Thechosenone Posted September 11, 2011 Share Posted September 11, 2011 (edited) wasn't sure weather to post this in troubleshooting or in discussion but i recently decided to reinstall oblivion to give it another play through before skyrim, and am running into the max esp/esm limit, tried cutting down as much as i could (using cbash instead of the normal bash, using as many merged patches as i could find, etc) and still at the max esp/esm limit. maybe someone here would be kind enough to help me. only thing i can think of is merging some esps in tes4edit however i don't know enough to know witch mods i could do that to. included BOSS list aswell because wrye bash's list doesnt list non-activated plugins. http://pastebin.com/WHpZtL4r <--- bash list http://pastebin.com/dC0G2Yvs <---- Boss list Edited September 11, 2011 by Thechosenone Link to comment Share on other sites More sharing options...
MShoap13 Posted September 11, 2011 Share Posted September 11, 2011 Merging mods with TES4Gecko Preferably,you'd want to merge similar mods with little or no conflicts and are close together in a BOSS sorted load order. For Example, you could take one of those chunks of FCOM plugins and merge them all into one plugin. It'd be best to write all of the plugins you merged into it in the description and keep the originals around so you know where to place the merged plugin after resorting your load order later on. BOSS will put merged plugins at the end of your load order by default as it won't recognize them. Link to comment Share on other sites More sharing options...
JohnBond007777 Posted September 11, 2011 Share Posted September 11, 2011 This may sound stupid, but just delete ones you don't need. Remember to uninstall the Meshes/Textures ect. Link to comment Share on other sites More sharing options...
Keirgarth Posted September 11, 2011 Share Posted September 11, 2011 Compatibility patches seem like they would be the easiest to combine as they are trying to make things work together anyways. After combine I would suggest placing them around where the lowest compatibility patch was located. Another category that can be combined should be mods that just make environmental changes though you have to watch out for the overlap as the later in the load order should have overwrite preference in areas of overlap. Link to comment Share on other sites More sharing options...
Thechosenone Posted September 12, 2011 Author Share Posted September 12, 2011 Merging mods with TES4Gecko Preferably,you'd want to merge similar mods with little or no conflicts and are close together in a BOSS sorted load order. For Example, you could take one of those chunks of FCOM plugins and merge them all into one plugin. It'd be best to write all of the plugins you merged into it in the description and keep the originals around so you know where to place the merged plugin after resorting your load order later on. BOSS will put merged plugins at the end of your load order by default as it won't recognize them. Thanks! that info coupled with some more info i found through googling helped a lot! Compatibility patches seem like they would be the easiest to combine as they are trying to make things work together anyways. After combine I would suggest placing them around where the lowest compatibility patch was located. Another category that can be combined should be mods that just make environmental changes though you have to watch out for the overlap as the later in the load order should have overwrite preference in areas of overlap. Info i read said not to merge mods that edit a lot of cells/world spaces, people say it causes land tears because gecko doesn't import some cells/world spaces right. but im no expert here's a list of mods i was thinking of merging together. Francesco's Optinal Chance of Stronger Bosses.esp Francesco's Optinal Chance of Stronger Enemies.esp Francesco's Optinal Chance of More Enemies.esp Francesco's Optinal Leveled Guards.esp FCOM_Francescos Named Bosses.esp ------------------------------------- Francesco's Optinal Addons.esp Fran Armor Addon.esp Fran_lv30Item_Malts.esp ------------------- Fran Armor Addon.esp Bob's Armory Oblivion.esp FCOM_BobsArmory.esp Loth's Blunt Weapons for Npcs.esp ---------------------------------------- Loth's Blut Weapons and Bob's Armory Mart's Monster Mod - Zombies for Body Meshes.esp Mart's Monster Mod - Safer Quest Locations.esp Mart's Monster Mod - Dungeons of MMM.esp Mart's Monster Mod - Hunting & Crafting.esp -------------------------------------------- Mart's Monster Mod - Optinal Plugins.esp Ayleid Loot EXtension.esp Ayleid Loot EXtension - OOO Dungeons.esp Book Jackets Oblivion.esp ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp --------------------------------------------- Load Early Additions.esp bgMagicBonus.esp bgMagicEVPaperChase.esp bgBalancingEVLAMEAddition.esp ------------------------------ Lame Addons.esp SM_ShiveringIsles.esp SM_NoSpellLights.esp SM_EnchantStaff.esp ----------------------------- Supreme Magicka Addons.esp Storm & Sounds - AFK_Weye.esp Storm & Sounds - Blood&Mud.esp Storm & Sounds - The Lost Spires.esp Storm & Sounds - Better Cities.esp ------------------------------- Storm & Sounds - Patches.esp FormID Finder4.esp Display Stats.esp kuerteeActorDetails.esp kuerteeCleanup.esp Quest Log Manager.esp Dynamic Map.esp Enhanced Hotkeys.esp sycHearNoEvil.esp Immersive Combat Music.esp Enhanced Seasons.esp Toggleable Quantity Prompt.esp Soulgem Magic.esp SMCombatRegen.esp OBGE - Liquid Water.esp Cliff_BetterLetters.esp ---------------------- Assorted Additions and Utilities.esp Merge to Master All Natural.esp -All Natural SI.esp Map Marker Overhaul.esp -Map Marker Overhaul SI.esp DLC -DLC UOP do those seam like they would work together? Link to comment Share on other sites More sharing options...
Keirgarth Posted September 12, 2011 Share Posted September 12, 2011 They look like it, but the only way to be sure is to do 1, try out the game, do another, try out the game etc. :) Good luck on this and hope you get it all working right. Link to comment Share on other sites More sharing options...
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