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ryushinji

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  1. So, as we all probably know by now, due to Bethesda's crazy resource identifier system, we're all limited to a grand total of 256 data files loaded at any one time, and three to six of those are used by crazy Bethesda themselves (depending on what DLC packs you've got enabled). I've spent a good amount of time configuring my mods for Skyrim, and then breaking SKyrim and having to wait an hour for Steam to redownload 11.2 GB of data to my PC (and I generally get around 3-4MBps download speeds). I try to keep my Skyrim instance lore-friendly, and without cheat items/mods. However, even with that, I see a lot of mods that add one item to the game, or something along those lines. Why haven't mod authors combined all the cool, lore-friendly items (weapons, armor, et cetera) that are compatible with each other into one large mod that users can download and slap into their Data Files load order, save a few hundred of those precious file slots, and benefit by having a slew of new cool items that stay true to the game? And...for those items that do break the game, there could be one for all the "cheat items", and one for all the new items that aren't cheat items but aren't lore-friendly, et cetera. The main point I'm trying to get across is it would be wonderful if mod authors would be kind enough to allow someone to take these cool items and compile one mod so that users can easily get all those cool items into their game easily. I've only tinkered with the CK once, so I'm unexperienced in modding for Skyrim, but I think this idea would be worthwhile for all Skyrim players....those brand new to it and those who've played it for hundreds or thousands of hours already and just want a new spin on their playthrough. For new locations, or "location-enhancing" mods (e.g. town-expanding mods, town-detail enhancing mods, new locations, etc.) those could also go in one large mod, and one group of mods that I'd love to see in one cimpiled mod are new Player Homes. I'd love to investigate some of them, but frankly, with a limited number of mods I can have installed and loaded at any one time (and the dangers and fragility of swapping mods out of an already started game) makes me stay away from most of those mods. Sticking a whole slew of new player homes in one mod would encourage me (and probably a whole lot of others) to explore them! Any comments, suggestions, et cetera on this idea are graciously appreciated. I've spent hundreds of hours configuring and messing around with mods for Skyrim and I think this would solve not only my problems, but allow everyone to enjoy even more of that modding goodness that the commuynity spends their hard-earned hours of free time to make for us to enjoy!
  2. Okay, so I'll admit it: I have way too many mods installed for Skyrim. So I went and installed Wrye Bash and told it to Mark Mergeable and then rebuilt my Bashed Patch. Clearly, I tell it to deactivate the mods that it asks me to do, and when it's done rebuilding, my active mods count goes down (inside of Wrye Bash) by about 30 mods or so.....but after about ten seconds it goes right back up as if the mods were never deactivated. Can someone please help me figure out what is going wrong here? Basically, what I do is.... 1) Click a mod 2) Hit Control-A 3) Control-click on the Bashed Patch_0.esp to deselect it. 4) Right-click and select Marked Mergeable 5) Wait for Wrye Bash to finish what it's doing 6) Right-click on Bashed Patch_0.esp 7) Hit Rebuild Patch 8. Hit OK on the screen to deactivate mods 9) Rebuild the patch (I normally just select "Rebuild All" IIRC). 10) Wait for Wrye Bash to finish. This is the point where the mods seem to deactivate and then reactivate (at least, that's what appears to happen by looking at the active mods count in the bottom right-hand corner). I'm just trying to force my active mods count down under 255 so I can play Skyrim, and it'd be nice to actually be able to use Wrye Bash to do this. OS is Windows 7 Pro x64 with SP 1 if anyone needs to know that information. Any suggestions, comments, and help is greatly appreciated. EDIT: For some reason it decided to mess up my enumeration sequence above, so I had to fix that.
  3. Alright, so I've already searched and looked at other topics related to this, but I still have yet to find a topic that truly answers my question. I currently want to merge a few .esp files. I have BOTH Wrye Bash and TESVSnip installed/downloaded. I don't want to mess with TESVSnip because I don't want to completely risk messing up the .esp files I'm working with by working at such a low level, I just want to combine them into a single .esp file easily at a higher level (e.g. just select the files and merge them, not manually copying and pasting parts of an .esp into another one like you have to in TESVSnip). If someone could give a tutorial (or at least point out where the settings are) to do this in the current version of Wrye Bash, that would be greatly appreciated as I have yet to find a tutorial at all whatsoever on the Nexus forums (if one exists already that I missed somehow, sorry for duplicating the topics; just link to it and I'll be happy). UPDATE: Please note that I have already tried looking for this in the official Wrye Bash readme, and due to the way it is formatted, had no success at all whatsoever in attempting to find this. If it's there and I just missed it, a direct link to it would also satisfy my request (e.g. I click on link and am taken directly to the spot in the readmes telling me how to do it).
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