bryman1970 Posted March 21, 2011 Author Share Posted March 21, 2011 Ok. Perhaps I should remove Better Cities and possibly even Castle Almgard from Anvil and the surrounding area. Or at least remove Better Cities to start with, since that definitely adds quite a bit. Hopefully I can just reinstall the modular version of Better Cities without screwing up my game. Link to comment Share on other sites More sharing options...
Hickory Posted March 21, 2011 Share Posted March 21, 2011 I would start by removing Castle Almgard first, and reduce your graphic settings in options -- changing over to modular BC mid-game with such a large mod list may be risky. Link to comment Share on other sites More sharing options...
bryman1970 Posted March 21, 2011 Author Share Posted March 21, 2011 (edited) I remembered before I installed Castle Almgard, I had bad lag and crashes in and around Anvil as well as Skingrad. I started removing BC before I noticed your reply, and also went on what I had just mentioned. I hope everything works fine after reinstalling BC. *fingers crossed* Edit: Well, I reinstalled Better Cities and loaded my last save from inside the Benirus manor. I exited the manor and everything was ok. The town had been converted back to vanilla Anvil. I even checked out the dock area and even though there was still some lag, that also seemed fine and was reverted back to the vanilla version. I've left Castle Almgard for now, but that should be much less tricky to remove than Better Cities. Only thing is, now I have a bunch of Better Cities .esps. The Read Me suggested I use TESGecko to combine them. I've read through this utility and it seems a bit confusing to me. I get stumped when it comes to using a lot of these utilities. I don't know if it's possible that someone out there already has a working copy of a merged .esp or is familiar enough with the TESGecko utility to create a merged plugin in seconds. If someone could send me a merged .esp or even give me some easy advice on how to do it myself, I would greatly appreciate it. Here are the plugins I wish to have merged if anyone is feeling ambitious: C2 Better Cities BRAVIL - Blood & Mud.esp [Version 4.8.4]C3 Better Cities CHORROL.esp [Version 4.9.0]C4 Better Cities CHEYDINHAL.esp [Version 4.8.4]C5 Better Cities BRUMA.esp [Version 4.9.0]C6 Better Cities - VWD of the IC.esp [Version 4.7.0]C7 Better Cities IC Arboretum.esp [Version 4.8.4]C8 Better Cities IC Arcane University.esp [Version 4.8.4]C9 Better Cities IC Arena.esp [Version 4.8.4]CA Better Cities IC Elven Gardens.esp [Version 4.8.4]CB Better Cities IC Green Emperor Way.esp [Version 4.8.4]CC Better Cities IC Market.esp [Version 4.9.0]CD Better Cities IC Prison.esp [Version 4.8.4]CE Better Cities IC Talos Plaza.esp [Version 4.8.4]CF Better Cities IC Temple.esp [Version 4.8.4]D0 Better Cities IC Waterfront.esp [Version 4.8.0]D1 Better Cities Chorrol FPS Patch.esp [Version 4.9.0]D2 Better Cities Cheydinhal FPS Patch.esp [Version 4.9.0]D3 Better Cities Bruma FPS Patch.esp [Version 4.9.0]D4 Better Cities Bravil - Blood & Mud FPS Patch.esp [Version 4.7.0]D5 Better Cities IC Tunnel FPS Patch.esp [Version 4.7.0]D6 Better Cities IC Temple FPS Patch.esp [Version 4.7.0]D7 Better Cities IC Talos Plaza FPS Patch.esp [Version 4.7.0]D8 Better Cities IC Prison FPS Patch.esp [Version 4.7.0]D9 Better Cities IC Market FPS Patch.esp [Version 4.7.0]DA Better Cities IC Elven Gardens FPS Patch.esp [Version 4.7.0]DB Better Cities IC Arcane University FPS Patch.esp [Version 4.7.0]DC Better Cities IC Arboretum FPS Patch.esp [Version 4.7.0]DD Better Cities IC Waterfront FPS Patch.esp [Version 4.7.0]DE Better Cities - Ruined Tail's Tale.esp [Version 4.8.0]DF Better Cities - Thievery.esp [Version 4.8.0]E1 Better Cities - COBL.esp [Version 2.1]E0 TrailsOfCyrodiil-BC patch.esp [Version 4.7.0] I don't know if all these mods can be combined without problems. Thanks in advance for any advice or help. Edited March 21, 2011 by bryman1970 Link to comment Share on other sites More sharing options...
bryman1970 Posted March 23, 2011 Author Share Posted March 23, 2011 I figured out how to merge plugins using TES4Gecko. I've merged the above plugins into a Merged Plugin.esp except for the Better Cities - VWD of the IC.esp (I turn this off when I create distant land). I thought I just deactivate the merged plugins, activate the Merged Plugin.esp, rebuild the patch and play. I've unchecked all the plugins (32 of them to be exact, minus the prementioned .esp and adding the Better Cities.esp). This automatically deactivates the Bashed Patch.esp. When I go to reenable the other mods which were deactivated, it says my load list is full. Do I need to rebuild the bashed patch without the merged plugins activated, THEN rebuild the Bashed Patch with the Merged Plugins.esp? I'm a bit confused as always. Link to comment Share on other sites More sharing options...
Hickory Posted March 23, 2011 Share Posted March 23, 2011 I figured out how to merge plugins using TES4Gecko. I've merged the above plugins into a Merged Plugin.esp except for the Better Cities - VWD of the IC.esp (I turn this off when I create distant land). I thought I just deactivate the merged plugins, activate the Merged Plugin.esp, rebuild the patch and play. I've unchecked all the plugins (32 of them to be exact, minus the prementioned .esp and adding the Better Cities.esp). This automatically deactivates the Bashed Patch.esp. When I go to reenable the other mods which were deactivated, it says my load list is full. Do I need to rebuild the bashed patch without the merged plugins activated, THEN rebuild the Bashed Patch with the Merged Plugins.esp? I'm a bit confused as always. What you need to do is rebuild your Bashed Patch with the plugins that will be used in your game activated. When you rebuild your patch, go through every single option and UNCHECK any that are now irrelevant to your game and check any that have been created. The reason that the BP is being deactivated is because it still has those mods in it's master list. Ensure that WB is set to auto ghost. Link to comment Share on other sites More sharing options...
bryman1970 Posted March 23, 2011 Author Share Posted March 23, 2011 (edited) Ok. I've deactivated all of the .esp's I don't intend on using. When I try to activate the Merged Plugins.esp, I get the message "Unable to add mod Merged Plugin.esp because load list is full." I have Auto-Ghost checked off. The Batched Patch.esp isn't checked off. http://i51.tinypic.com/vnjy14.jpg http://i55.tinypic.com/32zomfo.jpg As you can see from the pictures, some of the mods are highlighted in red. I know these are usually deactivated and built into the patch, but i'm not sure if I should uncheck them while rebuilding the patch and if that's possibly causing the load order to seem full when I try to activate the Merged Plugin.esp. Edited March 23, 2011 by bryman1970 Link to comment Share on other sites More sharing options...
Hickory Posted March 23, 2011 Share Posted March 23, 2011 As you can see from the pictures, some of the mods are highlighted in red. I know these are usually deactivated and built into the patch, but i'm not sure if I should uncheck them while rebuilding the patch and if that's possibly causing the load order to seem full when I try to activate the Merged Plugin.esp. You are not taking any notice of the warning that Wrye Bash gives you when you rebuild your Bashed Patch. Please take notice of such warnings, as they are there for a purpose. Those mods in red MUST be merged and deactivated. Also, please post load lists via Wrye Bash, as follows (not as images):http://img651.imageshack.us/img651/4747/wbloadlist.jpg Link to comment Share on other sites More sharing options...
bryman1970 Posted March 23, 2011 Author Share Posted March 23, 2011 (edited) I know they need to be merged and deactivated. I've already done this for the game prior to this switch to a merged plugin. My problem was that I didn't know if I had to re-enable the mods in red to be recognized when I rebuild my bashed patch, or if just being present will allow them to show up when I DO rebuild the patch. So the problem i'm having is that whenever I try to activate the Merged Plugin.esp, it seems 5to be re-enabling some of the mods that were merged. I don't know if this is normal or if i'm doing something wrong. I've never used TES$Gecko before. I don't know what is causing this exactly. I also know how to post a load order. I wasn't sure if that method would show exactly what I was talking about, i.e., the mods in red being present, or if it would just show enabled mods. Here is my load order prior to attempting to use the Merged Plugin.esp: Active Mod Files: 00 Oblivion.esm 01 TR_OoT_Main.esm 02 Jog_X_Mod.esm 03 All Natural Base.esm [Version 1.2.1] 04 Cobl Main.esm [Version 1.72] 05 TamRes.esm 06 Qarls_Harvest.esm 07 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 08 Mart's Monster Mod.esm [Version 3.7b3p3] 09 Mart's Monster Mod for OOO.esm [Version 0.9.9MB3] 0A Armamentarium.esm [Version 1.35] 0B Artifacts.esm [Version 1.1] 0C Kvatch Rebuilt.esm 0D Better Cities Resources.esm [Version 4.9.0] 0E Lamps of Oblivion Master.esm 0F HorseCombatMaster.esm ** Cobl Races TNR.esp [Version 1.53] ** Cobl Races TNR SI.esp [Version 1.53] 10 Unofficial Oblivion Patch.esp [Version 3.3.4] 11 DLCShiveringIsles.esp 12 Unofficial Shivering Isles Patch.esp [Version 1.4.1] 13 Better Cities .esp [Version 4.7.0] 14 TamRes.esp ++ LoadingScreens.esp 15 Natural_Habitat_by_Max_Tael.esp 16 All Natural.esp [Version 1.2] 17 All Natural - SI.esp [Version 1.2.1] 18 Enhanced Water v2.0 HDMI.esp ++ Symphony of Violence.esp 19 AmbientTownSounds.esp 1A MIS.esp 1B MIS New Sounds Optional Part.esp 1C Atmospheric Oblivion.esp 1D Storms & Sound.esp 1E Rainbows.esp 1F All Natural - Real Lights.esp [Version 1.2.1] 20 WindowLightingSystem.esp 21 AliveWaters.esp 22 AliveWaters - Koi Addon.esp 23 AliveWaters - Slaughterfish Addon.esp 24 Dangerous Waters.esp 25 Book Jackets Oblivion.esp ++ Cobl Bookjackets.esp 26 VipCxj_BulletCamera.esp 27 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp 28 ImprovedSigns.esp ++ Item interchange - Extraction.esp [Version 0.76] 29 Lamps of Oblivion.esp 2A Q - More and Moldy Ingredients v1.1.esp 2B Qarls_Harvest.esp 2C RAEVWD New Sheoth.esp [Version 1.6.1] 2D Reset the Blood Decal Variable.esp 2E Reznod_Mannequin.esp 2F Street Gangs.esp 30 Enhanced Economy.esp [Version 5.2.2] 31 Crowded Cities_Open.esp 32 Crowded Roads Revisited.esp [Version 1.1] 33 Immersive Travelers.esp 34 FF_Real_Thirst.esp 35 DarNifiedUI Config Addon.esp 36 Duke Patricks - Friendship Ring For Companion Detection.esp [Version 1.8] 37 Streamline 3.1.esp ** Book Jackets DLC.esp 38 Adonnays Classical Weaponry.esp 39 Adonnays Elven Weaponry.esp 3A CapesandCloaks.esp 3B Explosives.esp 3C PTArtifacts.esp 3D ShaiyaOutfit.esp ++ Town Guard Armor Replacers.esp 3E Tyrael Armor.esp 3F Underworld Armor.esp 40 Cobl Glue.esp [Version 1.72] 41 Cobl Si.esp [Version 1.63] 42 FF_Real_Thirst, Cobl.esp ++ Cobl Tweaks.esp [Version 1.44] 43 Bob's Armory Oblivion.esp 44 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] ++ ArmamentariumLLVendors.esp [Version 1.35] 45 OOO 1.32-Cobl.esp [Version 1.72] 46 Mart's Monster Mod for OOO.esp [Version 0.9.9MB3] ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] 47 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 48 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] 49 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Friendlier Factions MMM+Fran.esp [Version 3.7b3p3] 4A Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3] 4B Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3] 4C Creature Diversity.esp 4D kuerteeWanderingEncounters.esp ++ ArmamentariumLL4OOO.esp [Version 2.01] ++ ArmamentariumLLMagicOOO.esp [Version 1.35] ++ FineWeapons for OOO.esp ** RustyItems for OOO.esp ++ MMM-Cobl.esp [Version 1.69] 4E EM_CompInnsleeping.esp [Version 0.9] 4F A Blades House.esp 50 AleswellHomeQuest.esp 51 Imperial Furniture Renovated.esp 52 Artifacts.esp [Version 1.1] ++ Artifacts - ArmaCompleteAddon.esp [Version 1.0] 53 Better Benirus Manor - Helping Hands.esp 54 Better Benirus Manor.esp [Version 4.71] 55 Better Benirus Manor - AN Patch - Natural.esp 56 Castle_Dunkerlore_V1.esp 57 (DC) Sutch Reborn.esp 58 Sutch Reborn Spawn Patch.esp 59 hackdirtabyss.esp 5A Kvatch Rebuilt.esp ++ Kvatch Rebuilt - OOO Compatibility.esp 5B Kvatch Rebuilt Weather Patch.esp 5C GlenvarCastle.esp 5D NPCs Alive - Bandits.esp 5E NPCs Alive - Beggers.esp 5F NPCs Alive - Faregyll Inn.esp 60 NPCs Alive - Goblins.esp 61 NPCs Alive - Imperial Legion Foresters.esp 62 NPCs Alive - Imps.esp 63 NPCs Alive - Orges.esp 64 Nascosto Isles 3.esp 65 All Natural - Nascosto Isles Weather Patch.esp [Version 2.0] 66 Region Revive - Lake Rumare.esp 67 Solace.esp 68 OOO-Sutch patch.esp 69 thievery.esp 6A thievery - EE patch.esp [Version 4.2] 6B Tona's_ModsStore.esp 6C Trails of Cyrodiil - Colovian Highland Vanilla.esp 6D Trails of Cyrodiil North Short Cut.esp 6E TR_Stirk.esp 6F Stirk_Compatibility_Patch.esp 70 Valenwood Improved.esp [Version 1.01.0] 71 Villages1.1.esp 72 Village of Lily 2.0.esp 73 VOILA.esp 74 VOILA - Soldiers of Empire.esp 75 Cyrodiil Travel Services.esp [Version 2.0.7] 76 24HrArenaAliveV2.esp 77 Arena Blacksmith.esp 78 Arena District Alive.esp 79 Knights.esp ** Knights - Book Jackets.esp 7A Knights - Unofficial Patch.esp [Version 1.1] ++ SM Plugin Refurbish - Knights.esp [Version 1.06] ++ Mart's Monster Mod for OOO - Knights .esp [Version 0.9.9MB3] 7B RTT.esp 7C RTT-Weye Relocation Patch.esp [Version 2.0.1] 7D GuardsofCyrodiilRedux.esp [Version 1.10] 7E Blood&Mud.esp 7F Blood&Mud - EE patch.esp [Version 4.2] 80 AFK_Weye.esp [Version 2.2.COBL] 81 Rumare-AFK_Weye Patch.esp [Version 2.0] 82 Shadowcrest_Vineyard_COBL.esp 83 Shadowcrest_Vineyard_GuardCOBL.esp 84 ShezriesTownsMaster.esp 85 GoC_ShezriesTowns_Patch.esp 86 ElsweyrAnequina.esp ++ ElsweyrAnequina - Races HGEC-Robert.esp [Version 1.2] 87 Reaper's Esmeralda's Desert Manor.esp 88 BeyondCyrodiil-Camps.esp 89 Tales from Elsweyr Anequina.esp 8A ElsweyrValenwoodImprovedPatch.esp 8B Walkabout.esp 8C Improved Imperial Infrastructure.esp 8D road+bridges.esp [Version 4.6] 8E NRB4+Vineyard Patch.esp [Version 1.0.1] 8F Feldscar.esp [Version 1.0.8] 90 Vergayun.esp [Version 1.0.7] 91 Faregyl.esp [Version 2.0] 92 Faregyl+Anequina Patch.esp [Version 2.0] 93 Molapi.esp [Version 1.0.1] 94 PTMudwater.esp 95 Castle_Almgard-V2.esp 96 ImpeREAL Empire - Unique Forts.esp 97 West Roads.esp 98 bartholm.esp 99 Fort Akatosh Redux.esp 9A FortAkatoshRedux-NewRoads&Bridges patch.esp 9B III-RoadBridgesPatch.esp 9C NRB4+RR Patch.esp [Version 2.1] 9D Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] 9E Bag of Holding.esp [Version 1.5.0] ++ DarNified Books for OOO.esp [Version 1.2] 9F DecoratorAssistant with OBSE v1.1.esp A0 DS Less Predictable Respawn.esp [Version 1.1] A1 Dungeon Actors Have Torches 1.6 DT.esp A2 Exterior Actors Have Torches 1.3 DT.esp A3 Oblivifall - Ambiant Dungeon SFX.esp [Version 1.2] A4 Respawning Varla & Welkynd Stones.esp ++ ScriptIcon_Replacer.esp A5 Enhanced Vegetation [125%].esp A6 Storms & Sound - AFK_Weye.esp A7 Storms & Sound - Imperial Furniture Renovated.esp A8 Storms & Sound - Blood&Mud.esp A9 Storms & Sound - Better Cities.esp AA Quest Award Leveller.esp [Version 2.0.1] AB Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0] AC Alternative Start by Robert Evrae.esp AD RealisticFatigue.esp AE RealisticHealth.esp AF RealisticForceMedium.esp B0 RealSleepExtended.esp [Version 2.5] B1 MidasSpells.esp B2 Midas OscuroGems.esp ++ Midas Betterholy.esp ++ Mart's Monster Mod - Midas Creature Ingredients.esp B3 EnchantmentRestore.esp ++ EnchantmentRestore_Wells.esp B4 RenGuardOverhaul.esp B5 WR Villages Addon.esp B6 Creature Damage Fix.esp [Version 2.4] B7 JM's Bar Fights mortal.esp B8 DeadlyReflex 5 - Combat Moves.esp B9 Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1] BA Duke Patricks - Actors Can Miss Now.esp BB Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4] BC actors_in_charge.esp BD ActorsInMadness.esp ** Cava Obscura - Cyrodiil.esp ** Cava Obscura - SI.esp ** Cava Obscura - Filter Patch For Mods.esp ++ Item interchange - Placement.esp [Version 0.76] ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] BE 1em_Vilja.esp [Version 3.1] ++ 1em_Vilja_coolhair51.esp ** 1em_Vilja OOO FCOM Fix.esp BF ViljainAleswell.esp C0 Companion Neeshka.esp ++ AMB.esp C1 Cobl Races.esp [Version 1.52] ++ Cobl Races - Balanced.esp [Version 1.52] C2 Better Cities BRAVIL - Blood & Mud.esp [Version 4.8.4] C3 Better Cities CHORROL.esp [Version 4.9.0] C4 Better Cities CHEYDINHAL.esp [Version 4.8.4] C5 Better Cities BRUMA.esp [Version 4.9.0] C6 Better Cities - VWD of the IC.esp [Version 4.7.0] C7 Better Cities IC Arboretum.esp [Version 4.8.4] C8 Better Cities IC Arcane University.esp [Version 4.8.4] C9 Better Cities IC Arena.esp [Version 4.8.4] CA Better Cities IC Elven Gardens.esp [Version 4.8.4] CB Better Cities IC Green Emperor Way.esp [Version 4.8.4] CC Better Cities IC Market.esp [Version 4.9.0] CD Better Cities IC Prison.esp [Version 4.8.4] CE Better Cities IC Talos Plaza.esp [Version 4.8.4] CF Better Cities IC Temple.esp [Version 4.8.4] D0 Better Cities IC Waterfront.esp [Version 4.8.0] D1 Better Cities Chorrol FPS Patch.esp [Version 4.9.0] D2 Better Cities Cheydinhal FPS Patch.esp [Version 4.9.0] D3 Better Cities Bruma FPS Patch.esp [Version 4.9.0] D4 Better Cities Bravil - Blood & Mud FPS Patch.esp [Version 4.7.0] D5 Better Cities IC Tunnel FPS Patch.esp [Version 4.7.0] D6 Better Cities IC Temple FPS Patch.esp [Version 4.7.0] D7 Better Cities IC Talos Plaza FPS Patch.esp [Version 4.7.0] D8 Better Cities IC Prison FPS Patch.esp [Version 4.7.0] D9 Better Cities IC Market FPS Patch.esp [Version 4.7.0] DA Better Cities IC Elven Gardens FPS Patch.esp [Version 4.7.0] DB Better Cities IC Arcane University FPS Patch.esp [Version 4.7.0] DC Better Cities IC Arboretum FPS Patch.esp [Version 4.7.0] DD Better Cities IC Waterfront FPS Patch.esp [Version 4.7.0] DE Better Cities - Ruined Tail's Tale.esp [Version 4.8.0] DF Better Cities - Thievery.esp [Version 4.8.0] E0 TrailsOfCyrodiil-BC patch.esp [Version 4.7.0] E1 Better Cities - COBL.esp [Version 2.1] E2 Cloudruler_overhauled.esp E3 Home Improvement - Imperial City Shack 1.0.esp E4 MRP - Loading area.esp E5 NoMoreIFoundMessages.esp E6 SPAWN.esp [Version 0.3] ** [GFX]_Initial_Glow-all.esp ** [GFX]_Initial_Glow-creatures.esp E7 Real Hunger, Cobl.esp [Version 1.6.1] ** NRB4 Standard Road Record.esp ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] E8 Cobl Silent Equip Misc.esp [Version 01] ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.2] E9 ShezriesTowns-Valenwood Patch.esp EA LandMagicPatch.esp EB Bashed Patch, 0.esp Edited March 23, 2011 by bryman1970 Link to comment Share on other sites More sharing options...
Hickory Posted March 23, 2011 Share Posted March 23, 2011 No, you do not need to reactivate those mods. Provided a mod has a Bash tag, or is in an inclusion .csv, it will be included for consideration when building your Bashed Patch. That is why it is very important that you always check every Bash option when rebuilding your Bashed Patch. If the merged plugin is re-enabling merged mods, then it has them set as masters. You should be very careful about which mods you merge, and how -- it is not safe to just select a batch of mods and merge them with no thought to the process or consequences. Merging without knowledge of how to will inevitably cause more problems than it addresses. If in doubt, don't merge it. Link to comment Share on other sites More sharing options...
bryman1970 Posted March 23, 2011 Author Share Posted March 23, 2011 Ok. Is there any way to tell which ones to leave unmerged or does that choice just rely on common sense and a little knowledge of merging mods in the first place? Link to comment Share on other sites More sharing options...
Recommended Posts