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Mo' Mods Mo' Problems


Zathmo

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yes yes, it does. though it mostly depends on what mods you have

I also merge a lot of mods in order to keep my plugin count under 130. Could merges slow things down too? Or would it be no different from having them outside a merge?

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yes yes, it does. though it mostly depends on what mods you have

I also merge a lot of mods in order to keep my plugin count under 130. Could merges slow things down too? Or would it be no different from having them outside a merge?

 

Merges, if you make them properly (namely removing the ESPs of the merged mods) should work quite nicely, and have no more effect than a single plugin would have.

Basically, make sure your load order is done properly, make sure you overwrite what you want overridden (such as keeping a different 'bullet effect' mod rather than EVE), etc.

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Â

yes yes, it does. though it mostly depends on what mods you have

I also merge a lot of mods in order to keep my plugin count under 130. Could merges slow things down too? Or would it be no different from having them outside a merge?

Â

Merges, if you make them properly (namely removing the ESPs of the merged mods) should work quite nicely, and have no more effect than a single plugin would have.

Basically, make sure your load order is done properly, make sure you overwrite what you want overridden (such as keeping a different 'bullet effect' mod rather than EVE), etc.Â

I keep all of my esps in my load order along with the merged mod I just have them disabled. This is mainly for my own organization purposes so I know which mods go into the merge and if anything goes wrong I can activate it again. Is that bad practice?
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Depends upon what you mean by "disabled". If you just mean "deactivated" in the load order but still present in the "Data" folder with the same ESM/ESP extensions then they will be loaded by the game engine and count against the "plugin cap" even if not actually used. Move them out of the "Data" folder or give them an additional extension not recognized by the game engine (such as ".esp.mp").

 

I personally create a package for each of my "merge plugins" and include a "ReadMe.txt" to record the mods included, including those that I excluded for one reason or another and why. But there are any number of methods of organizing.

 

Please see 'Solutions to Performance problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

-Dubious-

Edited by dubiousintent
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