rhartell Posted September 15, 2003 Share Posted September 15, 2003 I am merging alot of files after checking for congruency and clenliness, but some dont include the data when using the TES Advanced Mod Editor (TESAME). Is there a known solution to this problem, I am trying to have as few .esp files in my data files folder as possible? Thanks, Romorro :ph34r: Link to comment Share on other sites More sharing options...
js4496 Posted September 16, 2003 Share Posted September 16, 2003 Tesame isn't the greatest when it comes to merging mods. Why don't you just use the construction set? You can merge all the mods you want at once. With Tesame you have to do it one at a time, and as your post states it doesn't always work. Link to comment Share on other sites More sharing options...
rhartell Posted September 18, 2003 Author Share Posted September 18, 2003 js4496:Thanks for your reply, I have some comments below, its been a while since I have posted to the forums etc... Construction Set:I tried that and it created lots of dups, Im using without issues over 200 mods, I had to and still have to clean them up, but decided to keep them modular for now until I tweak them all the way, which may just take too much time, ive since starting this adventure created two mods of my own. TesMU:After I get all of my mods installed and tested a bit further, I will likely use the construction set to compile them into one, and then use TesMU to tell me what I need to make those mods run, making it easy on me by clicking, "archive" then burning to cd. New Mods:Since I have started this project I have since downloaded over twenty new mods off various site, and yes people are still compiling new plugins for Seyda Neen and Balmora, OMG when will it stop! Mods I recommend at this time after testing, hacking, and working with them. I have added the location where the mod takes place at the beginning of the name in order to sort and test them. BitterCoastCleanRealHouse.espDSFG-100ProjectileStoreChance.espDSFG-AlternateGold.espDSFG-NpcReplacer3.5(BloodmoonVersion).esmDSFG-Apologies.espDSFG-AtmosphericSoundEffects3.4.espDSFG-BloodandGore1.espDSFG-BloodandGore2.espDSFG-BloodandGore3.espDSFG-CleantrapMod.espDSFG-GIANTS.espDSFG-GIANTS_Dragons.espDSFG-NighttimeDoorLocks.espDSFG-ScrollMaking.espDSFG-ShaktiSecretMastersFix.espDSFG-SilentCharGen.espDSFG-SpellOrganizer.espDSFG-StripForMe.espDSFG-TavernAmbience.espDSFG-TexturedSigns.espDSFG-WildernessSounds.espDSFG-WineRackMod.espMyMods-RoverineBirthsign.espMyMods-RoverineClass.espOfficial-AdamantiumArmor.espOfficial-AreaEffectArrows.espOfficial-DONTUSE-BitterCoastSounds.espOfficial-DONTUSE-MasterIndex.espOfficial-EBArtifact.espOfficial-Entertainers.espOfficial-LeFemmArmor.espOfficial-SiegeatFiremoth.espRacesFacesClassesBirthsignsMaster.esp (compilation)SeydaNeenArticWolf.espSeydaNeenDragonPerch.espSeydaNeenHaldenshore.espSeydaNeenKyreBranokt.espSeydaNeenmAngel'sTearPlus.esp (compilation)SeydaNeenmArrille'sTradehouseExpanded.espSeydaNeenmBasementOfLighthouse.espSeydaNeenmBlackMarket.espSeydaNeenmChemWar.espSeydaNeenmFireworks.espSeydaNeenmGlassThrowingBottles.espSeydaNeenmHorse.espSeydaNeenmIo'sCave.espSeydaNeenmIslesOfTheDead.espSeydaNeenmJiabsHouse.espSeydaNeenmKhaajitFishMerchant.espSeydaNeenmLessGenericNPC's.espSeydaNeenmLilarcor.espSeydaNeenmMyCellar.espSeydaNeenmSanta'sLittleHelper.espSeydaNeenmToys.espSeydaNeenmTruthSpeaker.espSeydaNeenmVvardenfellNews.espSeydaNeenStatueShopMod.espIf you can tell, Im into the mods that add things into the game that werent there previously, or werent accessed, new flavor to the game without unbalancing, staying close to purist as possible. Mods of my own:Some simple ones for starters, but kinda neat. One is called RoverineClass&Birthsign, and the other is an adjustment made to the original Angel's Tear, called Angel'sTearPlus. I am using these as they are my favorite stats etc... 100% purist, just including a set of chitin armor and a couple weapons and small amount of gold. I believe I want to work on some more mods, something I havent heard of or seen or read about or downloaded yet. An idea for one of those is simple, but would further develop other towns and cities to the extent that Balmora & Seyda Neen have been overmodded for. If I see one more mod for "off the coast" of Seyda Neen I will puke. With as much country that has no one adding to it, I cant believe people are still making those mods. I will pick a city that I have seen 5 or less mods for including but not limited to:Propylon'sMolagMaarMaarGanAnd many places, mines, cave systems that are curently not used in the main quest and are free and open for the taking. Thanks, Romorro :ph34r: Link to comment Share on other sites More sharing options...
Lethmoraa Posted September 18, 2003 Share Posted September 18, 2003 The Blood And Gore mod, is a huge hit on your fps, once you start killing people. Link to comment Share on other sites More sharing options...
parrotheada1a Posted September 20, 2003 Share Posted September 20, 2003 I dumped the blood & gore mod, I really didn't care for the way it looked. Plus it was hindering my ability to collect stuff from creatures I'd slaughtered. Link to comment Share on other sites More sharing options...
js4496 Posted September 21, 2003 Share Posted September 21, 2003 So if I understand your post correctly, you plan on merging all the mods you listed into one? IMO you are just asking for trouble. It is a bad idea to merge quest mods with anything. There are too many chances of conflicts happening, or broken dialogue, etc. I occasionally merge mods myself. Having already beaten the main quest a few times, I rely on new plugins to keep the game interesting. I merge weapons and armor, clothing, and books into three different merged files. I do this because I like to collect the new items and display them in a "house" mod I have made myself. I rarely use the items, so I don't worry if they are "Uber". I probably have over 50 different weapon and armor mods merged into one. It took alot of cleaning and testing before I merged them. Some of the plugins you listed will more than likely be updated. Your doubling problem may be because you are using GIANTS esp, rather than the GIANTS esm. Since I started using the esm file, I have had very little problems with doubling. Every once in a while a door, but nothing major. Isles of the Dead can cause problems. Once you have it installed, it gets buggy when you add or remove other mods. I had a lot of CTD's do to this plugin. It's one of the best quest mods out there, but it just caused too many problems. I wish you the best of luck in compiling your files. Hope my input helps :) Link to comment Share on other sites More sharing options...
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