volfin Posted April 7, 2015 Posted April 7, 2015 Join the club, I recently hit the 255 limit, and I've been merging and removing a few, but it only grows right back. Heck, I still have about 50 mods in my 'yet to try' queue. But yes, even with all that (and HDT to boot) my game runs rock solid. the only recent crashes I've had were due to PapyrusUtil 3 Beta 3 (had bugs in the skse DLL). How'd you make it that stable if runing so many mods? I have to say since this tool came out, my skyrim life has changed. http://www.nexusmods.com/skyrim/mods/53045/ I used to crash a lot with only half the mods I have now. But the cleaner changed all that. it really works. Now it's possible to remove any mod, no matter how script heavy, with no ill effects. Just remove the mod, Go through a cycle of "remove unattached script instances" and "Remove instances with undefined classes" and it will scrub all the crashy bits out of your save. It's still good practice when updating a mod to simply uninstall the old, load your save, re-save with the mod removed, then install the update, and reload so you get a clean update. you can the do a pass with the Savegame cleaner just to be sure. But in short diligent housekeeping of your savegame is the key to no crashing, as well as finding a solid load-order. But load order is a whole discipline in itself.
sidfu Posted April 7, 2015 Posted April 7, 2015 That merge script works pretty well, I have used it to combine a number of items together before. yeah thats what i use to combine now ive combined around 50 esp down into 4 to fit companions, armors and to combine patches into main mod. just make sure to not combined any scripted companions and any scripted mods only with themself aka patches for the mod
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