xachan86 Posted May 6, 2008 Share Posted May 6, 2008 Okay, i've hit the limit number of mods Oblivion can manage. But the greatness of the modders' community is so that i always want to try new mods. Then i've discovered Tes4gecko with some very promising features, like merging mods. I have around 10 armour mods, so i wanted to merge them together, in order to free me almost as many slots. So, i've opened Tes4gecko, selected merge plugins and then chose the plugins i wanted to merge. There was a first problem, about the "priority" i had to set up among those mods. On a first (stupid) try, i've set all those mods at 1, merged them under a Exnem & HGEC armor & clothing.esp. Of course, it didn't work. Then i've changed that and set up a priority order (1, 2, 3, 4, etc...). But it still doesn't work. I deactivate those mods and enable only the Exnem & HGEC armor & clothing.esp and when i load th game with that esp, all the related armors and clothes are gone (i know, because my character was wearing one of those armors and she is completely naked... not the intended result, obviously ! :D ). Does anybody know either :1 - the solution to my problem ?2 - a link to a good tutorial on how to correctly use Tes4gecko ? I don't know if it plays a role, also, but some of those mods are "normally" installed, some of them are OMODs i made using OBMM. Does it play a role ? Should they be all OMODs or all regular mods ? Thanks for your help, anyway ! Link to comment Share on other sites More sharing options...
dyfed99 Posted May 6, 2008 Share Posted May 6, 2008 To reduce the number of the active mods I strongly suggest to use Wrye Bash. With the Bashed patch you can merge some of your mods. Just select all your mods in Bash windows and right click with your mouse over one of them, the select 'Make mergeable'. After this the program will tag every mergeable mod you have and you can easy see which mod is mergeable because their color will be green. Then rebuild the patch and disable the merged mods. Using TES4Gecko could help, but you have to know very well the structure of the mod, since some of them could be not mergeable one each other. Maybe you may try the 'compare plugin' feature of it. If there aren't too many conflict or possible overwritings you can do the 'merge'. If they there are don't. You can use also the Gecko clipboard to merge two plugins (just two each time!!) copying the content of each plugin on the clipboard and saving the Gecko Clipboard.esp. Then copy it on your desktop and rename it. After this copy the new esp in your Data folder and enable it. Link to comment Share on other sites More sharing options...
xachan86 Posted May 6, 2008 Author Share Posted May 6, 2008 Thank you ! I didn't know this feature of Wrye Bash. I keep up to date to the latest version, but it would be a lie to say that i know every little feature of this wonderful tool. I'll try the method you recommend and let you know here if it worked. Edit> works very well so far, thanks again a lot ! But i'm disappointed i don't have more mergeable mods... Especially the armours mods, which are in fact dependant on CELL and WRLD attributes... Link to comment Share on other sites More sharing options...
dyfed99 Posted May 6, 2008 Share Posted May 6, 2008 My own suggestion about the armor/clothing mods is creating a new 'container' via CS in the world (eg. in the testinghall), then put all the clothes\armors\weapons you need in it (or better three new crates one for each category) then save your new mod.After this open Wrye Bash. There is a feature, clicking with the right mouse button on any esp, called 'Esmify Self'. Click OK in the dialog windows and then change the extension of your plugin in .esm. This way your esp will be an esm for now on, or rather a master file! Open again the CS and in the data dialog select your new master and no other plugins. Now you can make your own mod using the resources (those armors\clothes\weapons) already in the esm assigning them to vendors or NPCs or to Levelled Lists. Finally save your new plugin and enable both the esm and the esp.I know this need a bit of practice with the CS! Check the Wiki ( http://cs.elderscrolls.com/constwiki/index...Portal:Contents ) if you want to do this!Good luck! Just one thing though! If the original mod is quest-driven you will lose the quest content this way.. Link to comment Share on other sites More sharing options...
xachan86 Posted May 7, 2008 Author Share Posted May 7, 2008 thanks for the advice. I know some of the armors are quest-related, some aren't. So 'ill have to sort it out before trying your method. Thanks anyway, that's certainly something i'll try when i'll have time. Link to comment Share on other sites More sharing options...
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