Hit 255

Post » Wed Mar 30, 2011 7:38 am

Well I just hit 255/327 mods and realized that there are about 5 or 10 more that I wanted to install. This will turn into about 30 more im sure.... Granted some would replace existing mods but I will still exceed 256.

I realize now that I am going to have to learn the art of "merging" some of the existing mods I have. I know in MW this process is relatively simple but things in oblivion are a bit more

complicated. So what does one do? Are the rules basically the same as it would be in MW as explained here : http://www.mwmythicmods.com/Archives/Mods/How%20to%20play%202149%20mods_summary.htm
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Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Wed Mar 30, 2011 12:21 pm

Are you using Wrye Bash? If not, you're way better off using that than merging mods with TES4Gecko or something. I learned the hard way via CTDs!

Basically, Bash can merge the data from many mods into a single mod, a "Bashed Patch," allowing you to deactivate the mods being imported and freeing up spots for other mods. You can't do it with every mod, but I was able to free up a lot of spots for more mods by merging mods with Bash.

Otherwise, there's using TES4Gecko to merge mods together, but you can run into issues with conflicting mods. That's why it's better to use Bash, and hell I think everyone should be using Bash anyway for its many features, including being able to use mods simultaneously that would otherwise override one another's leveled lists, for example.
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x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Wed Mar 30, 2011 1:24 am

Hi ,

Seeing as you said...255/327 mods loading.

Is that because you Are using Bash and that has you only loading 255 mods? OR is that 255 Active out of 327 in Directory?

In any case I would Love to see your Load order!! Just curious!!
I am currently at 173/225 using Bash . And have thought about the Limit issue. I figured when the time came I would Merge things that belonged together. One mod has 5-8 different ESP's depending on how you choose to install it.(Modular) but when you decide that you will always load it one way , Just merge. all those into one Mod?.
In my install....
ULlandscapes=25 ESP's..lol see post below...
Supreame Magic=8 esp's
Alive water =3 esp's
Full Tamrial = 7 esp's

These are the things I would look to Merge. but I am not at that point ...yet.

Still...would love to see your Mod list..hehhe
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rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Tue Mar 29, 2011 11:17 pm

Hi ,

Seeing as you said...255/327 mods loading.

Is that because you Are using Bash and that has you only loading 255 mods? OR is that 255 Active out of 327 in Directory?

In any case I would Love to see your Load order!! Just curious!!
I am currently at 173/225 using Bash . And have thought about the Limit issue. I figured when the time came I would Merge things that belonged together. One mod has 5-8 different ESP's depending on how you choose to install it.(Modular) but when you decide that you will always load it one way , Just merge. all those into one Mod?.
In my install....
ULlandscapes=25 ESP's
Supreame Magic=8 esp's
Alive water =3 esp's
Full Tamrial = 7 esp's

These are the things I would look to Merge. but I am not at that point ...yet.

Still...would love to see your Mod list..hehhe


Here it is camaro. Managed to drop 1 so im at 254 now...

Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Windfall.esm03  Jog_X_Mod.esm04  All Natural Base.esm  [Version 1.3]05  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]06  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]07  Cobl Main.esm  [Version 1.73]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Armamentarium.esm  [Version 1.35]0C  Artifacts.esm  [Version 1.1]0D  Kvatch Rebuilt.esm0E  Progress.esm  [Version 2.2]0F  CM Partners.esm10  Toaster Says Share v3.esm11  CustomSpellIcons.esm12  HorseCombatMaster.esm13  Unofficial Oblivion Patch.esp  [Version 3.3.5]14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]16  SM Plugin Refurbish - SI.esp  [Version 1.30]17  Francesco's Optional Chance of Stronger Bosses.esp18  Francesco's Optional Chance of Stronger Enemies.esp19  Francesco's Optional Chance of More Enemies.esp1A  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]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  Fran Armor Add-on.esp1D  Atmospheric Loading Screens - Original Text.esp1E  Natural_Habitat_by_Max_Tael.esp1F  All Natural.esp  [Version 1.3]20  All Natural - SI.esp  [Version 1.3]++  All Natural - MMM Patch.esp  [Version 1.3]21  Immersive Interiors.esp  [Version 0.7]++  phinix-waterfix.esp++  Symphony of Violence.esp22  AmbientTownSounds.esp23  Atmospheric Oblivion.esp24  Distant Chapel Bells.esp25  All Natural - Real Lights.esp  [Version 1.3]26  Cities Alive At Night.esp27  WindowLightingSystem.esp28  AliveWaters.esp**  Ayleid Loot EXtension.esp29  Ayleid Loot EXtension - OOO Dungeons.esp2A  Book Jackets Oblivion.esp2B  Bedrollsanyone.esp2C  diversegrasses.esp++  Item interchange - Extraction.esp  [Version 0.76]++  Oscars_Nicer_Grass-3346.esp2D  Camping.esp++  VA_BetterGold.esp2E  Willful Resistance.esp  [Version 4.0]2F  Enhanced Economy.esp  [Version 5.2.2]30  Display Stats.esp  [Version 2.0.1]31  DropLitTorchOBSE.esp  [Version 2.4]32  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]33  FormID Finder4.esp34  Immersive Combat Music.esp  [Version 1.00]35  Lock Bash Omega.esp  [Version 1.5]36  Streamline 3.1.esp37  Dynamic Map.esp  [Version 2.0]38  Map Marker Overhaul.esp  [Version 3.8]39  Enhanced Hotkeys.esp  [Version 2.1.1]3A  DLCHorseArmor.esp**  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]3B  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]3C  DLCOrrery.esp3D  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]3E  SM Plugin Refurbish - Orrery.esp  [Version 1.11]3F  DLCVileLair.esp**  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]40  DLCMehrunesRazor.esp**  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]41  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]42  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp43  AlternativeLightArmors12.esp44  CapesandCloaks.esp++  CM_Better Wine.esp++  CM_Better Wine_SI.esp45  Dread Knight Armor.esp++  FineWeapons.esp++  RustyItems.esp46  Serentin Vampire Armors.esp47  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp48  Dude Wheres My Horse.esp49  DLCThievesDen.esp**  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.9]4A  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]4B  Cobl Glue.esp  [Version 1.73]4C  Cobl Si.esp  [Version 1.63]4D  Bob's Armory Oblivion.esp4E  FCOM_BobsArmory.esp  [Version 0.9.9]4F  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]50  Oblivion WarCry EV.esp  [Version 1.09]51  FCOM_WarCry.esp  [Version 0.9.9MB5]52  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]53  ArmamentariumArtifacts.esp  [Version 1.35]54  OOO 1.32-Cobl.esp  [Version 1.72]55  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]56  FCOM_RealSwords.esp  [Version 0.9.9]57  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]58  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]59  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]5A  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]**  FCOM_ArcheryHunting&Crafting.esp  [Version 1]5B  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]5C  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.73]5D  Ivellon.esp  [Version 1.8]5E  300 Regal Imperial City 2.esp5F  AdenseEpicDungeon.esp60  AlchemistsCave.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]61  AyleidArrows.esp  [Version 1.8]62  BrotherhoodRenewed.esp  [Version 1.0.11]63  DescentIntoNecropolis.esp64  GTAesgaard.esp65  GTAesgaard_2.esp66  Gates To Aesgaard 2 Delayer.esp  [Version 1.0]67  hackdirtabyss.esp68  SB IC Palace Tower Light Mod v1.1 - Constant Yellow Light.esp69  ImpeREAL City Unique Districts - All the Districts - Merged.esp6A  ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp6B  ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp6C  Kragenir's Death Quest.esp6D  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp6E  Kvatch Rebuilt - Leveled Guards - FCOM.esp6F  Kvatch Rebuilt Weather Patch.esp70  GlenvarCastle.esp71  The Ayleid Steps.esp  [Version 3.4]72  Thievery.esp73  thievery - EE patch.esp  [Version 4.2]74  VHBloodlines 1.2.esp  [Version 1.5.4]75  Woodcutters_Cabin_COBL.esp76  Windfall.esp77  Cyrodiil Travel Services.esp  [Version 2.0.7]78  DLCBattlehornCastle.esp79  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]7A  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]7B  DLCFrostcrag.esp**  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]7C  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]7D  Knights.esp**  Knights - Book Jackets.esp**  Knights - Unofficial Patch.esp  [Version 1.1]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]**  DLC_MOBS.esp7E  TOTF.esp++  TOTF Delayer.esp7F  RTT.esp80  RTT-Weye Relocation Patch.esp  [Version 2.0.1]81  The Lost Spires.esp82  Blood&Mud.esp83  Blood&Mud - EE patch.esp  [Version 4.2]84  Lost Paladins of the Divines.esp85  HoarfrostCastle.esp86  AFK_Weye.esp  [Version 2.2.COBL]87  MannimarcoRevisited.esp88  MannimarcoRevisitedOOO.esp  [Version 0.1]89  MannimarcoWardrobeChest.esp8A  Shadowcrest_Vineyard_COBL.esp8B  Shadowcrest_Vineyard_GuardCOBL.esp8C  ShezriesTownsMaster.esp8D  LostSpires+PellsGate Patch.esp  [Version 1.0]8E  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsHorses.esp8F  Feldscar.esp  [Version 1.0.9]90  Vergayun.esp  [Version 1.0.7]91  Faregyl.esp  [Version 2.0]92  Molapi.esp  [Version 1.0.1]93  HeartOftheDead.esp  [Version 6.0.1]94  xuldarkforest.esp  [Version 1.0.5]95  LostSpires-DarkForest patch.esp96  xulStendarrValley.esp  [Version 1.2.2]97  xulTheHeath.esp98  XulEntiusGorge.esp99  xulFallenleafEverglade.esp  [Version 1.3.1]9A  LostSpires-Everglade patch.esp  [Version 1.2]9B  xulColovianHighlands_EV.esp  [Version 1.2.1]9C  xulChorrolHinterland.esp  [Version 1.2.2]9D  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]9E  KragenirsDeathQuest-LostCoast patch.esp9F  xulBravilBarrowfields.esp  [Version 1.3.2]A0  xulLushWoodlands.esp  [Version 1.3.1]A1  HoarfrostCastle-LushWoodlands patch.espA2  xulAncientYews.esp  [Version 1.4.3]A3  xulAncientRedwoods.esp  [Version 1.6]A4  xulCloudtopMountains.esp  [Version 1.0.3]A5  KragenirsDeathQuest-CloudtopMountains patch.espA6  Ravenview-Cloudtop-Patch.esp  [Version 2.0]A7  xulArriusCreek.esp  [Version 1.1.3]A8  xulPatch_AY_AC.esp  [Version 1.1]A9  HeartoftheDead-ArriusCreek patch.espAA  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]AB  KragenirsDeathQuest-RollingHills patch.espAC  xulPantherRiver.espAD  Blood&Mud-PantherRiver patch.espAE  xulRiverEthe.esp  [Version 1.0.2]AF  xulBrenaRiverRavine.esp  [Version 1.1]B0  xulImperialIsle.esp  [Version 1.6.6]B1  UL Imperial Isle Adense Epic Dungeon Patch.espB2  xulBlackwoodForest.esp  [Version 1.1.0]B3  xulCheydinhalFalls.esp  [Version 1.0.1]B4  Blood&Mud-CheydinhalFalls patch.espB5  TearsOfTheFiend-CheydinhalFalls patch.espB6  KvatchRebuilt-CheydinhalFalls patch.espB7  DungeonsOfIvellon-CheydinhalFalls patch.espB8  xulAspenWood.esp  [Version 1.0.2]B9  Lakewood+AspenWood Patch.esp  [Version 2.0]BA  xulSkingradOutskirts.esp  [Version 1.0.1]BB  xulSnowdale.esp  [Version 1.0.2]BC  Feldscar+Snowdale Patch.esp  [Version 1.0]BD  OOO-Snowdale Patch.espBE  xulCliffsOfAnvil.espBF  Castle_Wolfspike.espC0  Patch-Wolfspike-UL.espC1  bartholm.espC2  bartholm - EE patch.esp  [Version 4.2]C3  Frostcrag Village.esp  [Version 1.0.1]C4  Millstone_Farm_COBL.espC5  MillstoneCOBL_UL_Patch.espC6  BarrowFields-Blood&Mud-Patch.esp  [Version 1.0]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]C7  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]C8  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]++  KoldornsImprovedLava2.esp++  As Intended - OOO Boars & Imps.espC9  Birthsigns Expanded.esp  [Version 3.21.]CA  HUD Status Bars.esp  [Version 4.1.1]CB  DS Portable Sorters.esp  [Version 1.3]CC  DS Storage Sacks.esp  [Version 1.3]CD  Dungeon Actors Have Torches 1.6 DT.espCE  P1DkeyChain.esp  [Version 5.00]CF  Enhanced Vegetation [150%].esp**  StarX Vampire Deaths.espD0  Toggleable Quantity Prompt.esp  [Version 3.2.0]D1  Quest Award Leveller.esp  [Version 2.0.1]D2  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]D3  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]D4  Alternative Start by Robert Evrae.espD5  RealisticHealth.espD6  Basic Primary Needs.espD7  RealisticForceMedium.espD8  RealisticMagicForceMedium.espD9  StarX Vanilla Vampires Revised.espDA  StarX VVR_OOO_FCOM Patch.espDB  SupremeMagicka.esp  [Version 0.90b]DC  SM_ShiveringIsles.esp  [Version 0.90]++  SM_DLCSpellTome.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]DD  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]DE  Fizzle.esp  [Version 3.0]DF  Syc_AtHomeAlchemy_No_Bounty_v2.espE0  RshAlchemy.espE1  RshAlchemyRecipes.espE2  SM Combat Hide.esp  [Version 1.2]E3  RenGuardOverhaul.espE4  Enhanced Grabbing.esp  [Version 0.5]E5  Armorer's Advantage.espE6  Deadly Reflex 5 - Timed Block and 250% damage.espE7  DeadlyReflex 5 - Combat Moves.espE8  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]E9  Duke Patricks - Actors Can Miss Now.espEA  Phitt's Phighting Phixes.espEB  Unequip Broken Armor.espEC  nGCD.esp++  nGCD Birthsigns.espED  ProgressGSD.esp  [Version 2.0]EE  ProgressMBSP.esp  [Version 2.0]EF  ProgressSBSP.esp  [Version 1.0]F0  ProgressRBSP.esp  [Version 1.0]F1  ProgressArmorer.esp  [Version 1.0]F2  JCN_AV Uncap.esp  [Version 1.01]F3  Sneaking Detection Recalibrated.espF4  The Versatile Adventurer.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]F5  CM Partners.espF6  Capucines Character Expansion - No NPC Change.espF7  Toaster Says Share Faction Recruitment.espF8  CM Partners Special NPCs.espF9  CM Partners NPC.espFA  TRAP.esp**  [GFX]_Initial_Glow-all.esp++  Life Detected - OMOD.espFB  Shining Creatures.esp  [Version 1.2]++  Shining Creatures_DLCFrostcrag.esp**  FCOM_Archery.esp  [Version 1.0]++  SM_DeadlyReflex.esp  [Version 0.90]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]FC  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3]FD  Bashed Patch, 0.esp

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Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Wed Mar 30, 2011 5:28 am

http://sites.google.com/site/oblivionpoinfo/tunesetup/merging should be helpful if you haven't been there already.

I can confirm that merging Unique Landscapes mods is a very bad idea. I tried it and got missing meshes and crashes in some areas that only went away when I got rid of the merged esp and went back to using them all individually. Not to mention if you're using patches for various other mods you need the specific UL esps there for the patch / your game to work. Merging ULs = bad bad bad
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M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Wed Mar 30, 2011 11:06 am

http://sites.google.com/site/oblivionpoinfo/tunesetup/merging should be helpful if you haven't been there already.



Ahh thanks palidoo. Very helpful.
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sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Tue Mar 29, 2011 10:59 pm

Here it is camaro. Managed to drop 1 so im at 254 now...

Took a quick look...wow.

But i am sure that some of these can be weeded out. others know this way better then me ...but..Say Cava obscura? Is that to make all the Dungeons Darker? IF so, the since your using All natural ..change the INI for All natural , And a torch + a Light spell and your STILL in the Dark!....lol

54 OOO 1.32-Cobl.esp [Version 1.72]
++ MMM-Cobl.esp [Version 1.73]
?? version mismatch?^^

EB Unequip Broken Armor.esp<<<<<,Pay closer attention...lol and repair more? you have hud status bars(as do I ) and have Armor showing on screen so you Know when its Broken...

++ All Natural - MMM Patch.esp [Version 1.3]<<<<
2A Book Jackets Oblivion.esp<<
Have you Highlighted the entire List in BASH and right click and ....."Mark Mergable"? Give that a shot ...
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CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Wed Mar 30, 2011 10:17 am

Took a quick look...wow.

But i am sure that some of these can be weeded out. others know this way better then me ...but..Say Cava obscura? Is that to make all the Dungeons Darker? IF so, the since your using All natural ..change the INI for All natural , And a torch + a Light spell and your STILL in the Dark!....lol

54 OOO 1.32-Cobl.esp [Version 1.72]
++ MMM-Cobl.esp [Version 1.73]
?? version mismatch?^^

EB Unequip Broken Armor.esp<<<<<,Pay closer attention...lol and repair more? you have hud status bars(as do I ) and have Armor showing on screen so you Know when its Broken...

++ All Natural - MMM Patch.esp [Version 1.3]<<<<
2A Book Jackets Oblivion.esp<<
Have you Highlighted the entire List in BASH and right click and ....."Mark Mergable"? Give that a shot ...


*Can AN really effect lighting in dungeons and caves? Man I need to look a little closer at the ini. All I've done with that is make the world a little darker and really freaking foggy. Check out Cava Obscura either way. Its a keeper for me.

*As for the Unequip Broken Armor mod I actually use it because there is an .ini setting that makes it so theres a 20% chance that my armor will be totally destroyed after breaking. That % chance can be altered btw. My obsession with realism used to border on the masochistic but the game was virtually unplayable so I have eased up on my characters a bit in recent months lol.

*I'm pretty sure the Cobl thing you mention is correct. Ill look into it but I doubt thats an issue. As for the "All Natural - MMM Patch" thats merged so its fine where it is.
And yes everything has been checked to see if its "mergeable"
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Rodney C
 
Posts: 3520
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Post » Wed Mar 30, 2011 11:08 am

I am recommending looking through your readmes and trying to eliminate some of the duplication that is causing you to use all 255 of your slots. Play through some of your quest mods and see if they are worth keeping in your Load Order, Is having Blood and Mud active worth never being able to use a mod like Integration, The Stranded Light??? Try and see if there is a way of trimming your beautification mods, I like having nicer looking trees, grass, and buildings, but much of this can be achieved without filling your Load Order with esp's, replacers can be added that do not use any esp/esm files at all.
EDIT Do you need to have every single DLC active at the same time?
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lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Wed Mar 30, 2011 9:20 am

lol @ having to tone down realism....

ON the Book jackets I mis stated that...lets see....Book jackets is a Graphic replacer....you can...."Import in Bash patch" and DEselect. same outcome.one less slot taken.

Might not have been AN that is making the Dungeon's darker.....wait ..its the Real-Lights part?....all I know is I cant see 10 feet without a Light spell or a torch!

Ahhh well I am not far behind ya ..and I have about 50 or so mods to check out...including now Cava!
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Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Wed Mar 30, 2011 4:23 am

I am recommending looking through your readmes and trying to eliminate some of the duplication that is causing you to use all 255 of your slots. Play through some of your quest mods and see if they are worth keeping in your Load Order, Is having Blood and Mud active worth never being able to use a mod like Integration, The Stranded Light??? Try and see if there is a way of trimming your beautification mods, I like having nicer looking trees, grass, and buildings, but much of this can be achieved without filling your Load Order with esp's, replacers can be added that do not use any esp/esm files at all.



In order to answer the question "Is having Blood and Mud active worth never being able to use a mod like Integration, The Stranded Light???" I have to actually manage to get my character past level 3 and then figure out wth blood and mud actually IS. When this happens I can properly answer this. I am the sort of mod user that throws a bunch of stuff at wrye bash and hopes the game loads. In fact looking over my modlist im surprised that my computer hasn't exploded in my face or melted a hole in my floor. As wonky as it looks all that stuff there was intentional and thought out.

I do see a few things that I would be willing to part with such as the better gold mod and the bedrolls thing. I mean...how many bedrolls does a guy need anyhow?. I am unwilling to budge on textures/weather/and UL type mods though.

Whats all the hooplah about integration anyhow? That's an honest question. I haven't even looked at it.

Now I have to install that....your aren't helping!
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Charity Hughes
 
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Joined: Sat Mar 17, 2007 3:22 pm

Post » Wed Mar 30, 2011 4:05 am

EDIT Do you need to have every single DLC active at the same time?


Short answer no lol.

Ask me if I want them all checked at the same time.....
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loste juliana
 
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Joined: Sun Mar 18, 2007 7:37 pm

Post » Wed Mar 30, 2011 7:56 am

In order to answer the question "Is having Blood and Mud active worth never being able to use a mod like Integration, The Stranded Light???" I have to actually manage to get my character past level 3 and then figure out wth blood and mud actually IS. When this happens I can properly answer this. I am the sort of mod user that throws a bunch of stuff at wrye bash and hopes the game loads. In fact looking over my modlist im surprised that my computer hasn't exploded in my face or melted a hole in my floor. As wonky as it looks all that stuff there was intentional and thought out.

I do see a few things that I would be willing to part with such as the better gold mod and the bedrolls thing. I mean...how many bedrolls does a guy need anyhow?. I am unwilling to budge on textures/weather/and UL type mods though.

Whats all the hooplah about integration anyhow? That's an honest question. I haven't even looked at it.

Now I have to install that....your aren't helping!

My EDIT is helpful, You can deactivate some of your DLC and the patches for them. Integration is a great quest mod, but it also requires Race Balancing Project, but since you are using Capucines, You can upgrade to RBP, and install Integration right now and stay under the 255 active mod limit, because RBP will replace Capucines and many of the esps are mergable.
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FABIAN RUIZ
 
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Post » Wed Mar 30, 2011 7:03 am

My EDIT is helpful, You can deactivate some of your DLC and the patches for them. Integration is a great quest mod, but it also requires Race Balancing Project, but since you are using Capucines, You can upgrade to RBP, and install Integration right now and stay under the 255 active mod limit, because RBP will replace Capucines and many of the esps are mergable.


Maybe I dont understand what you mean by deactivate the DLC. I mean...how would they be useable? Could you explain this a little more?

I just read up on integration. I had RBP once but dropped it for various reason. Now I use TRAP by tejon. Its a "lightweight" race balancing mod.
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Luna Lovegood
 
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Post » Wed Mar 30, 2011 12:56 am

I forgot you also need LAME, but if you can free two or three slots, you can have the trifecta of LAME, RBP and Integration. I know I am not helping now, but they add alot to the game.
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Manny(BAKE)
 
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Post » Tue Mar 29, 2011 9:23 pm

I forgot you also need LAME, but if you can free two or three slots, you can have the trifecta of LAME, RBP and Integration. I know I am not helping now, but they add alot to the game.


I appreciate it. I'll look into possibly adding Integration once I trim things down a bit.
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kiss my weasel
 
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Post » Wed Mar 30, 2011 12:33 pm

Maybe I dont understand what you mean by deactivate the DLC. I mean...how would they be useable? Could you explain this a little more?

I just read up on integration. I had RBP once but dropped it for various reason. Now I use TRAP by tejon. Its a "lightweight" race balancing mod.

The Enchanting and Spellmaking of Frostcrag already exist in Shadowcrest Vineyard. If you have a mod that already adds some extra Stealth Skill Trainers, and a greater supply of lockpick vendors, The Thieves Den is an extra three slots that can be used for other mods.
This is what I mean by reading the readmes, some of your Load Order is duplication of resources.
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Louise
 
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Post » Wed Mar 30, 2011 4:14 am

The Enchanting and Spellmaking of Frostcrag already exist in Shadowcrest Vineyard. If you have a mod that already adds some extra Stealth Skill Trainers, and a greater supply of lockpick vendors, The Thieves Den is an extra three slots that can be used for other mods.
This is what I mean by reading the readmes, some of your Load Order is duplication of resources.



Like I said. I am unwilling to drop the DLC in my game. I dont really care about "duplication of resources" Have you seen how many quests that give homes and house mods I have? I wouldnt drop all those because I could "use the bedroll outside Vilverin to sleep."

I appreciate the suggestions but your "RTFM" comments are a bit out of place in this thread.

That said... if it becomes an issue, after I play through the DLC I would drop the ones you suggested.


-JoelRader (edited for clarity)
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Dragonz Dancer
 
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Post » Wed Mar 30, 2011 5:17 am

I did not mean to be offensive, I was unable to answer post 14 in this thread because of time limits between posts, so I answered it in 17.
Everyone can end up hitting the 255 limit at some point, and it is an annoyance because we hate giving up mods to free up room to try new mods.
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Eduardo Rosas
 
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Post » Wed Mar 30, 2011 6:48 am

Not exactly related to the 255 active mod limit, but something to keep in mind if you weren't aware--if you accumulate too many mod-related files (esps, bsas, etc.) in your Data folder, regardless of whether the file is an active mod or used in your game, you can start to experience constant crashes. I was around 400 files in my Data folder when it started happening to me, and I was completely in the dark about the issue. But that's what Bash's ghosting feature is for, it appends ".ghost" to the ends of inactive or merged mod files so the game doesn't "see" them. Just an early warning if you didn't know about this; if you start to experience crashes you should use Bash's auto-ghost feature.
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Portions
 
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Post » Wed Mar 30, 2011 8:18 am

I did not mean to be offensive, I was unable to answer post 14 in this thread because of time limits between posts, so I answered it in 17.
Everyone can end up hitting the 255 limit at some point, and it is an annoyance because we hate giving up mods to free up room to try new mods.



To be honest I never thought about non-DLC mods doing what some DLC do.
I realize that the DLC are kind of dated. Anyhow im glad we had this conversation. Its worth dropping the Orrery DLC as thats kind of goofy.

Also I should add that its my own fault for misreading you. No harm done.
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Aliish Sheldonn
 
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Post » Wed Mar 30, 2011 12:55 am

To be honest I never thought about non-DLC mods doing what some DLC do.
I realize that the DLC are kind of dated. Anyhow im glad we had this conversation. Its worth dropping the Orrery DLC as thats kind of goofy.

Also I should add that its my own fault for misreading you. No harm done.

I tried to explain it a little better in a PM I just sent to you, I should have said check the release threads and the descriptions on the this site, and where you downloaded the mods you have, to look for mods doing the same things, and how they make the changes they add to your game, and use this information to decide what to trim in your Load Order.
P.S. The problem I talked about in the PM has been covered by palidoo, I could not remember the actual number..
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Gen Daley
 
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