» Thu May 03, 2012 8:25 am
Basically, you don't have to include mods that have no objects that need to be merged. A mod may have nothing to merge but, when included in the scan that TESTool performs, it still contributes to the crash. You should have a good idea of the content of each of your mods. If you suspect a mod doesn't have any objects or NPCs that need to be merged with another mod, you can deselect it right before you run the MO function, then don't forget re-select it (them) when you're done so that they load properly in your game. If you are unsure if a mod doesn't need to be included, you could check it against all your other mods with http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=24 (do the "Single vs" checktype), a must have tool to have if you are dealing with large mod loads, imo. Start by checking abot's Boats and Gondoliers mods; maybe they don't have anything that needs to be merged. I'd also try quest mods. The Holiday Mod might be a good one too. Hopefully with a little experimentation you can keep it to only a handful of mods you need to deselect.
Just remember in the future, the more mods you continue to add to your mod list, the more you'll have to deal with this issue, now that you've hit the limit that triggers the bug. (Btw, its not a magic number of mods that triggers the bug, but it is due to a large number of mods--something to do with "text buffer overflow.")