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hit new mod break limit if 203ish, anyone got a list of safely mergable mods?


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Posted

problem is in the title. I was having a problem with 140 mods, but fixed that, but i think it weill be easier to avoid this one with mergind because I'm almost at the end of the list

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Posted

Clearly you're talking about MO's left-hand pane list of mods, not plugins, which is what the limit of the last discussion was about. If you are in fact using ~200 plugins then you need to prune some from your list and stick to just that listed in the guide.

 

Now, back to ~200 mods. This is a purely arbitrary listing provided by MO and has no bearing whatsoever on the game. In times past all those mod installs would go directly into the game's Data folder and there would be no way of counting how many mods you had installed, nor would it matter. End result is: it does not matter how many mods are in MO's left-hand pane. You could easily have 100s of them. MO parses the files in the "winning" mods to the game which is only concerned with the files, not where they came from.

 

To put this another way. The issues you have been facing are not the result of the mods chosen by the guide or the way they are installed/managed. Something else is breaking your game, probably a missed step or an incorrect INI setting or some other minor step. Please carefully check each step and see if you are in fact following instructions to the letter.

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Posted (edited)

no, i actually am talking about the plugin list, and they're all from the guide

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also, different proble, for some reason the google link to the guide just brings me to the update list and not the actual guide, do you have a link to the guide

its the same problem i was having before, but 60 plugins higher, and its at the point where its easer to merge rather than find the problem

Edited by Spacebadger
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Posted

Okay, apologies then if I jumped down your throat.

 

I must be a few editions out of whack then as I am nowhere that number.

Also the guide is broken due to @Kelmych making a simple editing error, he said he'll fix it when he gets back in, just hang on a while for the time being.

 

The best sort of plugins to start with are quests as they rarely have duplicate records and very little issues with masters or texture paths etc. Next you could look at minor edits like the Delay plugins, that sort of thing.

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Posted
  On 2/5/2018 at 11:45 AM, SergeTroy said:

Dunno, I have a talent for drama when I'm exhausted, best not to let it go to waste. But seriously, thank you for the link, I hadn't known how to access that otherwise. :)

There is a list of potential merge suggestions in the guide; more will be added soon. I’ll try to add a few more when fixing the overwrite. There are several approaches that STEP forum users have used for this. I like to leave primary ESP plugins alone since LOOT uses checksums on plugins to determine which plugins are clean. I try to avoid merging plugins with Navmesh records; it’s a bit tricky to merge these if more than one plugin has these records. Merging some of the small fix plugins is usually fairly easy (the Fallout NV guide does a lot of these merges, for example) as long as they are patches and don't add new FormIDs.

 

In my game I have around 180-190 plugins after running Wrye Flash so I haven’t done much merging. I don’t use all the mods in the guide, although I have tested almost all of them.

 

You are using Wrye Flash to create a bashed patch I assume, and Wrye Flash will disable a lot of plugins since they get incorporated into the bashed patch. These mergable plugins have green text in Wrye Flash. I see some plugins in your list that can be merged and disabled by Wrye Flash.

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Posted

I've merged most of the clothing esps, the k9 esps, and the detect trap esps. Your guide indicates that some of the wateland patch colection is mergable but doesnt mention which ones

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Posted

I wouldn't suggest merging any of the clothing mod plugins or the K9 plugins since they add new FormIDs. The guide has an updated list of merge possibilities. Do you have a list of the 225 plugins you need to merge, excluding of course any that Wrye Flash will merge into the bashed patch and disable.

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Posted

Mods with new FormIDs can be merged; you just need to make sure the last six hex values of the FormIDs aren’t the same in two or more mods. The clothing and K9 mods might have no problems when merging; they probably don’t. My point is that there are some other candidate plugins that might be easier to merge.

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Posted (edited)

yeah, here-

 

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K9 plugins and some clothing plugins already merged, but hat can be reversed
Edited by Spacebadger
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Posted

I don't see a bashed patch in your load order. You should have one, it provides useful capabilities including incorporating and eliminating 21 of the plugins you have, by the way. I'd suggest leaving out Powered Power Armor because of the problems I and others have with it (see the guide). Merging DLC plugins for several mods would remove another 10-20 plugins. There are more suggestions in the guide.

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