Sauvage Posted February 27, 2010 Share Posted February 27, 2010 Just wanted to post this for anyone else who may want to try it. This discussion has been going on in the General Oblivion section, but I figured this kind of info would be better served here. This is what I am currently running, and it seems to be working properly. Technically I have 175 mods installed (if you count ones like OOO and FCOM as 1). Some are OBSE only, and some are file replacement only, which equates to 313 files in my load order. After building my bash patch, I am able to safely uncheck (make virtual) 60 files, leaving me with 1 mod to spare: 253 files loaded. FCOM Convergence (Files: 35, DLed Size: 2GB): Oblivion GOTY, (All) Official Plugins, All Unofficial Patches, FCOM, OOO, MMM, Frans, Oblivion WarCry, Rusty Items, Fine Weapons, Exnems Runeskulls, KD Circlets, Tamriel Travellers, Bobs Armory, Loths Blunt Weapons, TIE4Mods Environment Mods (Files: 22, DLed Size: 398MB): Animated Window Lighting System, Bank of Cyrodiil, Better Cities, Cities Alive At Night, Clocks of Cyrodiil, Diverse Grasses, Enhanced Water, Enhanced Weather, Harvest Flora, Natural Environments, Qarls Harvest, Real Night Sky, (All) Unique Landscapes Gameplay Mods (Files: 24, DLed Size: 163MB): MOBS, Automatic Difficulty Increaser, DarkUI DarNified, Deadly Reflex, Eleven Maps, Gorier Blood, Hand to Hand Idle, Item Interchange, Keychain, Uncapper, Denock Arrows, Rowboats, Initial Glow, Mighty Magick Reborn, Midas Magic Spells of Aurum NPC Mods (Files: 17, DLed Size: 370MB): COBL, Cats and Rats, City Life, Companion Share Recruit, Fighters Guild United, Reneers Guard Overhaul, Slofs Dogs, Slofs Horses/Extra/Nightmare, Slofs Oblivion Robe Trader, Tona Mods Store Quest Mods (Files: 94, DLed Size 4.7GB) Dragon Captions, Elsweyr Anequina, Gate to Aesgaard 1 & 2, Heart of the Dead, Ivellon, Kragenirs Death Quest, **Kvatch Rebuilt**, Malevolent, Ruined Tails Tale, Sentient Weapon, The Blackwood Company, The Elder Council, The Lost Spires, Weapons of the Nine, Dremora Companion, The Fight for Castle Ravenpride, The Old Crow Inn, Against the Zealots of the Nine, Artifacts of the Ancestors, Artifacts of Tamriel, Bartholm, Blood & Mud Dirt Deluxe, Bloodlines, Cybiades, Damarask, Dexwoods Hideout, Feudal Empire, Frostcrag Reborn, Gaenor in Dementia, Glenvar Castle, Kingdom of Almar, Knights of the White Stallion, Let the People Drink, Lost Sword of the Aylieds, Mighty Umbra, Nascosto Isles, Nirnroot Quest Mod, Origin of the Mages Guild, Shadowcrest Vineyard, SoTs The Order of the Nibenay, Spear of Better Mercy, TA Odd Jobs, The Mysteries of the Dulan Cult, The City of Bjornheim, The Legend of Kah, The Naked Nord, Temple of the Elder Council, Tears of the Fiend, Ungaions Memoirs The Wellkynd Sword, Weapons of the Fallen Heroes, Windfall ** Kvatch Rebuilt not installed yet. No room in load list for the 4 esp's + 1 esm! ** Sounds and Textures (Files: 42, DLed Size: 2.33GB): Atmospheric Oblivion, Audia Arcanum Sound Overhaul, Better Music System, Oblivion Stereo Sound Overhaul, Storms and Sounds, Symphony of Violence, Koldorns Ayleid Ruins, QTP3Redimized, Improved FVM/TF/AR/Signs, Exnems Eyecandy (undies so my kids can watch lol), Roberts Male, Rens Beauty Pack, IceElf Races, Stock Clothing and Armor for Exnems, OOO Armor for Exnems Weapons Armors Items (Files: 27, DLed Size: 630MB) Book Jackets, Art of War Weapon Pack, Ayleid Arrows, Blackluster Weapons and Armor, Blood Illusion and Arcania Armors for Exnems, Bonemold Helmet, Classical Weaponry, Crossbows of Cyrodiil, Dark Rose Armor, DarkIllusion, Deciever Armour for Exnems, Elven Weaponry, Exnem Leather Iron Warrior, Eyecandy Wardrobe, Hentai Compilation, Myths and Legends 2, Nightshade Armor, Ordinator Armors, Side's Backpacks, Travellers Belt, White Rose Armor Tools 2 Get'r'Done (Files: 18, DLed Size 57MB) BOSS, TES Construction Set, OBMM, OBSE, Python, Streamline, TES4Gecko, TES4LODGen, TESsnip, Visual C++, Wrye Bash, Wrye Python After all is said and done, my Oblivion folder is sitting at 25.5GB. I also have a "not used" folder as well thats at 105 files and just under 1GB big. It's filled mainly with items I either decided against after downloading, or that were incompatible with my other mods. Unfortunately, there is still quite a few mods in there that I would've liked to use, but ran out of room in my load order like all of Duke's mods, Integration - The Stranded Light quest, Modular Oblivion Enhanced, and 8 house mods I wanted to see. Link to comment Share on other sites More sharing options...
JCP768 Posted February 28, 2010 Share Posted February 28, 2010 FCOM:What's rusty weapons? Isn't that already something in MMM? Gameplay:Replace Mighty Magic with Less Annoying Magic Experience for when you want to play Integration. I also hear that MM hasn't been updated in a long time and has some bugs. Quest: "TA Odd jobs" is Thieves Arsenal right? Denock arrow is included in that mod so you only need TA Odd jobsSome of these aren't quests. Like with Feudal empire and kingdom of Alamar.. I don't think they have quests.Maybe uninstall the Linear quests once you beat them? For instance, with stuff like Lost Spires, Heart of the Dead and the like I find it very hard to try and bring myself to replay them on later characters.. Basically a number of quest mods 1: add nothing to the world 2: Have useless rewards or overpowered rewards and.. 3: linear storylines, and gameplay mechanics... so once is enough for them. I can't really comment on much else since it's largely personal opinion and what not. Link to comment Share on other sites More sharing options...
Balakirev Posted February 28, 2010 Share Posted February 28, 2010 Gameplay:Replace Mighty Magic with Less Annoying Magic Experience for when you want to play Integration. I also hear that MM hasn't been updated in a long time and has some bugs. MM has no bugs. What it has is minor bloat, due to the use in some scripts of PlaceAtMe. If you used MM endlessly for a very long period of time, this might increase the chances of random CTDs, but I used MM for months, and ended up with a bloat of 6. It takes at least a few hundred to make a difference. Note: removing MM can be a pain in the butt, because it leaves effects on the character. That said, I'm not in the slightest sorry I switched to a combination of LAME and Supreme Magicka, though it took a while to overcome the way MM messed around with my magicka level after removing it. SM in particular includes an INI file that lets you control how many spells take effect, provide experience, look, etc, and it's easy to mimic MM's stronger destructive power without suffering from any bloat--plus, SM offers more control, and a few new spells. LAME offers some wonderful add-ons I wouldn't do without. Link to comment Share on other sites More sharing options...
bben46 Posted February 28, 2010 Share Posted February 28, 2010 There is another limit that few people ever see. And that is somewhere over 400 mods in the data folder - whether active or not. For some reason, Oblivion (Morrowind and FO3 also) looks at every mod in the data folder, even if it is not checked as active. There is a fix for this built into Wrye Bash called ghosting, where it hides unused mods if it is active. Or, you can just move the unused mods to a holding folder outside of the Oblivion folder. Link to comment Share on other sites More sharing options...
Sauvage Posted March 1, 2010 Author Share Posted March 1, 2010 Thanks alot for the input, everyone! I actually wanted to use the LAME/SM combo, but FCOM said there was issues with SM, and suggested MMR instead. I have never been a heavy magic user anyway. Rusty weapons was just one of those things that was in the optional part of the FCOM instructions. With all I downloaded, I probably got some of them placed in the wrong category. Everything I installed is there because I read the readme and liked it, but I can't remember what each one does. I will look a bit more at (what I thought to be) my quests, and make sure I didn't get ones that I will not like (ie: aren't quests). I was wondering if I can turn the quests off once I beat them (the smaller ones) without causing any issues. If they lead me to bland or overpowered items, then I will sell them or put em in a display case once I get a house. I wanted to make sure I could do that though. Can I safely turn off a quest mod after I finish it? Will I still keep whatever items I may have gotten from the mod? Again, thanks for your input! Link to comment Share on other sites More sharing options...
Sauvage Posted March 1, 2010 Author Share Posted March 1, 2010 Quest: "TA Odd jobs" is Thieves Arsenal right? Denock arrow is included in that mod so you only need TA Odd jobsSome of these aren't quests. Like with Feudal empire and kingdom of Alamar.. I don't think they have quests. TA is, yes. I will turn it off and see what happens. I was supposed to have drop lit torches with OOO too (or MMM, cant remember which) but it refused to work. I had to add it in as a seperate mod. Kingdom of Alamar I got when I thought I was going to use Kvatch aftermath. Made by the same author, with the ability to have the 2 mods "talk" to each other. I just read through the readme, and it does mention that he will be working on quests, but it doesn't say if there is any in it. I believe I am going to scratch that one. I don't like all the talk about the potions being godlike. I have a quest listed that is not supposed to be there: Knights of the White Stallion. Feudal Empire is KotWS. It is the next level of the mod. I played a bit of KotWS when I first got Oblivion, so its one I am familiar with, and it is definately a quest. I am going to continue looking through my quests to see what else I might be able to get rid of. Technically speaking, I can lose 2 ticks in wrye bash, just by turning off part 2 of Aesgaard and the esp I have loaded to keep part 2 from loading! lol Link to comment Share on other sites More sharing options...
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