Sarge Misfit Posted June 11, 2017 Posted June 11, 2017 I'm about ready to start trimming my mods down through merging them. I've done it a couple of times before, had no real issues and I'm confident I will have few, if any, problems. But, that's about it. I'd like to know a bit more and maybe start a conversation that others will find helpful and informative. So, to start, I have the understanding that Skyrim has a limit to how many mods it can run, being 254. And using Merge Plugins with Mod Organizer will let you, well, merge a number of plugins into one, thereby opening up slots for more plugins. Does merging plugins affect stability? Is there a maximum to the number of plugins that you can merge together? Can you merge merged plugins? Anything to beware of? Got any horror stories about merging plugins? Got any funny stories about merging plugins? Let me know if I should add questions and answers to this first post with the idea of creating a sort of FAQ. Merge Plugin's creator did a very good job on instruction, but its a bit lengthy when you just want to get it done.
Corinthinius Posted June 11, 2017 Posted June 11, 2017 I use TES5Edit to merge plugins myself. I haven't had any problems either really. I do like to follow certain rules though, namely I don't merge plugins accompanied by .bsa's, I don't merge overhaul mods, gameplay changers, or anything MCM or script heavy. I basically just merge item mods, NPC/follower, and occasionally race mods. I haven't seen any stability issues with merging plugins unless one of them was bad or dirty already. I would imagine loading fewer plugins would probably improve stability. I don't think I've merged more than 4 or 5 plugins at a time, though and they were all item mods and maybe they added 10 or less items each. I have merged plugins from merged plugins with no issue, again unless one of the plugins being added was already unstable or dirty. I imagine super huge .esp's will probably become unstable, though. Honestly, I never really pushed the bounds of plugin merging. When I did merge, It was usually like mods (ie item mods with item mods), and since TES5Edit wouldn't let me overwrite other mods, I would just do a quick rename swap out in Windows Explorer. I haven't had any issues doing this.
LatencyRemix Posted June 11, 2017 Posted June 11, 2017 I feel your pain. I just went and done a merge and in the process totally nixed my save game. If you haven't done so all ready watch the gamer poets tutorial on merge plugins, i found it to be very helpful. Problems I've came across was if i merged too many into one merge pack it would tell me "you need to rebuild NavMesh in CK" which i don't understand how to do so i just delete it and start over. For now i have weapons and armor's all piled up in their own merge's and have my game running wtih 240 active 290 total with merge's. I did try lumping all hair/eyes into one but then sometimes had issue's with preset's not finding hair or eyes that were used. I'm not an expert by any measure, ive only been modding again for the past 2 week's, and gone bald in 2 weeks. Ive had many trial's and many more error's trying to get things to where there at now. Goodluck with your merge and hope it all works out
worik Posted June 11, 2017 Posted June 11, 2017 ... Does merging plugins affect stability? Is there a maximum to the number of plugins that you can merge together? Can you merge merged plugins? Anything to beware of? Got any horror stories about merging plugins? Got any funny stories about merging plugins? Since I am a fan of merging my mods, maybe a few comments from me Stability: YES and NO. If yu to everything right, at least my game runs far better. In fairness I must assume this probably more influenced by the mod cleaning procedure (which is a prerequisite to merging) than the merging itself Maximum Number: no idea - my biggest merge is around 20 Merge merges: Technically the merger works, but it is strongly suggested to NOT DO IT. NO NO! You will die and the sun will turn black. An additional sidenote from me: I play with Perkus Maximus (SkyRe before) and merged mods for 3 or 4 years now and it works perfectly if I pay attention to my steps Have a plan what your load order is (I do it manually, LOOT has disappointed me) Have a plan what you want to merge in to what (e.g. I merge weapon mods into MY_SINGLE_WEAPON_MOD.esp) Merge only mods form a sequence in my load order Test in a testing game before I let loose on my real game Have fun when: in the middle of your merged playthough 2 merged mods get updated and change dependencies and require clean saves for a working update It IS possible but takes time and your full concentration on doing all steps right
Varithina Posted June 11, 2017 Posted June 11, 2017 I'm about ready to start trimming my mods down through merging them. I've done it a couple of times before, had no real issues and I'm confident I will have few, if any, problems. But, that's about it. I'd like to know a bit more and maybe start a conversation that others will find helpful and informative. So, to start, I have the understanding that Skyrim has a limit to how many mods it can run, being 254. And using Merge Plugins with Mod Organizer will let you, well, merge a number of plugins into one, thereby opening up slots for more plugins. Does merging plugins affect stability? Is there a maximum to the number of plugins that you can merge together? Can you merge merged plugins? Anything to beware of? Got any horror stories about merging plugins? Got any funny stories about merging plugins? Stability, it may or may not depending on just what you are mergeing, fewer esp seem to make things more stable, I would imagine it is due to having to spend less time loading assets from each esp. Maximum number, I have merged 50 armour mods into one, some of them have dozens of items in them, though to be fair ck does complain with an error message if you load that merged esp into it about tuncated something or others, but it still seems to load, there is however a maxium number of records and esp can hold, can not for the life in me remember where I saw it stated though, but as it is in the hundreds of thousands of records for the most part that is not likely to be a problem. Also if you are merging mods check to see if the update.esm is a master if it is not then it can be well worth adding as in the case of many armour mods that give invalid an out of order records adding update as a master tends to sort those errors out, not always, even when adding it you may still get those errors, but for many armour/weapons mods it will sort that error out. Merging merged pluings, if they are just armor/weapons with the only scripts being hdt stuff then I can see no reason why you could not, for anything else though it may well the trial and error, and of course you do not want to merge mods that are updated too often otherwise you will be constantly rebuilding your merges.
LazyBoot Posted June 11, 2017 Posted June 11, 2017 Maximum number, I have merged 50 armour mods into one, some of them have dozens of items in them, though to be fair ck does complain with an error message if you load that merged esp into it about tuncated something or others, but it still seems to load, there is however a maxium number of records and esp can hold, can not for the life in me remember where I saw it stated though, but as it is in the hundreds of thousands of records for the most part that is not likely to be a problem.Well, seeing as how the record IDs are represented as 8 digit hex numbers, with the first 2 being the loadorder of the mod, the max would then be slightly past 16.7 million.
Varithina Posted June 11, 2017 Posted June 11, 2017 Maximum number, I have merged 50 armour mods into one, some of them have dozens of items in them, though to be fair ck does complain with an error message if you load that merged esp into it about tuncated something or others, but it still seems to load, there is however a maxium number of records and esp can hold, can not for the life in me remember where I saw it stated though, but as it is in the hundreds of thousands of records for the most part that is not likely to be a problem.Well, seeing as how the record IDs are represented as 8 digit hex numbers, with the first 2 being the loadorder of the mod, the max would then be slightly past 16.7 million. As I said for most people not a problem, maybe for something like endral or such then yeh, it could become a problem. Bingo think this was the thread I was thinking about https://www.reddit.com/r/skyrimmods/comments/3knv0e/merging_plugins_whats_the_max_amount_of_records_a/
Sarge Misfit Posted June 11, 2017 Author Posted June 11, 2017 Well, I've been checking out new mods this last week or so, and now its time for a good, clean rebuild. The overall goal is the obvious one of exploring all of Skyrim and completing all the quests. I want to do it with some realism, so I've got Heretical Devices, Prison Overhaul and such. That also includes consequences, such as being sold into slavery if she loses a fight. My sense of humour tends to be a bit ... off the wall, and playing a character that lives in a kinky Skyrim is something I find to be quite humorous. I want it to look good, have weather and so on. And all that takes a lot of mods. More than 254 to do what I want to do. So, the plan at the moment is to rebuild my game and then start using Merge Plugins to open up enough slots so I can add a few more. I'm currently at 251 and want to add FrostFall, Campfire (with 4 addons), Last seed, Art of the Catch, Hunterborn and its patch, ... and that's not counting the terrains I want to add that I checked out before but dropped until I got to this point. As near as I can estimate, I've got about 300 mods I would like to play in the same game, so I've got a bit of work ahead of me.
Sarge Misfit Posted June 12, 2017 Author Posted June 12, 2017 Well, that's an interesting result. Just finished a complete re-install of my mods and ended up going from 251 to 243, even after adding FrostFall, Campfire and a number of others. Its because I didn't install mods that I don't use. Mostly outifts, but still, I hadn't realized that I had about two dozen of those that I had been installing simply our of habit, like armours that have no BodySlide.
Varithina Posted June 12, 2017 Posted June 12, 2017 Well, that's an interesting result. Just finished a complete re-install of my mods and ended up going from 251 to 243, even after adding FrostFall, Campfire and a number of others. Its because I didn't install mods that I don't use. Mostly outifts, but still, I hadn't realized that I had about two dozen of those that I had been installing simply our of habit, like armours that have no BodySlide. Now all those armours mods are a good thing to merge, same if you use loads of weapons mods, merge all those into one, though do be careful when merging as some armour/weapons mods esp are used as masters for other mods, though I only have seen a couple most tend to just link to the mesh/textures and such rather than the esp.
Sarge Misfit Posted June 12, 2017 Author Posted June 12, 2017 Yeah, I was noting things like that as I re-installed mods. But now I'm not so sure I need to merge things. As near as I can tell, I've got all the mods installed that I want to play for the long term with room left to try new ones. Load order: Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmUnofficial Skyrim Legendary Edition Patch.espSkyrim Project Optimization - Full Version.esmFalskaar.esmWyrmstooth.espCreatureFramework.esmRaceCompatibility.esmSchlongs of Skyrim - Core.esmApachiiHair.esmhdtHighHeel.esmSexLab.esmDevious Devices - Assets.esmWM Flora Fixes.espApachiiHairFemales.esmCampfire.esmZaZAnimationPack.esmSexLabAroused.esmDevious Devices - Integration.esmDevious Devices - Expansion.esmHeretical Resources.esmSexLab - Sexual Fame [sLSF].esmSexlabInteractiveArousal.esmparadise_halls.esmNPCs of Dibella - Resources.esmnotice board.espTERAArmors.esmGray Fox Cowl.esmzzEsSp.esmCutting Room Floor.espdD - Realistic Ragdoll Force - Realistic.espFNIS.espSOSRaceMenu.espXPMSE.espEnhancedLightsandFX.espELFX - Exteriors.espRaceMenu.espRaceMenuPlugin.espSkyUI.espSOS - VectorPlexus Muscular Addon.espUIExtensions.espRaceMenuMorphsCBBE.espLegacyoftheDragonborn.espGuard Dialogue Overhaul.espWeapons & Armor Fixes_Remade.espClothing & Clutter Fixes.espRebirth Monster.espFNISSexyMove.espRaceMenuOverlayCompilation - CBBE.espTheEyesOfBeauty.espCampfireKExt.espNibblesAnimObjects.espSLA Monitor Widget.espSLALAnimObj.espSLAL_K4Anims.espSLAnimLoader.espZaZHDTWorkshop.esppahe-DeviousDevices-addon-DDx-patch.espZazResources.espSerialStrip.espCollegeOfWinterholdImmersive.espComplete Crafting Overhaul_Remade.espComplete Alchemy & Cooking Overhaul.espWeapons & Armor_TrueWeaponsLvlLists.espLastSeed.espBook Covers Skyrim.espELFXEnhancer.espparadise_halls_SLExtension.espMoreBanditCamps(Explorer'sEdition).espRealShelter.espxazPrisonOverhaul.espxazPrisonOverhaul - Patch.espHelgen Reborn.espPopulated Skyrim Legendary.espCWIELnFXPatch.espUndeath.espEbonvale.espOBIS.esphydra_slavegirls.espSexLab_DibellaCult.espELFX - Weathers.espOBISDB.espOBIS Loot.espCaptured Dreams.espCD - Female Embassy Guards.espRSPatch.espAmazingFollowerTweaks.espImmersive Weapons.espSchlongs of Skyrim.espWeaponsArmorFixes_ImmersiveWeapons_Patch.espSmithing Perks Overhaul_Remade.espBetter Embers.espBooks of Skyrim Compilation.espStart As Breton Female.espSexLab TDF Aggressive Prostitution.espSlaverun_Reloaded_Comments.espSLIA - Books of Skyrim.espDevious Devices - Gags+.espDibellanDefender.espEdhildils Sorceress Robes.espEdhildilsDwarvencyborg.espEdhildilsmithrilblades.espEquipableStockings.espMasque of Clavicus Vile.espdD - Enhanced Blood Main.espdD-Dragonborn-Dawnguard-EBT Patch.espKS Hairdo's.espSimple Slavery Defeat.espCidhna Mine Expanded.espSexLab-Stories.espDo You Know Who I Am.espRaceCompatibilityUSKPOverride.espSkyrimsUniqueTreasures.espSexLabSkoomaWhore.espTradeBarter.espDogs-of-Skyrim.espDBM_CACO_Patch.espJewelCraft.espDBM_WAF_CCF_CCOR_Patch.espSLIA - Legendary.espSLIA - Dawnguard.espSLIA - Dragonborn.espSLIA - Hearthfires.espSLIA - Skyrim.espArtifacts.espRun For Your Lives.espzDeviousStories.espP1FlyingRing.espSexSlavesForVanillaBandits.espFrostfall.espDeviously Cursed Loot.espImCh.espSimpleSlavery.espDeviousRegulations.espPAH_HomeSweetHome.espHunterborn.espSlaverun_Reloaded.espDBM_IW_Patch.espkonahrik_accoutrements.espparadise_halls_farengars_study.espFarm Animals.espFarm Animals_HF.espCoCo_TDM2.espSLIA - The Devious Manual.espHunterborn_CACO_Patch.espHunterborn_Campfire_Patch.espDovahkiins_Infamy.espBrandingDeviceOfDoom.espDibellasRecruit.espSexLab_Dialogues.espSMUTBDS.espSexLab_DibellaCult_Sisters.espSLIA - SMUT Books.espDevious Cidhna.espCagesDiverse.espzzEstrus.espWheelsOfLull.espSpace Wiking's Dwemer Exoskeleton.espEstrusChaurus.espSexLab-StoriesDevious.espDevious Devices - Equip.espEK_RingLimiter.espEstrusSpider.espItemRewardsForBounties.espQuieterDogs.espCD - D.D. Equip.espCraftable Arrows v1.2.espSteel Bolts For All.espXiNafay - Shoes.espAuto Unequip Ammo.espAuto Unequip Helmet.espBB mass ingots smelter.espGlowing Vampire Eyes.espNewVampChainsArmor.espGlowing Eyes.espHermaeus Mora's Caress.espSkyrim_Strap_Ons.espDrunkenSluts.espGagSFX.espGatti12Jewelry.espKS Jewelry.espMoreNastyCritters.espSexLabNudeCreatures.espSexLabNudeCreaturesDB.espSexLabNudeCreaturesDG.espSlaveTats.espSlaveTatsEventsBridge.espsubmissivelola.espAetheriumSwordsnArmor.espalesCampBedrollsSupplies.espaltvamplord.espAngrimApprentice.espparadise_halls_fellglow_slave_camp.espkonahrik_accoutrements_db.espDBM_DPA_Patch.espDBM_CRF_Patch.espDBM_Undeath_Patch.espIsharas_TNB_LoTD_Addon.espFNISspells.espDwemertech - Magic of the Dwarves.espArtifactsOfBoethiah.espDBM_ArtifactsOfBoethiah_Patch.espArtOfTheCatch.espSLALAnimObjBillyy.espDevious Deviants.espSGS.espApocalypse - The Spell Package.espNeo's Slave Leia Renewal.espMannequin_Female_Vyctoria.espBCS - CCOR Patch.espBDSkimpyClothes.espdcc-dm2.espDevious Masque of Clavicus Vile.espElDuderinosDefaultRetexes.espElDuderinos_Fetish_GrabBag.espMaster Gets a Job.espnakedforsworn.espnon-devious devices.espSexLabMassMatchMaker.espSOS - Revealing Armors.espSPTDiverseGuardsSkyrim.espTERAArmors_CBBE.espTS_SlickArmour.espUnreadBooksGlow.espZipsuit.espAMatterOfTime.espAnimated Dragon Wings.espBlackRedLatexDress.espGatti3Evilrose.espGattiBondage1.espPrisonerRagsForFemales.espSkyrim Sexy Remodeled Armor for CBBE.espSpikeBallOutfit.espWarpNudeRings.espzzLSAR.espAlternate Start - Live Another Life.espAlternate Start -- New Beginnings.espDeviously Cursed Loot LAL AddOn.esp
worik Posted June 12, 2017 Posted June 12, 2017 You still have Options to merge more mods: E.g. I usually play with "Cidhna Mine Expanded.esp" and "Devious Cidhna.esp" merged into myCidhna.esp .. It never failed me.
Lodakai Posted June 12, 2017 Posted June 12, 2017 You still have Options to merge more mods: E.g. I usually play with "Cidhna Mine Expanded.esp" and "Devious Cidhna.esp" merged into myCidhna.esp .. It never failed me. This is the way i do it. I have a mod in my list that i keep as craftable items. Any armor or nonscripted item goes into that mod. As a rule, I backup my previous ESP file before merging... I then merge, and test. For npc's I rarely add followers.. Instead, I use npc visual transfer and transpose npc looks over already existing NPCs. Any armor pack that has a BSA, I use MO to extract the BSA first. I then disable the BSA by setting it hidden in MO. I always have a merchant with a container in my merged items ESP, so that I can have the option to add the items to their vendor list. I will also change some of the craftable settings so that it requires certain items to craft, this keeps it from cluttering the crafting list. Anything that I do not intend to craft, I may just hijack the craftable section of that item to make another item instead that may not have it. I do the same with my npc visual transfer ESP, so that I can have follower outfits available for sale at the merchants i have included in that list.
Sarge Misfit Posted June 12, 2017 Author Posted June 12, 2017 Oh, definitely, I've still got the merging option and, now, I can take some time to actually plan it out. In the meantime, the big decision is which of the ASLAL starts to use. I installed Ebonvale, which has a player home. From what I understand, the town is run by mercahnts, so maybe the Wandering Merchant start. An almost perfect option except that I'm stuck with a horse I don't want Hmmmm .... maybe the wandering Mercenary returning to her home of Skyrim. She's been rewarded with a small house in her home province of Skyrim for saving the life of a noble in Cyrodiil. Good thing, too, 'cause she was getting pretty tired of the straight-laced, uptight Empire and Thalmor. She'll be glad to get back home and enjoy a more open and fun filled life It too bad that she doesn't know that she's been cursed to become a succubus. The noble's son hired a witch when Ravyn spurned the little creep's advances. (I'll activate PSQ the first time she's been infected with the vampire virus)
Recommended Posts
Archived
This topic is now archived and is closed to further replies.