Hello,
Edit 3/11: Took out the questions asking if I was right when people said I was. Attempted to add something about Merged objects pursuant to Wrye's comments.
I do think I see why the MergedObjects issue could be an annoyance, although I haven't ever used TESTools to create a MergedObjects.esp. After reading bjam's post about MergedObjects, it would seem that you would want your merged objects list (assuming you don't have full knowledge of what's going to be merged) to be synced to a load order that is the same as the load order you ultimately plan to play with. That would require you to generate the same load order in two different utilities: TESTools and Mash, right? That seems like a pain to me. :bonk: But perhaps there's yet another issue I'm not quite understanding here that either simplifies or complicates things. How do others handle this?http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=4636765 Merging Objects is most of time a very good thing:
For example, you have a mod that modifies Spell Effects Stat (in TESCS -> Gameplay -> Magic Effects: change base cost), another one (four in fact) that modifies spell visual effects (in TESCS -> Gameplay -> Magic Effects: Casting Effects, Bolt Effects, Hit Effects, Area Effects) and a third one that modifies Spell glowing on clothes (all the No-Glow mods) (in TESCS -> Gameplay -> Magic Effects: Lightning Effect -> Change RGB value):
If you use this three mods, you'll get only one of the modifications that will be taken into account if you don't merge objects, it will be the modifications due to the mod that is loaded last.
If you merge objects of the three mods, you'll get Magic Effects that have modified stat, visual enhancement, and you can get rid off this horrible enchantement glowing effect.
The merged objects & merged leveled lists mods both must be make and synchronised with the mods that you use in your game.
You can have different save for different character at the same time, but if you have different mods lists for each character, you'll need to make a new merged objects and merged leveled lists for each character.
You don't have to "generate load order", it is "auto-generated" in Morrowind.ini:
- when you change the "modified date" of the mods, you change the order that Morrowind use to load the mods
The most recent mods are loaded last, and if there are conflict between two mods, the most recent informations are loaded while the older are discarded.
- when you open Morrowind Launcher or TesTool or Wrye Mash, the active mods lists that is loaded is taken from Morrowind.ini.
when you check a box near the mod name in one of those three software, you edit exactly the same part of Morrowind.ini to write the name of the mods that you've chosen to be active
So you don't have anything more to do than this:
- Launch Wrye Mash
- Reorder your mod list (edit the box "last modified...")
- Lock Time of mods (Not useful to Merge objects, but useful to be sure to keep a clean save
)
- Close Wrye Mash -> When you do this, Wrye Mash modify Morrowind.ini
[Game Files]
GameFile0=Morrowind.esm
GameFile1=Tribunal.esm
GameFile2=Bloodmoon.esm
....
And it writes every mods that you've selected.
- Launch TesTool
[If you are like me and have more than one Morrowind & TesTool installation (install TesTool in each Morrowind directory):
- You've got a message:
"Morrowind.ini has been found in the current folder
[Morrowind current path]
Do you want to use this folder instead of registry settings?"
- Click -> yes
It allows you use Morrowind.ini directly where you've installed TesTool instead of the default installation stored in the Registry Settings of Windows]
-> TesTool loads active mods list, you can verify it: click on "Manage Active plug-ins" -> Execute
You see the list of the esm/esp that are in your Data Files, and those that have been checked Active with Wrye Mash are also Checked Active in TesTool because TesTool loads the information that Wrye Mash has stored in Morrowind.ini.
- Select "Merge Objects for Active Plug-ins"
- Click -> Execute
- TesTool creates a plug-in "Merged_Objects.esp"
- Close TesTool
- Launch Wrye Mash
- Change Merged_objects.esp date to put it at the end of your mod list
- Copy "Mashed_Lists.esp" from \Mopy\Extras in \Data Files
- in Wrye Mash, select "Mashed Lists.esp" -> right click -> import -> Merge Lists...
Now you have:
[Game Files]
GameFile0=Morrowind.esm
GameFile1=Tribunal.esm
GameFile2=Bloodmoon.esm
GameFile3=Mod1.esp
GameFile4=Mod2.esp
...
GameFilex=Modn.esp
GameFiley=Merge_Objects.esp
GameFilez=Mashed Lists.esp
And you're (nearly
) ready to play.
Bjam