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Merged mods


RedMonika

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Posted

So, far, so good. No issue as of yet but I managed to get a total of 500 mods down to 250 by merging!

Nice. Will start doing the same tomorrow since I have 240 active mods and want to install around 100 more.

Posted

what mods are you talking about?  i've merged over 100 armor mods into 2 plugins (would be 1, but i didn't feel like merging the two together).  and i've merged a bunch of mod patches into one super patch per mod, plus i've merged a couple npc overhaul mods (which required the xedit merge script v1.95 by the way).  but the few times i've tried merging mods with scripts things seem to break.

Posted

Yeah, I've used the xedit script for it all. I've been working with this for the past several weeks learning on what not to merge etc. Like, I figured that NPC Overall and beautiful elves don't work merged - well, at least for me.

 

Housing mods, armor mods, dynamic loot add ons. A lot of MCM menu mods like bounty gold, Trade Barter, Honed Metal. The patches from misc. mods. I know I could probably make larger merged mods and less but I get confused and will merge like three or four to test to see if it works and not redo the merge into more.

 

Master of disguise, tattoos and warpaints, and hair mods.

 

If you group masters together and then point the "slave" mods to that pack do they work just as well?


 

So, far, so good. No issue as of yet but I managed to get a total of 500 mods down to 250 by merging!


Nice. Will start doing the same tomorrow since I have 240 active mods and want to install around 100 more.

 

 

Cool! I'm kind of greedy with mods. It's really the immersion mods that add up quickly for me.

Posted

was just thinking about doing this, atleast for weapon/armor mods, is it worth it?  for me atm, it would combine around 20 mods. other than saving load order space, is there any other benifit from it?

Posted

like i said, to merge mods with facegendata so you don't get the grey face issue you've got to use the newest form of the xedit merge script.  its not the one in the download tab on the mod page, you have to go looking through the xedit forum to find it.  if you hit the posts tab and go to the second page all you need to do is search for 1.9.5 for the newest version.

Posted

I merged around 15 NPC mods together such as : Inhabitants of skyrim, Beautiful elves/vampires, Bijin Warmaidens/Wives etc...

Using v1.9 (not 1.9.5) and don't get the grey face bug, granted I put merged mod near the bottem of the load order & manually carried over some things in Tes5edit.

 

What does 1.9.5 do that 1.9 doesn't?

Posted

I merged around 15 NPC mods together such as : Inhabitants of skyrim, Beautiful elves/vampires, Bijin Warmaidens/Wives etc...

Using v1.9 (not 1.9.5) and don't get the grey face bug, granted I put merged mod near the bottem of the load order & manually carried over some things in Tes5edit.

 

What does 1.9.5 do that 1.9 doesn't?

 

Do you unpack everything to merge or just disable those in your list?

Can anyone else confirm that more active plugins = less fps in game? Or its just me.

 

I went from 180 to 70 and my fps is a lot better.

 

As a whole I've noticed a lot more stability with merged mods. It seems that the combination of them seems to help the engine in one way or another. I haven't noticed any real difference in my FPS but it seems to run smoother.

was just thinking about doing this, atleast for weapon/armor mods, is it worth it?  for me atm, it would combine around 20 mods. other than saving load order space, is there any other benifit from it?

 

I've noticed that there is stability with the game. I think it helps the engine and or the script process of having merged mods than going through the different mods added. Kind of like defragmenting a drive - I suppose.

Posted

 

was just thinking about doing this, atleast for weapon/armor mods, is it worth it?  for me atm, it would combine around 20 mods. other than saving load order space, is there any other benifit from it?

 

I've noticed that there is stability with the game. I think it helps the engine and or the script process of having merged mods than going through the different mods added. Kind of like defragmenting a drive - I suppose.

 

 

I just went and merged all my weapon and armor mods (minus the Immersive ones) including the HDThighheels, but something has me concerned, the total of all the files is something over 5 gigs, but the merged is only 3.5 gig.. is that normal?

Posted

 

I merged around 15 NPC mods together such as : Inhabitants of skyrim, Beautiful elves/vampires, Bijin Warmaidens/Wives etc...

Using v1.9 (not 1.9.5) and don't get the grey face bug, granted I put merged mod near the bottem of the load order & manually carried over some things in Tes5edit.

 

What does 1.9.5 do that 1.9 doesn't?

 

Do you unpack everything to merge or just disable those in your list?

 

Yes, everything unpacked / loose before merging :)

Posted

 

 

was just thinking about doing this, atleast for weapon/armor mods, is it worth it?  for me atm, it would combine around 20 mods. other than saving load order space, is there any other benifit from it?

 

I've noticed that there is stability with the game. I think it helps the engine and or the script process of having merged mods than going through the different mods added. Kind of like defragmenting a drive - I suppose.

 

 

I just went and merged all my weapon and armor mods (minus the Immersive ones) including the HDThighheels, but something has me concerned, the total of all the files is something over 5 gigs, but the merged is only 3.5 gig.. is that normal?

 

 

Well, you're compressing the files before installing, right? So, that does sound normal to me. What weapon mods are you using?

 

 

I merged around 15 NPC mods together such as : Inhabitants of skyrim, Beautiful elves/vampires, Bijin Warmaidens/Wives etc...

Using v1.9 (not 1.9.5) and don't get the grey face bug, granted I put merged mod near the bottem of the load order & manually carried over some things in Tes5edit.

 

What does 1.9.5 do that 1.9 doesn't?

 

Do you unpack everything to merge or just disable those in your list?

 

Yes, everything unpacked / loose before merging :)

 

 

Ah, yeah, I haven't gotten that involved with it yet but I figure that is the best thing to do. I just merge the ESPs and what ever the script places in the location to compress it.

 

I'm not sure what the difference is since I've just started doing this with 1.9.5

Posted

 

 

 

was just thinking about doing this, atleast for weapon/armor mods, is it worth it?  for me atm, it would combine around 20 mods. other than saving load order space, is there any other benifit from it?

 

I've noticed that there is stability with the game. I think it helps the engine and or the script process of having merged mods than going through the different mods added. Kind of like defragmenting a drive - I suppose.

 

 

I just went and merged all my weapon and armor mods (minus the Immersive ones) including the HDThighheels, but something has me concerned, the total of all the files is something over 5 gigs, but the merged is only 3.5 gig.. is that normal?

 

 

Well, you're compressing the files before installing, right? So, that does sound normal to me. What weapon mods are you using?

 

 

 

no, i just merged the files how they were in MO, but i think i messed up on including the weapon mods, not sure if 2 of them, Lost Longsword and Faction Crossbows, would be included in level list after doing it. (only other weapon mod was the LoTR weapons)

Posted

straight from the forum.

 

*CHANGES*
v1.9.5
- Fixed issue with GetDefinition with v = true not working properly because
there's the letter "v" in the vs constant, but not in reports.
- Fixed issue with CopyGeneralAssets skipping files that should be copied
from facegendata.
- Fixed issue with renumbering of injected formIDs breaking overrides of
injected FormIDs. May have also fixed other inter-file override
renumbering issues.
- Never copying child groups.
- Now compatible with latest version of mteFunctions.pas
- Renumber conflicting FormIDs less paranoid about override records. May
break things. If so, blame hishy.
- Added language file support.

 

which is greek to me, but i can say that it let me merge all of sidearmf93's npc overhaul mods together without moving anything manually or causing grey faces.  an issue when i tried it with 1.9

Posted

Ugh! Something killed my textures. I have neck, hand, and feet grand canyon of seems now.

 

 

you're better off than me, as somehow, Steam has just completely wiped out my skyrim folder, everything.. including my entire MO folder and all the installed mods.

 

all i did was go verify my game files, and that happens.

Posted

Can anyone else confirm that more active plugins = less fps in game? Or its just me.

 

I went from 180 to 70 and my fps is a lot better.

 

The improvement in your game is significant. I used to run with every mod also. I think I had 249 mods plus about 150 more in merged plugins.

 

I cut down a ton of them based on the advice from people in this forum and now the game runs very fast and the load times as well.

 

Recently when I was error checking a problem I disabled down to 70 mods and it was insane how fast the load times were. Basically, the loads happened instantly.

 

I may go for a minimalist approach and weed my list down to essential mods only.

 

After all, an ENB can reduce the need for weather or lighting. And if you get texture packs you don't need plugins. Add in Requiem overhaul and you can get a bunch of gameplay changes right there.

Posted

What fps do you with tons of mods have?

 

I play on a msi gtx 970, i7 4790K, 16 gb ram, asus 797-a.

With a bit over 400 mods. Many merge.

 

I have around 30-70 however sometimes it drops below 10 very shortly. I have set all texture to 2k and resolution 4k. Also used many preformance mods and ini tweaks.

 

Tested so far on clean save, but no new game.

Posted

so i'm looking at revenge of the enemies, an ai overhaul that doesn't include scripts and is only a .esp file.  i'm trying to figure out if i can
either merge it with other mods or just build it into my tes5merged patch and deactivate it.  anyone else seen this mod?

Posted

straight from the forum.

 

*CHANGES*

v1.9.5

- Fixed issue with GetDefinition with v = true not working properly because

there's the letter "v" in the vs constant, but not in reports.

- Fixed issue with CopyGeneralAssets skipping files that should be copied

from facegendata.

- Fixed issue with renumbering of injected formIDs breaking overrides of

injected FormIDs. May have also fixed other inter-file override

renumbering issues.

- Never copying child groups.

- Now compatible with latest version of mteFunctions.pas

- Renumber conflicting FormIDs less paranoid about override records. May

break things. If so, blame hishy.

- Added language file support.

 

which is greek to me, but i can say that it let me merge all of sidearmf93's npc overhaul mods together without moving anything manually or causing grey faces.  an issue when i tried it with 1.9

Could someone post a link to the 1.9.5 script? My google fu keeps failing as I try to find it.

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