can oblivion take 255+ mods

Post » Tue Feb 01, 2011 2:39 pm

well yeah, i've got a beast of a computer, but i'm wondering whether the game can take more than 255 mods and still remain relatively stable, or is that really the threshold? also, since many mods are merged, even if my total goes over 255, but the total without merged isn't, would that still be ok? i've not actually gone past 255 before but i have so many mods to add....
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Wed Feb 02, 2011 1:29 am

Oblivion can only load 255 (FF in hex) plugins, end of. No way around that, it itself. 256 in hex is 100, notice the 3 figures used.

The way round this is using Wrye Bash to merge certain plugins into your Bashed Patch. They can then be deactivated, saving you slots. Some mods can be deactiviated and certain parts of them imported into the Bashed PAtch instead, it just depends on the mod. If you're using that many, you NEED Bash anyhow!

The other way is using TESIVGecko to merge plugins into 1 esp
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Tue Feb 01, 2011 4:38 pm

yeah obviously using wrye bash :) even then i'm reaching the 255 limit with all the merged mods deactivated..heh, most annoying thing really is that some of the mods have SO MANY esps, taking up so many slots...
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Tue Feb 01, 2011 2:40 pm

I was shocked to recently discover I was using nearly 200 active mods, and I consider myself quite frugal mod-wise. There are two issues I see.

1. The proliferation of "option" esp's in the last few years as ways to de-isolate etc. mods improve

2. The tendancy of the user to "hoard" mods, especially in the race and equipment catagories.

Have you considered merging all your CM companion mods?
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Tue Feb 01, 2011 9:07 pm

I was shocked to recently discover I was using nearly 200 active mods, and I consider myself quite frugal mod-wise. There are two issues I see.



Don't worry, somehow I've went from 40 to 56.
User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Tue Feb 01, 2011 12:33 pm

Post your current load order (in spoiler tab) as there might be some tricks you can use and tips on what to merge. If you've something like 5-10 armour addin esps these are good to merge into 1
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Tue Feb 01, 2011 11:54 pm

yeah lol i merge every possible esp that says it can be merged, and deactivate those, although...some mods such as CM partners show up as having bashed tags, but those mods don't merge into the bashed patch, the only thing i could do with CM partners was to use import race records from wrye, but after i've done that deactivating the esps don't even show a dot next to it, the tick just goes away, like it's completely deactivated (a dot shows that a part of the mod is in the bashed patch right?).

edit: i just realised i was using an outdated wrye bash, 275 instead of 285...sigh, so many more features with 285 lol, fail me
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Tue Feb 01, 2011 3:01 pm

I found that by merging mods together in say "compilations" Definitely cuts down on things. So far I've merged Nec's mods together(does not effect the CM partners I had tested this with feria) and a couple clothing mods. This cut my load order down so I'm in the F5 area for mods. I'll probably merge more later on cutting the numbers down even more. Mostly the partner mods to cut them down freeing up more room. Only mods I have not merged is anything MMM, OOO or UL/BC related. Should UL ever reach a final stage where everything is done. I'll merge them and cut down BIG time on my mod numbers. I usually keep it simple using the author name then an underscore and comp for compilation. like for example nec's would be Nec_comp.esp. So I know the author and it's a compilation. You could literally have 500+ mods if you play the merging right, but at that level I think the game starts to get a little unstable.
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Tue Feb 01, 2011 8:49 pm

how are you merging mods which aren't tagged as mergeable in boss, are you just manually adding mark mergeable and merging them? if then how do you know which mods can actually merge without problems?
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Tue Feb 01, 2011 5:51 pm

how are you merging mods which aren't tagged as mergeable in boss, are you just manually adding mark mergeable and merging them? if then how do you know which mods can actually merge without problems?


Wrye Bash can do a lot of things, but not this kind of merging. TESIVPositive for an http://tesivpositive.animolious.com/index.php?page=plugin_merging
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Wed Feb 02, 2011 12:22 am

ok so i've looked into tes4gecko a bit, but i've never done this before, and not really too certain on which mods i could merge together with which, it says that it's good to merge mods that don't update regularly, also mods which are together in the load order, but it also says all the patches can be merged together however the patches are not together in the load order...so what kind of mods should i merge? just a few examples would be very helpful

here is mod list:

Spoiler


[spoiler]
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Enhanced Daedric Invasion.esm08  CyrodiilUpgradeResourcePack.esm09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9a7]0B  Kvatch Rebuilt.esm0C  Better Cities Resources.esm0D  CM Partners.esm0E  HorseCombatMaster.esm0F  Colourwheels sixy Female NPCs.esp10  Unofficial Oblivion Patch.esp  [Version 3.2.9]11  Oblivion Citadel Door Fix.esp12  DLCShiveringIsles.esp13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp14  Better Cities .esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  Fran Armor Add-on.esp1B  Fran_Lv30Item_Maltz.esp1C  All Natural - Real Lights.esp  [Version 0.9.9.5]1D  All Natural.esp  [Version 0.9.9.5]1E  All Natural - SI.esp  [Version 0.9.9.5]1F  Kvatch Rebuilt Weather Patch.esp20  Book Jackets Oblivion.esp21  ImprovedSigns.esp22  Morrowind Ingredients.esp  [Version 1.5]23  DLCHorseArmor.esp24  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]25  DLCOrrery.esp26  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]**  DLCOrrery Vwalk.esp27  DLCVileLair.esp28  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]29  Lair_mobs.esp2A  DLCMehrunesRazor.esp2B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2C  Mehrunes_mobs.esp**  DLCMehrunesRazor Vwalk UOP.esp2D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2E  Sinbloods_Nightweave_HGEC.esp2F  Mage Equipment - No Manni.esp30  Colourwheels sixy Stock Armor & Clothing Replacer.esp31  Colourwheels sixy SI Armor & Clothing Replacer.esp32  DLCThievesDen.esp33  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]**  DLCThievesDen Vwalk UOP.esp34  Thievesden_mobs.esp35  ExnemRuneskulls.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]36  Slof's Oblivion Robe Trader.esp37  Cobl Glue.esp  [Version 1.72]38  Cobl Si.esp  [Version 1.63]39  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]3A  Bob's Armory Oblivion.esp3B  Cheat Bob's Armory Oblivion.esp3C  FCOM_BobsArmory.esp  [Version 0.9.9]3D  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3E  Oblivion WarCry EV.esp3F  FCOM_WarCry.esp  [Version 0.9.9]40  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  Oscuro's_Oblivion_Overhaul Vwalk.esp41  FCOM_Convergence.esp  [Version 0.9.9]42  FCOM_RealSwords.esp  [Version 0.9.9]43  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]44  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]4B  TamrielTravellers4OOO.esp  [Version 1.39c]**  TamrielTravellers4OOO Vwalk.esp4C  TamrielTravellersItemsCobl.esp  [Version 1.39c]4D  ShiveringIsleTravellers.esp  [Version 1.39c]**  ShiveringIsleTravellers Vwalk.esp++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]4E  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]4F  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]50  Morrowind Ingredients_MMM.esp  [Version 1.5]++  MMM-Cobl.esp  [Version 1.69]51  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp52  Kvatch Rebuilt - Leveled Guards - FCOM.esp**  Kvatch Rebuilt Vwalk.esp53  Apachii_Goddess_Store.esp54  DLCBattlehornCastle.esp55  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]56  Battlehorn_mobs.esp57  DLCfrostcrag.esp**  DLCFrostcrag Vwalk.esp58  Knights.esp59  Knights - Unofficial Patch.esp  [Version 1.0.10]**  Knights Vwalk UOP.esp5A  SM Plugin Refurbish(Merged).esp  [Version 1.21]5B  Mighty Umbra.esp5C  Ungarion1TheWelkyndSword.esp  [Version 1.4]5D  Blood&Mud.esp**  Blood&Mud Vwalk.esp5E  Origin of the Mages Guild.esp  [Version 6]5F  The Mystery of the Dulan cult.esp60  MannimarcoComplete.esp61  MannimarcoRevisited.esp62  MannimarcoRevisitedOOO.esp  [Version 0.1]63  MannimarcoWardrobeChest.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]64  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]65  FCOM_DulanCult.esp  [Version 0.9.9]66  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]67  ElsweyrAnequina.esp68  Reaper's Esmeralda's Desert Manor.esp69  xuldarkforest.esp  [Version 1.0.5]6A  xulStendarrValley.esp  [Version 1.2.2]6B  xulTheHeath.esp6C  MMMMWL-TheHeath patch.esp6D  XulEntiusGorge.esp6E  xulFallenleafEverglade.esp  [Version 1.3.1]6F  xulColovianHighlands_EV.esp  [Version 1.2.1]70  xulChorrolHinterland.esp  [Version 1.2.2]**  xulChorrolHinterland Vwalk.esp71  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]72  xulBravilBarrowfields.esp  [Version 1.3.2]**  xulBravilBarrowfields Vwalk.esp73  xulLushWoodlands.esp  [Version 1.3]74  xulAncientYews.esp  [Version 1.4.2]75  xulAncientRedwoods.esp  [Version 1.6]76  xulCloudtopMountains.esp  [Version 1.0.3]77  xulArriusCreek.esp  [Version 1.1.3]78  xulPatch_AY_AC.esp  [Version 1.1]79  xulRollingHills_EV.esp  [Version 1.3.2]**  xulRollingHills_EV Vwalk.esp7A  MMMMWL-RollingHills patch.esp7B  xulPantherRiver.esp7C  Blood&Mud-PantherRiver patch.esp7D  xulRiverEthe.esp  [Version 1.0.2]7E  xulBrenaRiverRavine.esp  [Version 1.0.2]**  xulBrenaRiverRavine Vwalk.esp7F  xulImperialIsle.esp  [Version 1.6.5]**  xulImperialIsle Vwalk.esp80  xulBlackwoodForest.esp81  xulCheydinhalFalls.esp  [Version 1.0.1]82  Blood&Mud-CheydinhalFalls patch.esp83  KvatchRebuilt-CheydinhalFalls patch.esp84  xulAspenWood.esp  [Version 1.0.1]**  xulAspenWood Vwalk.esp85  xulSkingradOutskirts.esp**  xulSkingradOutskirts Vwalk.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]86  AutoBookPlacer.esp87  Cliff_BetterLetters.esp  [Version 1.1]88  P1DkeyChain.esp  [Version 5.00]89  Salmo the Baker, Cobl.esp  [Version 3.08]8A  SupremeMagicka.esp  [Version 0.89]8B  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]8C  SM_EnchantStaff.esp  [Version 0.80]++  SM_VanillaSpells.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]8D  MidasSpells.esp8E  Midas OscuroGems.esp++  Midas Betterholy.esp++  Midas Reduced Costs Quarter.esp++  Midas PowDur1.5x.esp++  Midas Eldrich Power 2.5x.esp8F  Midas BeastFortify Fix OBSE.esp90  StealthOverhaul.esp91  RenGuardOverhaul.esp92  RenGuardOverhaulShiveringIsles.esp93  Deadly Reflex 5 - Timed block and 150% damage.esp94  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]++  Francesco's Slower skills x1.5.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]95  CM Partners.esp**  CM Partners Vwalk.esp96  CM Partners Special NPCs.esp**  CM Partners Special NPCs Vwalk.esp97  CM Partners NPC.esp**  CM Partners NPC Vwalk.esp98  CM Partners More NPCs.esp**  CM Partners More NPCs Vwalk.esp99  CM Partners Marker NPCs.esp**  CM Partners Marker NPCs Vwalk.esp9A  CM Partners Extra NPCs.esp**  CM Partners Extra NPCs Vwalk.esp9B  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]9C  Better Cities - Full City Defences.esp9D  Better Cities Full - B&M Edition.esp**  Better Cities Full - B&M Edition Vwalk.esp9E  BCBravilB&MFULL-Barrowfields patch.esp9F  Better Cities - Unique Landscape Barrowfields.espA0  BCChorrol-ChorrolHinterland fix.espA1  Better Cities - Unique Landscape Chorrol Hinterland.espA2  BCCheydinhalFULLB&M-CheydinhalFalls patch.espA3  Better Cities - Unique Landscape Cheydinhal Falls.espA4  BCSkingrad-SkingradOutskirts patch.espA5  Better Cities - Unique Landscape Skingrad Outskirts.espA6  Better Cities - VWD of the IC.espA7  1SB_PureFantasyMage_Outfits.espA8  Walkabout.esp++  ElsweyrAnequina - Races HGEC-Robert.espA9  Tales from Elsweyr Anequina.espAA  Tales Elsweyr Anq Bravil Barrowfields Patch.espAB  ElsweyrWhitelockCMPartner.espAC  OrcrestCMPartners.espAD  Colourwheels sixy Hentais DarkRose.espAE  Better Imperial City.esp**  Better Imperial City Vwalk.espAF  Better Cities - COBL.esp  [Version 2]B0  Francesco's 10 days respawn time - 1-20 day lenght rescale.espB1  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]B2  Bashed Patch, 0.espB3  Streamline 3.1.esp

User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Tue Feb 01, 2011 4:55 pm

I've used TES4Gecko to merge the following without problems:
Note: I strongly suggest you make copies of the files, zip them, and stick 'em on a CD before you try any merging.

---------

1A Fran Armor Add-on.esp
1B Fran_Lv30Item_Maltz.esp

---------

30 Colourwheels sixy Stock Armor & Clothing Replacer.esp
31 Colourwheels sixy SI Armor & Clothing Replacer.esp

I don't use these, but it seems like they would be a good merge.
---------

All the DLC's and their Unofficial Patches.

----------

91 RenGuardOverhaul.esp
92 RenGuardOverhaulShiveringIsles.esp

Although I think the lastest RGO is a single esp. The SI esp isn't needed any longer.

---------

98 CM Partners More NPCs.esp
9A CM Partners Extra NPCs.esp

It seems to me you should only have one of these. Check the readme.

----------


I forgot to mention before my edit....
If an esp is a master to one you want merge it with, you must first remove the master dependancy from the other mod or Gecko will barf.

For example:
25 DLCOrrery.esp is a master to 26 DLCOrrery - Unofficial Patch.esp [Version 1.0.3].
You must remove the DLCOrrery.esp master from DLCOrrery - Unofficial Patch.esp before you merge them.
Gecko has a button to do this.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Tue Feb 01, 2011 1:44 pm

ok thanks for the info, although i have a few more questions..

The mods with multiple esps, are they advisable to be merged into 1? Ie the mmm-... Mods, or cobl-... Mods, and what about things like cm partners, where it has many esps, can i merge them all into 1? also, should i merge the uop and uSIp together? and i was wondering, is it ever ok to merge different mods together, i.e., not just the dlcs with their patches, but also all the dlcs themselves, or the fcom patches with their respective mods, or is it that a mod's compatibility patch with another mod should not be merged. Last but not least, just how much of an improvement in performance is it with all these merged esps, is it just like using a reduced number of mods? Coz my game is crashing quite frequently right now with no reason, i'm thinking by merging the mods i'll be able to try to debug some stuff (much less mods).
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Wed Feb 02, 2011 12:43 am

First question - you don't even have 200 esps so what's the problem? :shrug:

Anyway all that follow is AFAIK!

Merging anything FCOM related is not recommended

Should be ok to merge all CMPartner esps

UOP and USIP sounds like a heap of trouble to save 1 slot

Stick to merging DLCs with their respective UOMPs

I believe any performance boost (if any) would be marginal

Merging esps will certainly not make debugging easier

11 Oblivion Citadel Door Fix.esp
- no longer needed
29 Lair_mobs.esp
2C Mehrunes_mobs.esp
34 Thievesden_mobs.esp
- try one of the merged ones on Tesnexus, sorry no link search DLC mobs or similar
35 ExnemRuneskulls.esp
++ FCOM_ExnemRuneskulls.esp [Version 0.9.9]
- now included in MMM
3A Bob's Armory Oblivion.esp
3B Cheat Bob's Armory Oblivion.esp
- one or the other
91 RenGuardOverhaul.esp
92 RenGuardOverhaulShiveringIsles.esp
- upgrade to latest version, only one esp
9E BCBravilB&MFULL-Barrowfields patch.esp
9F Better Cities - Unique Landscape Barrowfields.esp
A0 BCChorrol-ChorrolHinterland fix.esp
A1 Better Cities - Unique Landscape Chorrol Hinterland.esp
A2 BCCheydinhalFULLB&M-CheydinhalFalls patch.esp
A3 Better Cities - Unique Landscape Cheydinhal Falls.esp
A4 BCSkingrad-SkingradOutskirts patch.esp
A5 Better Cities - Unique Landscape Skingrad Outskirts.esp
- only one for each area required
B0 Francesco's 10 days respawn time - 1-20 day lenght rescale.esp
- use bashed patch tweak instead

Also perhaps Supreme Magicka and Midas Magic could be merged with some of their respective add-on esps.
:foodndrink:
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am


Return to IV - Oblivion