My Load Order - What to Merge?

Post » Sat May 28, 2011 6:04 pm

I really don't see the point in merging mods together that can be merged into a bashed patch anyway. Seems like a waste of time and effort as the mod will be deactivated in the end anyway.

One tip for merging and using BOSS is to either use Surazal's BOMM or just rename the final product after a mod recognized by BOSS (I call that mod tucking) so that it will be sorted. Then by following good bain packaging have the merge bain package load later and overwrite the original esp.

Generally for fancy merges though I create a bain package with all the replacers combined in with the merge result esp for good measure.

You'd be surprised though merging more and more mods can have a similar result of having more and more mods except with greater levels of complexity - I've had mergers work great at first then down the line damn if that wasn't the issue that makes the game crash every 2 minutes. the more you add the more chance for conflict-testing-frustration that whole cycle.
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Emily Shackleton
 
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Post » Sat May 28, 2011 10:05 am

Grab the latest version of Item Interchange from TESNexus. Your load order looks fine.
- Tomlong75210


Done - thanks for the tip. I had the old version that's included in COBL.

So long as these two are imported AND activates, you're fine:

20 All Natural.esp [Version 0.9.9.5]
21 All Natural - SI.esp [Version 0.9.9.5]


Does that mean that these should have a + or bullet sign in the mod list, or a check symbol. Sorry, just didn't get what "imported and activated" meant...

snip

Thanks for the tip - another esp slot saved!

snip

I already use BOMM to place my merged mods correctly via BOSS. I wasn't sure how to go about packaging that in BAIN - I mean, I can uninstall the original esps, and just install the merged esp. But if the mod has other resources (apart from the esp, like meshes etc.), those need to be installed for the mod to function, right? So essentially, it would be best to insert the merged esp within the original mod's BAIN 7z package itself, and just install the resources and the merged esp - could you confirm? Is this what you do too?

I agree that mod merging has a point of diminishing returns after a while.
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Hairul Hafis
 
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Post » Sat May 28, 2011 8:11 pm

Done - thanks for the tip. I had the old version that's included in COBL.



Does that mean that these should have a + or bullet sign in the mod list, or a check symbol. Sorry, just didn't get what "imported and activated" meant...


Thanks for the tip - another esp slot saved!


I already use BOMM to place my merged mods correctly via BOSS. I wasn't sure how to go about packaging that in BAIN - I mean, I can uninstall the original esps, and just install the merged esp. But if the mod has other resources (apart from the esp, like meshes etc.), those need to be installed for the mod to function, right? So essentially, it would be best to insert the merged esp within the original mod's BAIN 7z package itself, and just install the resources and the merged esp - could you confirm? Is this what you do too?

I agree that mod merging has a point of diminishing returns after a while.

If you uncheck the boxes, the AN plugins should have dots.

All you have to do in BAIN is uncheck the plugin(s). Leave the package installed. There would be no point in having configurable package installs if you had to do an all or none installation.
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BaNK.RoLL
 
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Post » Sat May 28, 2011 6:41 pm

Well I recommend creating a separate package with all the replacers (and added material) combined and packaged with the merge results - just as an extra measure and less hassle if you forget and uninstall or want to remove the original mods. With BAIN though you can leave both in and it will sort which is installed anyway.

Besides you will learn a bit by doing that and it seems you like that sort of thing.

but then again as you like.
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El Goose
 
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Post » Sat May 28, 2011 11:34 am

Does that mean that these should have a + or bullet sign in the mod list, or a check symbol. Sorry, just didn't get what "imported and activated" meant...


It means that you have to import the cells from the mod, AND make sure it's activated. With a checkmark. Otherwise it breaks.

If you uncheck the boxes, the AN plugins should have dots.


And they would cease functioning properly if that was done. Which was all I was trying to get across.
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Benito Martinez
 
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Post » Sat May 28, 2011 11:08 pm

Does that mean that these should have a + or bullet sign in the mod list, or a check symbol. Sorry, just didn't get what "imported and activated" meant...

Because wires got a bit crossed there:

1. The "All Natural" files should have a check symbol, or they won't work right. And the tags ("C.Climate" etc.) must be imported (checked on rebuild) into the Bashed Patch as well/

2. Key:
Balnk ( ) - Deactivated and essentially not in the game at all.
Bullet (.) = Deactivated with some features imported into Bashed Patch.
Plus (+) = Deactivated with entire file Merged into Bashed Patch.
Check = Activated. (Tags can/should also be imported into the Bashed Patch though.)
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Emma-Jane Merrin
 
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Post » Sat May 28, 2011 11:31 am

It means that you have to import the cells from the mod, AND make sure it's activated. With a checkmark. Otherwise it breaks.



And they would cease functioning properly if that was done. Which was all I was trying to get across.

OP, have the plugins activated before rebuilding the Bashed Patch. However, plugins that should be deactivated (mergeable and import-only) should be that way at all times. It makes a difference, whether or not a plugin being imported is deactivated during the rebuilding of the Patch.
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Sammie LM
 
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Post » Sat May 28, 2011 11:14 pm

I just converted to a SSD and I've noticed that the game *seems* more stable, and load times are vastly improved. It is a bit unfortunate that half of my 80GB drive is taken by this game though.
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Charles Mckinna
 
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Post » Sat May 28, 2011 6:03 pm

I just converted to a SSD and I've noticed that the game *seems* more stable, and load times are vastly improved. It is a bit unfortunate that half of my 80GB drive is taken by this game though.

Really - it is just a game drive then? I'm curious how modded your game is.
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Lizzie
 
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Post » Sat May 28, 2011 8:23 pm

Psymon - thanks for the input on the merging method you use.

Arthmoor, Tomlong and Vargr: Thanks for clarifying the "import and activate".

2. Key:
Blank ( ) - Deactivated and essentially not in the game at all.
Bullet (.) = Deactivated with some features imported into Bashed Patch.
Plus (+) = Deactivated with entire file Merged into Bashed Patch.
Check = Activated. (Tags can/should also be imported into the Bashed Patch though.)


If only the entire Wrye Bash manual was written in this style, it would save a lot of idiotic questions from the likes of me! Vargr - thanks a ton :bowdown:

Tomlong - maybe you might want to add the above section in your excellent website to explain what all the symbols mean. Maybe you already do (I haven't checked the new version lately :blush2: )
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Phillip Hamilton
 
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