - Smash of the Titans.espDuke Patricks - BASIC Script Effect Silencer.espStreamline 3.1.esp
Anyone got any suggestions?
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Fri May 27, 2011 10:28 am

Is it a good idea to merge some/all Duke Patricks' mods?
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Fri May 27, 2011 7:46 pm

Sorry I think I got overlooked so I hope you don't me repeating my question:

I don't quite understand the priority system when merging plugins. For instance if some of the data of two plug ins overlapped, would plug in priority 2 override plugin priority 1 or visa versa?


Remember the Rule of 1? The last loaded mod "wins".
The priority sequence is exactly the same as the load order.


Standard LO Example:

ModA.esp
ModB.esp

If there are changes to any particular record ModA makes that ModB also changes, the changes in game will be from Mod B.

Merge Example:

1 ModA.esp
2 ModB.esp

If there are changes to any particular record ModA makes that ModB also changes, the changes in the merged mod will be from Mod B.
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Fri May 27, 2011 5:03 pm

Remember the Rule of 1? The last loaded mod "wins".
The priority sequence is exactly the same as the load order.


Standard LO Example:

ModA.esp
ModB.esp

If there are changes to any particular record ModA makes that ModB also changes, the changes in game will be from Mod B.

Merge Example:

1 ModA.esp
2 ModB.esp

If there are changes to any particular record ModA makes that ModB also changes, the changes in the merged mod will be from Mod B.


When merging in Gecko, it's the exact opposite of what aellis just explained.
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Fri May 27, 2011 3:28 pm

When merging in Gecko, it's the exact opposite of what aellis just explained.


Ooops! :facepalm:

I was confused myself. I obviously misunderstood the Construction Set Forum thread posts on Gecko.

Another case of not confirming before issuing noise from trap. Sorry Large Jack. Thanks for the clarification display name is already in use.
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Fri May 27, 2011 6:51 pm

Is it a good idea to merge some/all Duke Patricks' mods?


Make sure you merge what you like out of the mods. I've selected a lot of them but didn't like a couple. I then merged them all into a single merger EXCEPT for his script effect silencer gold. This mod should go after the bashed patch while all others go just before it. That's an important thing to remember. The rest of his mods merge just fine together.
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Fri May 27, 2011 6:34 pm

I too at one point followed the BOSS/FCOM Helper in placing Duke's mods before the bashed patch - until after communicating with him for a period of time and taking his word for it that they really should go after the Bashed Patch. After placing all of his mods after the bashed patch - the difference in game play was noticeable and have to agree that -especially if you run overhauls- his mods should load after the Bashed Patch - just like Deadly Reflex.

Remember he updates quite a bit and you'd need to remerge with each.

My load order:
* 00 Oblivion.esm* 01 Francesco's Leveled Creatures-Items Mod.esm* 02 Francesco's Optional New Items Add-On.esm* 03 MD_Saddle_Master.esm* 04 Jog_X_Mod.esm* 05 EnhancedWeather.esm  [Version 1.2.8]* 06 Cobl Main.esm  [Version 1.55]* 07 Qarls_Harvest.esm* 08 Ulrim's Horses.esm* 09 Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]* 0A Mart's Monster Mod.esm  [Version 3.6beta3]* 0B Enhanced Daedric Invasion.esm* 0C TamrielTravellers.esm  [Version 1.37a]* 0D FCOM_Convergence.esm  [Version 0.9.9a7]* 0E Armamentarium.esm  [Version 1.2.2]* 0F Kvatch Rebuilt.esm* 10 Better Cities Resources.esm* 11 CyrodiilUpgradeResourcePack.esm* 12 Progress.esm  [Version 2.0]* ++ HrmnsOblivionScriptOptimizationv1.0.esp* 13 Unofficial Oblivion Patch.esp  [Version 3.2.0]* 14 UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]* 15 Oblivion Citadel Door Fix.esp* 16 DLCShiveringIsles.esp* 17 Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* ++ Shivering OOO.esp* 18 Francesco's Optional Leveled Quests-SI-only.esp* 19 Francesco's Optional Chance of Stronger Bosses.esp* 1A Francesco's Optional Chance of Stronger Enemies.esp* 1B Francesco's Optional Chance of More Enemies.esp* 1C Francesco's Optional Leveled Guards.esp* ++ Francesco's Dark Seducer Weapons Patch.esp* ++ FCOM_Francescos.esp  [Version 0.9.9]* ++ FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]* 1D FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]* 1E Fran Armor Add-on.esp* 1F Fran_Lv30Item_Maltz.esp* 20 Natural_Habitat_by_Max_Tael.esp* 21 Enhanced Water v2.0 ND.esp* ++ Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]* ++ Symphony of Violence.esp* 22 Atmospheric Oblivion.esp* 23 MIS.esp* 24 MIS New Sounds Optional Part.esp* 25 _Real_Lights.esp* ++ Atmospheric Oblivion - Real Lights patch.esp* ++ MIS New Sounds Optional Part - Real Lights Patch.esp* 26 OBSE-Storms & Sound SI.esp* 27 EnhancedWeather.esp  [Version 1.2.8]* 28 EnhancedWeather - SI.esp  [Version 1.1.7]* 29 AliveWaters.esp* 2A 300_Lore Dialogue.esp* 2B Elytramount.esp* ++ Item interchange - Extraction.esp  [Version 0.66]* 2C aaaBorsBedrolls.esp* 2D P1DmenuEscape.esp* 2E P1DanywhereSittable.esp* 2F Qarls_Harvest.esp* 30 Book Jackets Oblivion - SSBFL.esp* 31 Crowded Roads Revisited.esp  [Version 1.1]* 32 Choices and Consequences.esp* 33 C&C - The Blackwood Company.esp* 34 Map Markers Be Done -Elys-.esp* 35 Landmarks, w Wells.esp  [Version 1.10]* 36 HotkeyCasting.esp* 37 Lem - Hotkey Cyclers.esp* 38 Improved Hotkeys.esp  [Version 1.1]* 39 DLCHorseArmor.esp* 3A DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]* 3B DLCOrrery.esp* 3C DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]* ++ Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 0.1]* 3D DLCVileLair.esp* 3E DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]* 3F DLCMehrunesRazor.esp* 40 DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]* 41 DLCSpellTomes.esp* 42 DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]* 43 Slof's Horses Base.esp* ++ DLCHorseArmor_SlofBase.esp  [Version 1.3]* 44 Mounted_Steering.esp* 45 Mounted_Spellcasting.esp* 46 Mounted_Trampling.esp* 47 Dude Wheres My Horse.esp* 48 MD Saddlebags v3.0.esp* 49 HRMHorseCommands.esp* 4A DLCThievesDen.esp* 4B DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]* 4C DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]* 4D KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]* ++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]* 4E ExnemRuneskulls.esp* ++ FCOM_ExnemRuneskulls.esp  [Version 0.9.9]* 4F Slof's Oblivion Robe Trader.esp* 50 Cobl Glue.esp  [Version 1.55]* 51 Cobl Si.esp  [Version 1.32]* 52 OOO 1.32-Cobl.esp  [Version 1.41]* ++ FCOM_Cobl.esp  [Version 0.9.9]* 53 Bob's Armory Oblivion.esp* 54 FCOM_BobsArmory.esp  [Version 0.9.9]* 55 Loth's Blunt Weapons for Npcs.esp* ++ FCOM_LothsBluntWeapons.esp  [Version 0.9.9]* 56 Oblivion WarCry EV.esp* 57 FCOM_WarCry.esp  [Version 0.9.9]* 58 Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]* 59 OOO-No_Guild_Ownership.esp  [Version 1.33]* ++ OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]* ++ OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]* 5A Geomancy & Gem Dust OOO.esp* ++ ArmamentariumLL4OOO.esp* ++ ArmamentariumLLArmaVendor.esp  [Version 1.2.2]* 5B ArmamentariumArtifacts.esp  [Version 1.2.2]* 5C Choices and Consequences - OOO.esp  [Version 0.1]* 5D FCOM_Convergence.esp  [Version 0.9.9]* 5E Choices and Consequences - MMM.esp  [Version 0.1]* ++ FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]* 5F FCOM_RealSwords.esp  [Version 0.9.9]* 60 FCOM_DurabilityAndDamage.esp  [Version 0.9.9]* ++ FCOM_SpawnRatesReduced.esp  [Version 0.9.9]* ++ FCOM_LessRats.esp  [Version 0.9.9]* ++ FCOM_NoAdventurersInGates.esp  [Version 0.9.9]* ++ FCOM_LessReaversInGates.esp  [Version 0.9.9]* 61 Mart's Monster Mod - Extra Wounding.esp  [Version 3.6Beta3]* ++ Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta3]* ++ Mart's Monster Mod - Less Reavers.esp  [Version 3.6Beta3]* ++ Mart's Monster Mod - Less Bone Loot.esp  [Version 3.6beta3]* 62 Mart's Monster Mod - Vindasel.esp  [Version 3.6Beta3]* 63 Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.6Beta3]* 64 Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.6Beta3]* ++ Choices and Consequences - MMM - Looting NPCs & Creatures.esp  [Version 0.1]* ++ TamrielTravellerAdvScript.esp  [Version 1.38]* 65 TamrielTravellers4OOO.esp  [Version 1.38]* ++ TamrielTravellersItemsNPC.esp* 66 TamrielTravellersItemsCobl.esp  [Version 1.38]* 67 ShiveringIsleTravellers.esp  [Version 1.38]* ++ ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.38]* ++ FCOM_TamrielTravelers.esp  [Version 0.9.9]* ++ FCOM_DiverseGuardUnity.esp  [Version 0.9.9]* ++ Choices and Consequences - FCOM - Diverse Guards.esp  [Version 0.1]* ++ FCOM_BobsGuardUnity.esp  [Version 0.9.9]* ++ FCOM_HungersUnitySI.esp  [Version 0.9.9]* ++ FCOM_Archery.esp  [Version 1.0]* ++ FCOM_ArcheryArmamentarium.esp  [Version 2]* ++ FCOM_ArcheryRealSwords.esp  [Version 2]* ++ FCOM_ArcheryHunting&Crafting.esp  [Version 1]* ++ FCOM_FriendlierFactions.esp  [Version 0.9.9]* 68 TIE In.esp  [Version 1.07]* ++ TIE In - ExnemRuneskulls.esp  [Version 1.07]* ++ TIE In - Cobl.esp  [Version 1.07]* 69 TIE In - FCOM Convergence.esp  [Version 1.07]* ++ TIE In - RealSwords.esp  [Version 1.07]* ++ TIE In - MMM Craft.esp  [Version 1.07]* ++ TIE In - DiverseGuardUnity.esp  [Version 1.07]* ++ TIE In - BobsGuardUnity.esp  [Version 1.07]* ++ TIE In - Clothes.esp  [Version 1.07]* ++ TIE In - DB Enchantments.esp  [Version 1.07]* ++ TIE In - Thieves Quest.esp  [Version 1.07]* 6A TIE In - Game Settings OOO.esp  [Version 1.07]* ++ TIE In - Sounds.esp  [Version 1.07]* ++ Choices and Consequences - FCOM.esp  [Version 0.1]* 6B PersuasionOverhaul.esp  [Version 1.4]* ++ PersuasionOverhaul_MMM.esp  [Version 1.2]* ++ PersuasionOverhaul_OOO.esp  [Version 1.2]* ++ Atmospheric Oblivion - MMM Patch.esp* ++ Atmospheric Oblivion - OOO Patch.esp* ++ Qarls_Harvest - OOO Patch.esp* 6C C&C - The Blackwood Company - OOO.esp* 6D Wearable GS and DS armor for OOO CG.esp  [Version 0.1]* 6E Living Economy - Items.esp* 6F Castle Ravenpride.esp  [Version 1.01]* 70 Ivellon.esp  [Version 1.8]* 71 OldCrowInn.esp* 72 road+bridges.esp  [Version 4.2.1]* 73 The Ayleid Steps.esp* 74 TheElderCouncil.esp* 75 TheElderCouncil_TempleOfTheOne.esp* 76 thievery.esp* 77 VaultsofCyrodiilBC.esp* 78 za_bankmod.esp* 79 DLCFrostcrag.esp <--Tagged with C.Owner* 7A DLCBattlehornCastle.esp* 7B DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4] <--tagged with C.Owner, C.Light* ++ DLCFrostcrag_MysticEmporiumPatch.esp* 7C Knights.esp* 7D Knights - Unofficial Patch.esp  [Version 1.0.9]* 7E _SM_PluginRefurbishesMerged_2.esp ← the SM Quest Refurbishes Merged (minus Frostcrag version)* ++ KotN Wayshrine Fix.esp* ++ Ulrim's Horses - Knights patch.esp* ++ Mart's Monster Mod - Knights.esp  [Version 3.6beta4]* ++ TIE In - Knights.esp  [Version 1.06]* ++ DLC_MOBS.esp* 7F The Lost Spires.esp* 80 Blood&Mud.esp* 81 Lost Paladins of the Divines.esp* 82 Origin of the Mages Guild.esp  [Version 6]* 83 MannimarcoComplete.esp* 84 TheNecromancer.esp* 85 MannimarcoRevisited.esp* 86 MannimarcoRevisitedOOO.esp  [Version 0.1]* ++ FCOM_Knights.esp  [Version 0.9.9]* 87 FCOM_Blood&Mud.esp  [Version 0.9.9]* ++ FCOM_SlofsRobeTrader.esp  [Version 0.9.9]* 88 FCOM_OMG.esp  [Version 0.9.9]* ++ FCOM_OMGSRT.esp  [Version 0.9.9]* 89 Origin of the Mages Guild OOO Patch.esp  [Version 5.0.FINAL]* 8A Enhanced Daedric Invasion.esp* ++ FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]* 8B xuldarkforest.esp* 8C xulStendarrValley.esp* 8D XulEntiusGorge.esp* 8E xulTheHeath.esp* 8F xulFallenleafEverglade.esp* 90 xulColovianHighlands_EV.esp* 91 xulChorrolHinterland.esp* 92 xulBeachesOfCyrodiilLostCoast.esp* 93 xulBravilBarrowfields.esp* 94 xulLushWoodlands.esp* 95 xulAncientRedwoods.esp* 96 xulAncientYews.esp* 97 xulCloudtopMountains.esp* 98 xulArriusCreek.esp* 99 xulRollingHills_EV.esp* 9A xulPantherRiver.esp* 9B xulRiverEthe.esp* 9C xulImperialIsle.esp* 9D Cutthroat Merchants.esp* 9E Living Economy - SI.esp* 9F Kvatch Rebuilt.esp* ++ Kvatch Rebuilt - OOO Compatibility.esp* A0 Kvatch Rebuilt - Leveled Guards - FCOM.esp* A1 _burning_kvatch.esp* ++ FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]* A2 NPC new clothes V2.6.esp* ++ FCOM_NewNPCClothes.esp* A3 Harvest [Flora].esp  [Version 3.0.0]* ++ Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]* ++ Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]* A4 300_Test.esp  [Version 0.9.2]* A5 diversegrasses.esp* A6 WindowLightingSystem.esp* A7 Dungeon Actors Have Torches 1.6 DT.esp* A8 P1DKeychain for COBL.esp  [Version 4.21]* ++ P1DkeyExtraMouseButton.esp* ++ ScriptIcon_Replacer.esp* A9 Ulrim's Horses.esp* AA Roleplaying Dialogues.esp* AB Enhanced Quest Roleplaying.esp* AC Quest Award Leveller.esp* ++ Quest Award Leveller - Vile Lair.esp* ++ Quest Award Leveller - Mehrunes Razor.esp* ++ Quest Award Leveller - Battlehorn Castle.esp* ++ Quest Award Leveller - Knights of the Nine.esp* AD MidasSpells.esp* AE Midas OscuroGems.esp* AF MidasSpellTomes.esp* ++ GrimbotsSpellTomes.esp* B0 FrostcragMidasLab.esp* B1 SupremeMagicka.esp  [Version 0.85]* B2 SM_ShiveringIsles.esp  [Version 0.85]* ++ SM_DLCSpellTome.esp  [Version 0.80]* ++ SM_OOO.esp  [Version 0.80]* ++ SM_MMM.esp  [Version 0.82]* ++ SM_COBL.esp* B3 SM_EnchantStaff.esp  [Version 0.80]* ++ SM_UnlockSpells.esp  [Version 0.70]* ++ SM_SigilStone.esp  [Version 0.83]* ++ SM_NoPoisonLevitationEffects.esp  [Version 0.70]* B4 bgBalancingEVCore.esp  [Version 10.0EV-D]* B5 bgMagicEV.esp  [Version 1.66EV]* B6 bgIntegrationEV.esp  [Version 0.035]* ++ bgMagicSpellTomes_for_WryeBash.esp  [Version 1.63EV]* ++ bgMagicItemSigil.esp  [Version 1.63EV]* ++ bgMagicEVStartspells.esp  [Version 1.62EV]* B7 bgMagicBonus.esp  [Version 1.62EV]* ++ bgMagicEVAddEnVar.esp  [Version 1.63EV]* B8 bgMagicEVPaperChase.esp  [Version 1.63EV]* B9 bgMagicPotionNumberSoulGemValue.esp  [Version 1.63UV]* BA Spellbooks.esp* BB Ayleid Wells.esp* BC Syc_AtHomeAlchemy_No_Bounty_v2.esp* BD Alchemical Formulas.esp* BE Duke Patricks Sickness Alarm.esp* BF Duke Patrick's Health Alarm.esp* C0 kuerteeInventoryIsABackpack.esp* C1 kuerteeSittableRocks.esp* C2 attack and hide medium v2.1.esp* C3 StealthOverhaul.esp* C4 DD_ProximitySneakPenalty.esp* C5 No psychic guards v1.2.esp* C6 RenGuardOverhaul.esp* C7 RenGuardOverhaulShiveringIsles.esp* C8 Better Cities Full - B&M Edition.esp* C9 Better Imperial City.esp* CA Better Cities - Full City Defences.esp* CB Better Cities - Old Crow Inn.esp* ++ Better Cities - COBL.esp  [Version 0]* CC Extinguish the Lights.esp* CD _xulPatchesMerged3.esp <--xul Patches merged* CE ProgressGSD.esp  [Version 1.1]* CF RealisticLeveling.esp* D0 Legendary Abilities-Reflect MOJ.esp* D1 Grandmaster of Alchemy.esp* ++ bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.0EV-D]* D2 bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]* ++ bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]* ++ bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]* ++ bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]* ++ Item interchange - Placement for FCOM.esp  [Version 0.66]* ++ Visually Realistic Deadly Lava.espOblivion.esp ← the bashed patch.CleanQuit.espReal Injury.espDuke Patricks - Friendship Ring For Companion Detection.espDuke Patricks - All NPC Or Just Vampires Now Bob And Weave.espDuke Patricks - Running Backwards RISK.espDuke Patricks - Momentum Damage And Jump Risk.espDuke Patricks - NPC MAGIC and Arrows Can Miss Now.espDuke Patricks - Near Miss Magic And Arrow Shots Alert The Target.espDuke Patricks - Fresh Kills Now Alert The NPCs.espDuke Patricks - Stat Based Bob And Weave.espDuke Patricks - SCA Shield Tricks.espDuke Patricks - Basic Combat Geometry.espDuke Patricks - Custom Melee Weapons Made Compatible.espDuke Patricks - Custom Bows And Arrows Made Compatible.espDuke Patricks - Who Goes There.espDuke Patricks - SCA Melee Combat with NO RECOIL.espDuke Patricks - SCA Combat Archery.espDuke Patricks - Basic Exhaustion Plus Encumbrance And Sleep.espDuke Patricks - Smash of the Titans.espDuke Patricks - BASIC Script Effect Silencer.espStreamline 3.1.esp

User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Fri May 27, 2011 8:52 pm

Alright, I suppose I will try tomorrow. It's just that it took me all day just to install all the mods and I'm definitely not a genius when it comes to mod load orders or conflictions. Though I suppose trial and error is one way to learn.

Thanks again.


The guide was meant to be a beginner guide to the Gecko and get people to not be afraid to use it. Thank you Arthmoor for all the help you've given in this thread. I should have thanked you a while back.

As to your question, Agamemnon, it's ok to merge multiple mods. The best way is to use BOSS to sort your mods out prior to turning them on. Then merge mods that are close together on the load list. How many at a time? I guess it DOES have something to do with your memory. I've a ton of memory so I've never had a problem. The most mods I've merged together at one time was 104.

The 104 was weapon/armor mods. I weeded out the ones that 'give' you the armor and only put in the ones that cost money. This is an attempt to spend all the extra cash I've got and an experiment. I truly don't even like the individual weapon/armor mods and could do happily without them. I prefer the compilations like Addonays and Armamentarium. This is just an experiment to see what would happen. The funny thing is the esp is still less than 10k in size, as most weapon/armor mods are mostly textures and meshes with small esps.

The experiment is also to put a {{delev, relev}}bash tag on the esp and just see what happens. So far, it's slowly dispersed some of the armor pieces into NPC's throughout the game, but I'm still experimenting on it. I sure wish I had better than dialup for downloading as that would help out a ton on downloading mods,lol.
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Fri May 27, 2011 7:46 pm

I too at one point followed the BOSS/FCOM Helper in placing Duke's mods before the bashed patch - until after communicating with him for a period of time and taking his word for it that they really should go after the Bashed Patch. After placing all of his mods after the bashed patch - the difference in game play was noticeable and have to agree that -especially if you run overhauls- his mods should load after the Bashed Patch - just like Deadly Reflex.

Remember he updates quite a bit and you'd need to remerge with each.


Hmm. Didn't know that. I'll certainly give it a try as I like to experiment. I've more time than your average player for things like this as I'm on disability and am recently divorced.
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Fri May 27, 2011 9:21 pm

The 104 was weapon/armor mods. I weeded out the ones that 'give' you the armor and only put in the ones that cost money. This is an attempt to spend all the extra cash I've got and an experiment. I truly don't even like the individual weapon/armor mods and could do happily without them. I prefer the compilations like Addonays and Armamentarium. This is just an experiment to see what would happen. The funny thing is the esp is still less than 10k in size, as most weapon/armor mods are mostly textures and meshes with small esps.


Gecko may not be the best tool for merging purchasable weapon/armour mods together - at least not without first checking compatibility. You would first want to sort through all the ESPs and group all the ones which add new items to the same vendor (so one group for one NPC, a second group for another NPC, etc.)

Then you should determine how the ESP adds the items to the vendor. If they are added using a new container, then the ESP can be added to the collection which didn't end up grouped for a specific NPC. But if more than one ESP adds new items to an NPC but editing the vendor's vanilla container, then one will overwrite the other, and the overridden will never appear in-game.

To resolve, you can open the ESP in TES4Edit, and change the Form ID of the vanilla container in the ESP so that the first two digits match that ESP's Form ID block. Once this is done, it can be merged with all the others without fear of it overriding or being overridden by another ESP in the merge.
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

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