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AustinandLindsay

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  1. Amateur Modder here, I need some advice as to how I should go about Merging my 331 plugins to get to around ~240 ish LOOT copy load order here . ( if having dowloadable .txt is bad etiquette I can post it directly) Currently I am utilizing MO2 as well as SSEEdit, zEdit, and I have access and little knowledge of the Merge Plugin.exe from 2016 on the LE nexus. As stated my goal is to get to around 240 ish or lower .esp. I am aware of zEdit's zMerge tool suite and have already used it to merge eight or so ( non conflicting) armor .esp. I ensured that there were zero conflicts via SSEEdit as shown here https://i.imgur.com/A5iN5w2.png and checked for navmesh entries ( obviously not in armor mods) here https://i.imgur.com/yDECMzO.png. That brings me down to right around 323 plugins total. I have obviously pored over YouTube watching old Gopher, GamerPoets, WazaLang, Yggdrasil Modding, and CFS 111 videos ( I have done my due diligence). The greatest issue I face is the sheer number of conflicts between mods whenever I bring up SSEEdit to see if thay are good merging candidates. I am not referring to conflicts with Skyrim or the DLCs, but rather conflicts between both ( or many) mods that I am trying to merge. It seems, at least on the face of it, an insurmountable task to try and check every iteration in SSEEdit. I must be missing something, because I have seen numerous wicked modlists running under that threshold of 255. They obviously merged numerous mods, I am just misunderstanding how they can do so without a detriment to their gameplay ( missing textures, meshes, masters, leveled list, etc.). I know its possible, I am just at a loss as to finding an exhaustive guide for merging plugins. I know, based off of GamerPoets video, simple things like keeping plugins of the same kind together as well as some of the red flags he brings up, but I still feel as though I am missing something. For instance I tried to merge numerous LUX patches together. These were all given the green light on zMerge as well as Merge Plugin.exe however when I loaded them in SSEEdit they had numerous conflicts with worldspace cells. Maybe I am over thinking it, but I know as it stands now my game should run perfectly as I have spent right at around 120 hrs play testing all of the combinations of mods together ( I did this by deactivating simple armor or weapon mods temporarily to test the larger combination of major overhauls I have installed). I ultimately don't want to break something in an effort to bring the plugin limit down. @@@ModWatch located here https://modwat.ch/u/Fayz @@@ Thanks in advance for any help you can offer. Please reach out with any question, comments, or concerns.
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