Guest Posted February 23, 2018 Posted February 23, 2018 Well then I am afraid to say I don't know might be a good idea and see if you can get help from Matoryeah well thanks for your help
Pelleas Posted February 23, 2018 Posted February 23, 2018 Oh ok - no worries, thanks for getting back to me . On another note,Am I supposed to run LOOT after installing any mod that introduces an ESP? It gets pretty tedious For merging plugins, I guess in some cases (Your Own Thoughts mods, for example), I will have to wait until the end of the guide to actually create a merged plugin because of the dependencies on mods that come much later in the guide, correct? My system only has 2GB of VRAM, but 32GB of RAM - will 2K textures be overkill? Should I just stay with 1K textures for better performance?Thanks.that has been suggested before I haven't thought of good way of implementing it.
berndaroy Posted February 23, 2018 Posted February 23, 2018 Pelleas hi! 1. I normally install all the mods first up to merge section of the guide, but do not activate the mods in left pane. Once installed, i then active a couple of sections .esp(Other fixes etc) with a loot run to verify things are working....the guide does mention this to be done on each section, so any problems are picked up early. It can be tedious, but the trade off is any faults/problems are found early. 2. Here it can be an individual choice, but the general consensus is to create a new profile for each merge. The benefit is that this way you ONLY have to active the mods required for the merge and once done can remain as is on that merge profile( yes the merge will be activated on MAIN GAME profile when done). If later you need to rebuild your merge due to update, its already setup and you don't have to mess around with your MAIN GAME profile(deactivating/reactivating)...and yes why the merge section is at the end of the guide due to dependencies. 3. You can use the 1k alternatives for better performance....LOTD bsa is 1k textures if unaware and bear in mind if performance is an issue when you run DynDOLOD if medium setting is an issue drop it down from medium. Hope i have explained point 2. clearly....happy modding
Pelleas Posted February 23, 2018 Posted February 23, 2018 Hi Berndaroy, Thanks for responding and explaining pretty well :) Regarding "with a loot run to verify things are working....the guide does mention this to be done on each section", I must have missed that in the guide. Basically right now I am scanning each mod as I install them to see if they have an *.esp. If they do, then I run a LOOT before installing the next one. So sometimes it's like install mod 1, if ESP present, run LOOT, install mod 2, if ESP present, run LOOT, and so on.... But splitting the LOOT runs by guide sections makes sense - I might try that. For merging plugins, that resonates with what's on the guide - so I have been creating separate MO profiles for each merge that I am able to do as I progress through the guide. In my case though, I am activating each mod as I go along and launching the game (temporarily de-selecting the ones that are giving out errors due to dependency on mods later in the guide). My reasoning for this is that I am trying to do the BIG BANG launch of the game after a lengthy mod installation to find out some parts are not working / looking the way they should (especially with appearance of Follower mods). My performance slows down a bit as more mods get added. I think the biggest ones that kill the framerates are the Landscape ones that I am configuring/customizing. The character's turn rate gets slightly less smoother. That's why I am debating between 1k and 2k textures - picking only the ones that are most important. Question on mod installation, if I understood the guide correctly: 1. Install Main Mod2. If update, then install the update files to the same folder, doing a "Merge" in MO - is that correct?3. If it's an optional or miscellaneous file, then install as if it is a separate mod, correct? I have reached World Expansions so far.... Pelleas hi! 1. I normally install all the mods first up to merge section of the guide, but do not activate the mods in left pane. Once installed, i then active a couple of sections .esp(Other fixes etc) with a loot run to verify things are working....the guide does mention this to be done on each section, so any problems are picked up early. It can be tedious, but the trade off is any faults/problems are found early. 2. Here it can be an individual choice, but the general consensus is to create a new profile for each merge. The benefit is that this way you ONLY have to active the mods required for the merge and once done can remain as is on that merge profile( yes the merge will be activated on MAIN GAME profile when done). If later you need to rebuild your merge due to update, its already setup and you don't have to mess around with your MAIN GAME profile(deactivating/reactivating)...and yes why the merge section is at the end of the guide due to dependencies. 3. You can use the 1k alternatives for better performance....LOTD bsa is 1k textures if unaware and bear in mind if performance is an issue when you run DynDOLOD if medium setting is an issue drop it down from medium. Hope i have explained point 2. clearly....happy modding
DarkladyLexy Posted February 24, 2018 Posted February 24, 2018 Hi Berndaroy, Thanks for responding and explaining pretty well :) Regarding "with a loot run to verify things are working....the guide does mention this to be done on each section", I must have missed that in the guide. Basically right now I am scanning each mod as I install them to see if they have an *.esp. If they do, then I run a LOOT before installing the next one. So sometimes it's like install mod 1, if ESP present, run LOOT, install mod 2, if ESP present, run LOOT, and so on.... But splitting the LOOT runs by guide sections makes sense - I might try that. For merging plugins, that resonates with what's on the guide - so I have been creating separate MO profiles for each merge that I am able to do as I progress through the guide. In my case though, I am activating each mod as I go along and launching the game (temporarily de-selecting the ones that are giving out errors due to dependency on mods later in the guide). My reasoning for this is that I am trying to do the BIG BANG launch of the game after a lengthy mod installation to find out some parts are not working / looking the way they should (especially with appearance of Follower mods). My performance slows down a bit as more mods get added. I think the biggest ones that kill the framerates are the Landscape ones that I am configuring/customizing. The character's turn rate gets slightly less smoother. That's why I am debating between 1k and 2k textures - picking only the ones that are most important. Question on mod installation, if I understood the guide correctly: 1. Install Main Mod2. If update, then install the update files to the same folder, doing a "Merge" in MO - is that correct?3. If it's an optional or miscellaneous file, then install as if it is a separate mod, correct? I have reached World Expansions so far....you are correct with regard to install mods. One this you might with only 2k of VRAM you struggle and have to drop some of landscape texture altogether. I guess going for 1K where possible and maybe a few 2k's. As to your suggestion on merges I was thinking I could create a new tag and maybe say such and such mod is included to such and such merge?
Pelleas Posted February 24, 2018 Posted February 24, 2018 Hi Lexy, Thanks for your input - yeah, 2G of VRAM may not be enough for installing 2K Textures for every mod. I might just drop some textures like you suggested or scale back to 1K or lower. Regarding the tag for the merges, that might work or maybe even a hyperlink to the respective sections within the Merges page that you guys created (https://wiki.step-project.com/User:Darth_mathias/SRLE_Extended_Legacy_of_The_Dragonborn_Merges_Page). Right now, after completing each section, I am going back to that page and checking if I can merge any mods that I just installed to save on esp slots, before proceeding ahead with the next section in the guide. you are correct with regard to install mods. One this you might with only 2k of VRAM you struggle and have to drop some of landscape texture altogether. I guess going for 1K where possible and maybe a few 2k's. As to your suggestion on merges I was thinking I could create a new tag and maybe say such and such mod is included to such and such merge?
berndaroy Posted February 24, 2018 Posted February 24, 2018 Question on mod installation, if I understood the guide correctly: 1. Install Main Mod2. If update, then install the update files to the same folder, doing a "Merge" in MO - is that correct?3. If it's an optional or miscellaneous file, then install as if it is a separate mod, correct? Pelleas Hi! This is on the SSE Guide:When installing mods it recommended to do the following:Main Files + Updates + Hotfixes Install as one mod. (e.g Merge together in Mod Organizer)Optional Files - Install as separate mod in MO.Miscellaneous files - Install as separate mod in MO.Patches - Install as separate mod in MO......So yes to your question
Pelleas Posted February 25, 2018 Posted February 25, 2018 Hi Berndaroy, Yes, I recall seeing that on the SRLE Extended LoTD guide - thanks for clarifying. It's just that some mod authors have posted minor stuff in updates and/or miscellaneous sections on Nexus. Does anyone know what is the total ESP plugin count for the entire SRLE Extended LoTD guide? I see on Mathias's ModList page that it is 207 with merged stuff. But what is the count if nothing is merged? Pelleas Hi! This is on the SSE Guide:When installing mods it recommended to do the following:Main Files + Updates + Hotfixes Install as one mod. (e.g Merge together in Mod Organizer)Optional Files - Install as separate mod in MO.Miscellaneous files - Install as separate mod in MO.Patches - Install as separate mod in MO......So yes to your question
DarkladyLexy Posted February 25, 2018 Posted February 25, 2018 Hi Berndaroy, Yes, I recall seeing that on the SRLE Extended LoTD guide - thanks for clarifying. It's just that some mod authors have posted minor stuff in updates and/or miscellaneous sections on Nexus. Does anyone know what is the total ESP plugin count for the entire SRLE Extended LoTD guide? I see on Mathias's ModList page that it is 207 with merged stuff. But what is the count if nothing is merged?300ish so you will definitely have to use merge plugins to reduce that count.
Pelleas Posted February 25, 2018 Posted February 25, 2018 Thank you, Lexy. Just wanted to see if I have enough room to accommodate some of my preferred mods on top of and/or in place of the Guide's mod list. 300ish so you will definitely have to use merge plugins to reduce that count.
DarkladyLexy Posted February 25, 2018 Posted February 25, 2018 Thank you, Lexy. Just wanted to see if I have enough room to accommodate some of my preferred mods on top of and/or in place of the Guide's mod list.Once you have done the merges and created the Bash Patch you will have some wiggle room too add more if you wish.
Pelleas Posted February 25, 2018 Posted February 25, 2018 Awesome - I wonder if adding more mods or having high-res textures like 2k or 4k slows down performance. One of the reasons why I was hesitating to add some of the mods from the guide even though they are identified as Core, for example, some of the world expansion stuff. But currently, I am doing a Big Bang approach and see where I end up. Once you have done the merges and created the Bash Patch you will have some wiggle room too add more if you wish.
Pelleas Posted February 28, 2018 Posted February 28, 2018 Hey guys, how's it going? Here's another aspect that I am wondering about - Merging plugins, for example, Heads Up Display Merge (see below): HEADS UP DISPLAY MERGE Files to merge:Lock Overhaul.esp (Lock Overhaul)GoOnAhead.esp (Go On Ahead)AMatterOfTime.esp (A Matter of Time - A HUD Clock Widget)iHUD.esp (Immersive HUD - iHUD)Extended UI.esp (Extended UI)Snotgurg Equipment HUD.esp (Equipment HUD)Merge name:--- Heads Up Display Merged - SRLE Extended LOTDSo, all of the above esp files need to be sequential or consecutive before performing the merge? Because, when I do a LOOT run for load order, it scatters these files all over the place. Is the rule of thumb to: Step 1. Install whatever mods are needed for the merge following the guide mod installation orderStep 2. Prior to merging, place the esp files in the order suggested aboveStep 3. Do the mergeStep 4. Deactivate the individual mods / esp files (that are in the merged plugin)Step 5. Activate the merged esp fileStep 6. Last step - run LOOT for arranging the load order??
DarkladyLexy Posted February 28, 2018 Posted February 28, 2018 Hey guys, how's it going? Here's another aspect that I am wondering about - Merging plugins, for example, Heads Up Display Merge (see below): HEADS UP DISPLAY MERGE Files to merge:Lock Overhaul.esp (Lock Overhaul)GoOnAhead.esp (Go On Ahead)AMatterOfTime.esp (A Matter of Time - A HUD Clock Widget)iHUD.esp (Immersive HUD - iHUD)Extended UI.esp (Extended UI)Snotgurg Equipment HUD.esp (Equipment HUD)Merge name:--- Heads Up Display Merged - SRLE Extended LOTDSo, all of the above esp files need to be sequential or consecutive before performing the merge? Because, when I do a LOOT run for load order, it scatters these files all over the place. Is the rule of thumb to: Step 1. Install whatever mods are needed for the merge following the guide mod installation orderStep 2. Prior to merging, place the esp files in the order suggested aboveStep 3. Do the mergeStep 4. Deactivate the individual mods / esp files (that are in the merged plugin)Step 5. Activate the merged esp fileStep 6. Last step - run LOOT for arranging the load order??they need to be consecutive and at the bottom on the load order what i do when creating merges is: Step 1. Install whatever mods are needed for the merge following the guide mod installation order.Step 2. Prior to merging run LOOT.Step 3. Hand place the esp files in the order I want.Step 4. Do the merge.Step 5. Deactivate the individual mods / esp files (that are in the merged plugin).Step 6. Activate the merged esp file.Step 7. Last step - run LOOT for arranging the load order??
Pelleas Posted February 28, 2018 Posted February 28, 2018 Cool, thanks Lexy. I am assuming Step 7 still needs to be done after activating the merged esp - correct? Also in Merge Plugin, for building future merges, I am assuming that you have to check the merged plugin esp with other esp files? Because by default, all the Merged plugins that were created earlier are not enabled for loading.
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