Jump to content

can someone help me cut down in ESPs


Thechosenone

Recommended Posts

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 by Thechosenone
Link to comment
Share on other sites

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

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

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...