How do I merge Mods?

Post » Mon Sep 13, 2010 7:32 am

Hello:

As of the this afternoon I have 210 esm/esps in Wrye Bash and I realize I'm closing in on the 240 something limit. I've been doing a new install, cleaning mods as needed, testing, testing, testing, resolving mod conficts with TES4edit or by changing the esp The Construction Set. More testing. My load order is sorted with BOSS and, although I'm holding my breath, I've got the most stable Oblivion install I've every had.

But I'm running out of room.

The solution seems to be to merge the mods in the construction set. Another solution is to use the Wrye Bash function to select certain mods for certain save games but that diminishes the spontanaiety of the game. If I suddenly decide to change the way my character is going, a mod I need might not be available. So merger seems to be the best option right now. From what I can gleam on the internet, I should stick to merging mods that add small things. Here's what I'm thinking:

I have a string of UFF & RM type armor/clothing type mods, maybe about 20 altogether. I'd like to reduce this number to 10 or even less.

All the CM companion mod files. NOT the original CM files but the ones that add a single companion or group.

House mods, maybe?

Merging mods seems to be a serious step, which is why I'm asking for advice before I do this. Some basic information:

Computer System: MacBook Pro/playing via BootCamp and Snow Leopard. Sky Captain's Oblivion Stutter Removal working in conjunction with Streamline (streampurge disabled, of course). I doubt if this has an impact, but I thought I'd post it just the same.

Primary mods:

FCOM
QTP3
Better Cities

I can post my load order or any additional information that would be helpful. Any suggestions on mod groups that are safe to merge or suggestions on merging or general warnings about not merging. Even a linky would be helpful. Thanks.

~ Dani ~ :)
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Matthew Barrows
 
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Post » Mon Sep 13, 2010 10:27 am

Post your load order with Wrye Bash please? Download http://www.tesnexus.com/downloads/file.php?id=8665 to your Oblivion folder and extract it there. Bash will see it and add a shortcut for it. That is your go-to utility for plugin merging.

Edit: Found my plugin merging page...thought it was there somewhere: http://sites.google.com/site/oblivionpoinfo/randompages/merging.
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steve brewin
 
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Post » Mon Sep 13, 2010 2:49 am

Post your load order with Wrye Bash please? Download http://www.tesnexus.com/downloads/file.php?id=8665 to your Oblivion folder and extract it there. Bash will see it and add a shortcut for it. That is your go-to utility for plugin merging.

Edit: Found my plugin merging page...thought it was there somewhere: http://sites.google.com/site/oblivionpoinfo/randompages/merging.


Here is my load order via Bash. Will download TES4Gecko and thank you so much for the link.

Spoiler
Oblivion.esm
GTAesgaard_2.esm
Windfall.esm
TR_OoT_Main.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Enhanced Daedric Invasion.esm
TamrielTravellers.esm
FCOM_Convergence.esm
Armamentarium.esm
Artifacts.esm
Kvatch Rebuilt.esm
Better Cities Resources.esm
Progress.esm
StaticAlchemyMod.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Better Cities .esp
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Chance of More Enemies.esp
Francesco's Optional Leveled Guards.esp
Francesco's Dark Seducer Weapons Patch.esp
FCOM_Francescos.esp
FCOM_FrancescosItemsAddOn.esp
FCOM_FrancescosNamedBosses.esp
Fran Armor Add-on.esp
Fran_Lv30Item_Maltz.esp
Atmospheric Loading Screens - Original Text.esp
oc_darker_nights.esp
WindowLightingSystem.esp
ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp
FF_Real_Thirst.esp
TFF_Races_Base_RSM.esp
Acolyte_Of_Kynareth_HGEC.esp
Adonnays Classical Weaponry.esp
Adonnays Elven Weaponry.esp
ArchersDesire2.esp
EY_AoD.esp
Slof's Bracelet Collection.esp
Slof's Bracelets & Rings.esp
VA_HonamiDaito.esp
VA_UniqueKatana1.esp
UFF & ROBERT Noviere's Gray Fox Armor.esp
UFF Blood Ice.esp
UFF & RM Black Exnem Warrior Armor.esp
UFF & ROBERT Cold Steel.esp
Blackmarsh_Witch_HGEC_Clothing.esp
UFF - Celtic Witch Robes.esp
Royal Ranger Armor.esp
TFF_Armor_Base.esp
TFF_Clothing_Base.esp
UFF RM Dark Rider Armor.esp
UFF Black Courtesan Dress.esp
HGEC Witch Queen Ritual Robe.esp
UFF & RM Black Templar Armor.esp
UFF Dragonbone Armor Set.esp
UFF & RM Black Plate Armor.esp
UFF & RM Gold and Silver Daedric Armor.esp
UFF & RM Dark Daedric Armor.esp
UFF & RM Morrigan Armor.esp
UFF & RM Vermillion and Silverthorn Robes.esp
UFF_Unrepetant_Archer.esp
UFF_Jen?es_Honor.esp
UFF RM Ranger Armor.esp
KDCircletsOOOOptimized - NPC Equip.esp
FCOM_KDCircletsOOOOptimizedNPCEquip.esp
Cobl Glue.esp
Cobl Si.esp
FF_Real_Thirst, Cobl.esp
OOO 1.32-Cobl.esp
FCOM_Cobl.esp
Bob's Armory Oblivion.esp
FCOM_BobsArmory.esp
Loth's Blunt Weapons for Npcs.esp
FCOM_LothsBluntWeapons.esp
Oblivion WarCry EV.esp
FCOM_WarCry.esp
Oscuro's_Oblivion_Overhaul.esp
ArmamentariumArtifacts.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
FCOM_Convergence.esp
FCOM_EntropicOrderRebalance.esp
FCOM_RealSwords.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - No Swarms.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - No Slimes.esp
Mart's Monster Mod - No Werewolves.esp
Mart's Monster Mod - No Beholdens.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod - Slof Horses Complete.esp
Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp
TamrielTravellers4000.esp
TamrielTravellersItemsCobl.esp
FCOM_TamrielTravelers.esp
FCOM_DiverseGuardUnity.esp
FCOM_BobsGuardUnity.esp
FCOM_Archery.esp
Mart's Monster Mod - Shivering Isles.esp
ArmamentariumLL4OOO.esp
ArmamentariumLLMagicOOO.esp
KDCircletsOOOOptimized - Loot Only.esp
OOO-WaterFish.esp
Castle Ravenpride.esp
Ivellon.esp
Akiviri Imports MOBS.esp
Syntyche's Cavern.esp
AkaviriSamuraiShop.esp
Artifacts.esp
Artifacts - ArmaCompleteAddon.esp
Better Benirus Manor.esp
GTAesgaard.esp
GTAesgaard_2.esp
Gates To Aesgaard 2 Delayer.esp
Guardians of the Nine - Akatosh Chantry.esp
Kvatch Rebuilt.esp
Kvatch Rebuilt - Leveled Guards - FCOM.esp
Malevolent.esp
Slof's Oblivion Goth Shop.esp
The Ayleid Steps.esp
TR_Stirk.esp
Stirk_Compatibility_Patch.esp
VaultsofCyrodiil.esp
VaultsofCyrodiilBC.esp
VHBloodlines 1.2.esp
Windfall.esp
za_bankmod.esp
Knights.esp
Knights - Unofficial Patch.esp
TOTF.esp
TOTF Delayer.esp
RTT.esp
The Lost Spires.esp
Blood&Mud.esp
The Mystery of the Dulan cult.esp
Mart's Monster Mod - City Defences.esp
FCOM_Blood&Mud.esp
FCOM_Knights.esp
FCOM_Ruin.esp
FCOM_DulanCult.esp
Enhanced Daedric Invasion.esp
FCOM_EnhancedDaedricInvasion.esp
bartholm.esp
FCOM_UnofficialFranArmorAddon.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Bag of Holding.esp
DS Less Predictable Respawn.esp
DBWGP.esp
Salmo the Baker, Cobl.esp
RealisticFatigue.esp
RealSleepExtended.esp
Gather Ye Rosebuds.esp
bgMagicEV.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_OOO.esp
SM_MMM.esp
SM_COBL.esp
SM_UnlockSpells.esp
SM_Scrolls.esp
SM_SigilStone.esp
attack and hide medium v2.1.esp
nGCD.esp
ProgressMBSP.esp
ProgressSBSP.esp
ProgressRBSP.esp
ProgressRacial.esp
ProgressArmorer.esp
immersive_caves_auto.esp
Dark Dungeons.esp
Dark Dungeons - SI.esp
TFF_Races_Base.esp
BP_Roberts_BR_Hair.esp
bgMagicSpellTomes_for_WryeBash.esp
bgMagicEVPaperChase.esp
Willful Resistance.esp
Better Cities - Full City Defences.esp
Better Cities Full - B&M Edition.esp
Better Cities - Ruined Tail's Tale.esp
Better Cities - Tears of the Fiend.esp
Better Cities - No LEYAWIIN Flooding.esp
Better Cities - VHBloodlines.esp
Better Cities - VWD of the IC.esp
Better Cities Full - B&M Edition FPS Patch.esp
Better Imperial City.esp
Better Imperial City FPS Patch.esp
Better Cities - COBL.esp
[GFX]_Initial_Glow-all.esp
[GFX]_Initial_Glow-self.esp
Real Hunger, Cobl.esp
TuStartingOptions_01.esp
Bashed Patch, 0.esp
Streamline 3.1.esp


I am very sorry for the length but apparently the Codebox function doesn't work anymore?? I'm happy to edit it if someone will point me to the code.

One final thought: if you're looking over my load order and you think: "Wow, she's missed a really cool mod that will really enhance the game for her," please let me know. I'm hoping to wrap this up and not add any further mods for awhile. I'm particularly intersted in quest or expansion mods.

Again, thanks so much for the help.
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Krystina Proietti
 
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Post » Mon Sep 13, 2010 7:00 am

Sure. The codebox function works, but the function has changed, haha. Now we long listers have to resort to the "spoiler" tag.
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Tikarma Vodicka-McPherson
 
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Post » Mon Sep 13, 2010 3:46 am

Sure. The codebox function works, but the function has changed, haha. Now we long listers have to resort to the "spoiler" tag.


Thanks for the tip. :) Fixed.
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CRuzIta LUVz grlz
 
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Post » Sun Sep 12, 2010 10:41 pm

That is a pretty neat 200+ load order, nice to read through. Mine looks way more random, haha. Kudos to you. Since you are not way over the limit. Just merging the new items mods would free up quite a bit of space. That is the simplest merge to do, usually. All you have to do is launch up TES4Gecko, choose the merge option, and stick numbers next to the names of the new items mods. I typically try to keep merged plugins categorized to a specific load order group. For that load order, I would probably merge everything from Acolyte_Of_Kynareth_HGEC.esp to UFF RM Ranger Armor.esp. There is only one hitch in that group, and that would be script conflicts between Adonnay's mods. You need to first go into TES4Edit and append an X or something next to the Editor IDs of overlapping scripts in one of the plugins. It does not matter which one you choose. When TES4Gecko prompts you to change names to resolve conflicts for issues other than scripts or cells, saying yes is normally okay.
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maddison
 
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Post » Mon Sep 13, 2010 5:57 am

That is a pretty neat 200+ load order, nice to read through. Mine looks way more random, haha. Kudos to you. Since you are not way over the limit. Just merging the new items mods would free up quite a bit of space. That is the simplest merge to do, usually. All you have to do is launch up TES4Gecko, choose the merge option, and stick numbers next to the names of the new items mods. I typically try to keep merged plugins categorized to a specific load order group. For that load order, I would probably merge everything from Acolyte_Of_Kynareth_HGEC.esp to UFF RM Ranger Armor.esp. There is only one hitch in that group, and that would be script conflicts between Adonnay's mods. You need to first go into TES4Edit and append an X or something next to the Editor IDs of overlapping scripts in one of the plugins. It does not matter which one you choose. When TES4Gecko prompts you to change names to resolve conflicts for issues other than scripts or cells, saying yes is normally okay.


Cool, that's a good suggestion. What risk would I run if I merged those mods and EXCLUDED Adonnay's weapons (because of the scripts)? Most of those mods just add a suit of armor or weapons to a merchant)?

Also, what are your feelings on merging Companion mods? I don't always use them but I like the sense of "busy" that they add to the Oblivon world.

~ Dani ~ :)
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Kari Depp
 
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Post » Sun Sep 12, 2010 10:05 pm

Cool, that's a good suggestion. What risk would I run if I merged those mods and EXCLUDED Adonnay's weapons (because of the scripts)? Most of those mods just add a suit of armor or weapons to a merchant)?

Also, what are your feelings on merging Companion mods? I don't always use them but I like the sense of "busy" that they add to the Oblivon world.

~ Dani ~ :)

Excluding them means less work and two more plugins that could have been present in your load order. However, the extra work is not necessarily worth it, so that sounds fine to me. The other reason why I stick to load order groups is because there is then no confusion about where the merged plugin should load. On that note, I recommend installing http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide/installutilities (download found in step #1, installation instructions step #9) to add definitions for your custom plugins to the masterlist.

Whether or not to merge companions depends on what type of companion it is and whether or not it is voiced. Merging voice files adds an additional level of complication to the merging process, so I would generally avoid merging mods with sound files, unless you are only merging something like quest patches (as I mentioned earlier.) Another reason to leave many companions alone is because they are also quest mods. If the form IDs change in one of your merged plugins (i.e., after updating it) you would have to do a clean install to be completely safe, and that means losing all quest advancement data. That is not as big an issue with item mods because if the items were purchasable, you could just use a console command to add the item back to your load order after a clean save. Also, since new item mods are smaller, you probably do not care as much about removing the mod if you find you do not like it or use it. When you update merged plugins, unless you are careful to always merge in the same order, updating will often result in form ID changes. One way to avoid this is to always merge the merged plugin with first priority (1 next to its name in TES4Gecko.) That way, you merge new additions on top of the mod, and no form IDs in the merged plugin will change.

For the same reasons, it is okay to merge small tweaks. Their effects in the game are often not Form ID (or Ref ID) dependent. An example of a ref ID dependency is an item in your inventory. If you had a merged item plugin, and merged the original items merge on top of a new plugin, the form IDs of the original merge would be changed. Thereby, the ring a mod added in your load order could be a random box or something when you next load up your game. Game effect changes that do not have such dependencies will function the same regardless of what set of form IDs they are allotted. You can update and remove entries or do whatever to the merged plugin, and the tweaks will still work properly. Keep in mind I said "small tweaks." Larger game affecting mods such as magic overhauls or even RGO, add rings and other things with Ref IDs in order to effect certain scripts or AI packages.

Do you have any more questions?
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Eibe Novy
 
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Post » Mon Sep 13, 2010 5:40 am

Merging items/Armors really any number of things can be done but the advise is to not do it with what is already in play in your game.

As soon as you disable the original mods in favor of the new merged on all those items will likely be gone. As I understand it the latest version of Gecko (been out for a while) attempts to retain original FormID but absolutely no guarantee. also if yu want to merge more items/armors later then any merging into the merged esp could result in more FormID jumbling. I made three such esp (armor weapons you quest for, buy, or find) and I did a major search to find all the ones knowing that once in they remain and no new merging others in (well you can with the CS by creating the entries in the esp individually).

I agree with Tomlong - it is best to merge small game tweaks and other such things.

Companions can be done just watch the voice file paths and the names of the esp in the voices folder.

In your list - since not posted with Wrye Bash - hard to tell what is already merged into bash.

The progress add-on esp can be merged!

And I recommend BOMM too, but another method I've found is what I call mod tucking - I merge one game tweak mod into another then keep one of their original names so BOSS will recognize.

My overall advice is merge only those things that you could take out of the game and put back in without feeling like the game broke or was ruined. So that could include even quests (but why bother when there are so many smaller things to merge). I've taken many merged game tweaks mods out to remerge as new configurations then made sure there was a clean save before installing the new combo.
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Mike Plumley
 
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Post » Mon Sep 13, 2010 1:14 am

Merging items/Armors really any number of things can be done but the advise is to not do it with what is already in play in your game.

As soon as you disable the original mods in favor of the new merged on all those items will likely be gone. As I understand it the latest version of Gecko (been out for a while) attempts to retain original FormID but absolutely no guarantee. also if yu want to merge more items/armors later then any merging into the merged esp could result in more FormID jumbling. I made three such esp (armor weapons you quest for, buy, or find) and I did a major search to find all the ones knowing that once in they remain and no new merging others in (well you can with the CS by creating the entries in the esp individually).

I agree with Tomlong - it is best to merge small game tweaks and other such things.

Companions can be done just watch the voice file paths and the names of the esp in the voices folder.

In your list - since not posted with Wrye Bash - hard to tell what is already merged into bash.

The progress add-on esp can be merged!

And I recommend BOMM too, but another method I've found is what I call mod tucking - I merge one game tweak mod into another then keep one of their original names so BOSS will recognize.

My overall advice is merge only those things that you could take out of the game and put back in without feeling like the game broke or was ruined. So that could include even quests (but why bother when there are so many smaller things to merge). I've taken many merged game tweaks mods out to remerge as new configurations then made sure there was a clean save before installing the new combo.

Psymon's first reply has to do with the fact that merging would change formIDs. If you did not merge too many, there is a fair chance that if you update the save with Wrye Bash, pointing out that the item mod is not in that merged plugin, stuff may not get messed up.

The Progress Add-ons count as small tweaks.

I also use "tucking" on occasion, but I am really anol about naming my merged plugsins, different types of merges and whatnot.

Items with quests are the most annoying to merge because you lose the quest data on clean updating. If you were to avoid any other types of item mods, those would be the ones to avoid. The other option is to use multiple item merges, wherein you have a merge that is never updated to contain items with quests mods that you will probably always leave in your load list.

The other way to preserve formIDs is to do the original merges with TES4Gecko and then use TES4Edit to add mods once the merged mod has already been introduced to your game. Before the plugin has been added to the game, update it as much as you like.
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Mackenzie
 
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Post » Sun Sep 12, 2010 10:38 pm

That is a pretty neat 200+ load order, nice to read through. Mine looks way more random, haha. Kudos to you. Since you are not way over the limit. Just merging the new items mods would free up quite a bit of space. That is the simplest merge to do, usually. All you have to do is launch up TES4Gecko, choose the merge option, and stick numbers next to the names of the new items mods. I typically try to keep merged plugins categorized to a specific load order group. For that load order, I would probably merge everything from Acolyte_Of_Kynareth_HGEC.esp to UFF RM Ranger Armor.esp. There is only one hitch in that group, and that would be script conflicts between Adonnay's mods. You need to first go into TES4Edit and append an X or something next to the Editor IDs of overlapping scripts in one of the plugins. It does not matter which one you choose. When TES4Gecko prompts you to change names to resolve conflicts for issues other than scripts or cells, saying yes is normally okay.


So here is a bit I was not aware of. Are you saying that one should first rename the scripts appending an X before merging with Gecko - I thought Gecko would rename things.

Or are you saying that the X is needed because Gecko renames things?

Yeah I'd recommend the same - really quest weapons should be separate merger from bought or found weapons. I very much dislike the idea of free anything and so my house mods are all bought or earned and same for weapons and armor.
Even so do not merge any of these things in with big essential mods stuff that would really ruin the game if you had to clean save from.

In my game with FCOM++ and Armementarium and a dozen ques mods - no lack of weapons, but there are some cool armors and weapons out there in mods that place them on dungeon floors or at specific merchants. But I do not consider these essential so if I need to uninstall then no great loss.
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Yama Pi
 
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Post » Mon Sep 13, 2010 3:46 am

If you looks at the TES4Gecko merging guide, it explicitly says that TES4Gecko does not handle script processing well. If you need to rename scripts do it in TES4Edit or TESCS. They actually update everything that needs to be updated.

I had good reason for linking the TES4Gecko merging guide at the bottom of that pages. Here is an excerpt:



IMPORTANT NOTE: TES4Gecko does not contain support for processing scripts. If
an Editor ID conflict occurs and you choose to rename the Editor ID, then you
must check the scripts in the merged plugin (using the Bethesda Construction
Set) and manually change the Editor ID from the old value to the new value. The
compiled scripts will work properly after the merge without any changes but the
scripts will fail if they are recompiled without first updating the Editor ID
values in the script source.
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Peter lopez
 
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Post » Sun Sep 12, 2010 9:15 pm

Well I did merge those two together so I should at the very least check to make sure the scripts are being referenced (and are named correctly).

I can do that with edit right?

I'm guessing so and if that is the case then I should mainly check to see that the weapons are referencing the right scripts or is it that the script naming is part of an intimate connection with the weapon name?

If that question made no sense then never mind I will note this and go and look with my eyes when more awake. Sleep now.
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Sara Lee
 
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Post » Mon Sep 13, 2010 1:37 am

TES4Gecko has NO support for scripts. All you have to do is find the overlapping scripts in TES4Edit, and change the editor IDs in one of the overlapping mods. If three mods overlap, as is often the case when using lots of pose mods, then you need to make sure EVERY plugin contains different editor IDs for overlapping scripts. Merge the mods with TES4Gecko after making the changes.

The problem with TES4Gecko is that it does not update references. (It sounds like it specifically does not update references within scripts.) You will notice that whenever you change records in a plugin that are referenced by other objects in the plugin (or dependent plugins) TES4Edit will prompt you to update references (and you usually you hit OK without thinking about it because most of the time you DO want to update the objects referencing the modified record.)
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ILy- Forver
 
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Post » Mon Sep 13, 2010 2:00 pm

Psymon and Tomlong:

Thanks so much for your help. Your posts have been very helpful. Right now I don't have any more questions about merging, as I'm still tracking down a couple of CTDs. I'll wait until that's done before I start merging mods. One final thought: I doubt that I merge that many. I think I'll hold myself to around 250 mods. But from what I read on Tomlong's site, merging increases performance, right?

Just for your information, once the merging and testing are done, then I'm going to start a new game so the missing references won't hurt me that much. (Does that make sense?) One of the reasons I'm putting all the time and effort into this is because - in the past - I've just installed mods as they come out, rather haphazardly until my game barely functioned. So far, I've been careful and this has lead to, IMO, a very nice result: all those mods installed and I'm still getting 25 FPS in exterior cells and at least 15+ in the cities, making for a very smooth game.

I do have a non-merging question, tho: I've noticed that people are "faster" in my game. At first, I thought something just sped up my character (speed is 25 and she's moving like her speed is 50 or higher). But then I noticed everyone in the game moves this fast, particularly the guards in the IC. Would a better processor account for this (playing this on my MacBook Pro via Snow Leopard) or would one of the trait adjusting mods like Real Something adjust it? Do I need to slow it down? Sometimes it seems as if the faster the game works, the most CTDs I get.

Thanks again for your help. Hopefully, I'll be merging mods by the weekend.
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barbara belmonte
 
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Post » Mon Sep 13, 2010 7:03 am

As you level, NPCs level a little big (the range is capped at some point by your mods' settings.) Also, merging does not necessarily increase performance. The performance factor just comes from fewer active plugins in general. Adding more mods means the loading times for saves is greater, but that does not correspond to performance in-game, as you can have a good, stable setup while running many mods.
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Tamara Primo
 
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Post » Mon Sep 13, 2010 11:20 am

The speed question - I've no real idea, but I figure to get a better idea you ought to post your load order.
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Soph
 
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Post » Sun Sep 12, 2010 11:18 pm

The speed question - I've no real idea, but I figure to get a better idea you ought to post your load order.


Load order already posted in third post. :)
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kat no x
 
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Post » Mon Sep 13, 2010 1:42 am

Ah still getting used to no code boxes.

Well nothing jumped out at me, but then I'm not familiar with a third of those mods. I suspected it was some stat/leveled list uncapper type mod - are you using Beautiful people or any other race overhaul? I'd suspect the issue (if it is one) is related to a game tweak or race mod.

I use most of the FCOM and quest mods so I doubt those.

I think you only need one Vaults of Cyrodiil - if you have BC then that one, but I could be wrong.

Sorry not more help.
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jadie kell
 
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Post » Mon Sep 13, 2010 7:36 am

Ah still getting used to no code boxes.

Well nothing jumped out at me, but then I'm not familiar with a third of those mods. I suspected it was some stat/leveled list uncapper type mod - are you using Beautiful people or any other race overhaul? I'd suspect the issue (if it is one) is related to a game tweak or race mod.

I use most of the FCOM and quest mods so I doubt those.

I think you only need one Vaults of Cyrodiil - if you have BC then that one, but I could be wrong.

Sorry not more help.


No worries, Psymon, you've already been quite helpful with the merging advice. As for Vaults of Cyrdoill, I'll check in the BC thread. There is no reference on BOSS.

~ Dani ~ :)
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NeverStopThe
 
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Post » Mon Sep 13, 2010 2:20 pm

No, you are right Psymon. The the plugins with BC extensions at the end are replacers. Remove the original plugin.
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He got the
 
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Post » Mon Sep 13, 2010 11:02 am

Hey Tom, just trying to follow along here with the TES4EDIT use, so you are saying the thing of primary concern is that the mods you merge have share no identical formIDs for scripts? and if they do, use the program to make them unique?

Thanks!
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Jesus Lopez
 
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Post » Mon Sep 13, 2010 11:41 am

No, you are right Psymon. The the plugins with BC extensions at the end are replacers. Remove the original plugin.


Okay, I'll take your word for it. :)

Maybe somone should notify the BOSS team?

~ Dani ~ :)
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N Only WhiTe girl
 
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Post » Mon Sep 13, 2010 5:23 am

Hey Tom, just trying to follow along here with the TES4EDIT use, so you are saying the thing of primary concern is that the mods you merge have share no identical formIDs for scripts? and if they do, use the program to make them unique?

Thanks!

No. TES4Gecko takes care of FormID conflicts. The concern is editor ID conflicts. TES4Gecko resolves most of those for you, but it does not handle script processing. Scripts contain references that TES4Gecko does not update. For those cases, use TES4Edit. Find the scripts that share a name in multiple plugins, and change the editor ID (i.e., by appending a letter) so that the scripts' editor IDs are unique.
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Jessica Phoenix
 
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Post » Mon Sep 13, 2010 6:17 am

I do have a non-merging question, tho: I've noticed that people are "faster" in my game. At first, I thought something just sped up my character (speed is 25 and she's moving like her speed is 50 or higher). But then I noticed everyone in the game moves this fast, particularly the guards in the IC. Would a better processor account for this (playing this on my MacBook Pro via Snow Leopard) or would one of the trait adjusting mods like Real Something adjust it? Do I need to slow it down? Sometimes it seems as if the faster the game works, the most CTDs I get.


Are you using sr_Oblivion_Stutter_Remover? It does seem to make things move faster.
Or does one of your mods change the timescale?
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Allison Sizemore
 
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