Please, in the next thread, could someone summarise the fixes as well as the problems, with the pros and cons of each?
i.e. "setting every reference to persistent" (interior cells? exterior cells? both?) - pros and cons
"changing file to an .esm" - pros and cons
"something different and more complicated" - pros and cons
I'm sure that I'm not the only person who is confused by all of the conflicting advice.
I am also sure I'm not the only person who is reluctant to jettison a perfectly adequate official patch (other than the mod issue) in favour of an unofficial patch. I'd really need to be persuaded that that was the best way forward.
They explicitly said that they do not test patches with mods and that the GECK is "unsupported" (see gstaff's posts). If we want to solve this, we have to look amongst ourselves for a solution.
It's the sort of thing that I foresee ending up as a community-made tool - just as TESTool came out to fix the problems with mods introduced by the release of Tribunal/Bloodmoon (72 GMST-related errors).
Good morning
I believe that a new thread is due as well, and that there is hope on the horizon. I am one of the modders directly affected by the exterior-cell/persistent item issue and am going to work with ElminsterAU and Tarrant on a tutorial for the solution (at least one possible solution).
ESP/ESM Method: ElminsterAU walked Tarrant through the process of converting an ESP-only mod into an ESM/ESP combo. The Pros are that it worked, solving the main game-crashing issues. The Cons are that it is not a process for the meek, though simple it requires to use of FO3Edit and would definitely be difficult to get All modders to adhere to. While this works, we are way too far into the game (almost 6 months now for the GECK) and there are too many mods done. Elminster pointed out another Con in that splitting the mods would reduce the maximum-possible number of mods from 255 down to 126 - which for most people is not a huge issue, but remember Oblivion - given another year it may be limiting.
If this is the only path, some will do it but I think most modders will opt for the FakePatch options and avoid v1.5. I'm glad this option is available, but the we need a better, more standard way.
All-ESM Method:One method ElminsterAU described to me (but is not 100% sure about, pending some information gathering) is to convert all mods into ESMs, specifically to have all mods with the ESM flag set - and then to use a custom Script and FOMM to automate the process. Pros: The method would be Standardized and would apply to all mods that get loaded, meaning that the hundreds of mod authors would not all have to try and follow a process. Anther Pro (if possible and if Timeslip agrees) would be using FOMM to launch the script, as most people that use mods also use FOMM (or are not horribly opposed to it). This would provide a standard delivery vehicle for Elminster's script, and (if it works out) would streamline the ESM conversion and load-order process.
The Con is that we don't know (yet?) if it will work, and it will take some code time on Elminster's part to write the script and/or FO3Edit work, and work on Timeslip's part to incorporate it into FOMM. I will write a tutorial for them if this ends up being the method, I already have a start to FOMM - but the really hard part would be on those two gentlemen. Elminster also mentioned this might change the load-order for mods, which could be a Con but we'll have to see.
This in my view would be the ideal path around the save/crash problems with v1.5, but we'll have to see if it can be done or if there are unforseen road-blocks that may gum it up.
All-Persistent Object Method:This is the most brutal method, and the least favorable in my view. In my mod alone, the exterior cell thus far contains ~7,000 references spread-out around the business-district (think Mason District-size) and alot of it clutter items and other stuff that would all have to be made persistent By Hand. Pro's are that the method would technically work without any extra code modification to support v1.5.
Con's are that it would Hugely bloat the size of save-games, maybe to the point of the size causing issues with the game. Another Con is that most modders will chafe at the amount of work it would require to make everything persistent, and alot of modders wont - which will nullify their work. Another Con is that this doesn't address the other issues.
Thats my rough-list, though I'm sure Tarrant, Elminster or maran will have more to add as well as we progress through this.
M