Lostdreamer Posted July 15, 2017 Posted July 15, 2017 Hiya there. A quick question for those with more knowledge than me... I've reached the point where I am using Merge Plugins. Partly to get the .esp count down below the ?255 limit, and partly because some stuff (like NPC replacers) does seem to benefit from being merged and having all of the conflicts resolved before firing up the game. Currently, I am simply leaving these mods enabled in the left window in Mod Organizer and placing the relevant merged plugin below the group. Then disabling the .esp in the right 'plugins' window, and dragging the relevant merged plugin .esp into place at the bottom of the bottom of the relevant disabled .esps. This results in well under 255 active plugins, but almost 300 total. Wrye Bash does throw up an error about having too many .esps and auto ghosting being disabled. I read somewhere that correct practice is to open the mods up in the left window and disable the .esps there, but I have found that it's very easy to lose track of which mods have .esps that way which can make it confusing when I have to modify the merges because I have added/removed other mods. Am I correct in thinking that it is the number of active .esps that matter or do I need to change things?
Varithina Posted July 15, 2017 Posted July 15, 2017 If the unmerged mods have meshes/textures and such, you can leave those mods active so to speak and just move the esp for them into the option esp section for each mod, You should also be able to hover on the merge esp and it should list all the esp merged into it as well. And as you guess it should only be the number of active esp/esm. Though the current version of wryebash does complain about the number or mods installed not just esp which is a bit weird if you are not using it as a mod manager it should not even be aware of that, there again on mo wrye also does the same complaint for me. I just ignore it.
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