THETRUEDOZAH Posted March 24, 2021 Share Posted March 24, 2021 I'm trying to merge various plugins for my Oblivion load order using TESConstructionSet, and something isn't working right. For one, esps loaded into the Construction Set have no visual display; there's no list of which esps I've activated in the program. Secondly, esps I attempt to merge end up 10x's the filesize of the original esps so I'm sure I'm not doing it correctly. It's pretty complicated and guides fairly sparse, so I need some help I think. Here's the steps I'm following. 1. Start Construction Set, Select 'File', 'Data'.2. Select as active file all esps to be merged and any master esps they require.3. Select 'File', 'Tools', and Combine loaded plugins.4. Enter name of file and save. However, when I try to combine DLCFrostcrag with it's Unofficial Patch the respective filesizes of 179kb and 27kb goes up to 11,327kb. Trying to combine Harvest Flora's 34kb esps gives me a 300kb esp file. Are those results to be expected or am I correct thinking that I have gotten a step wrong somewhere? Link to comment Share on other sites More sharing options...
THETRUEDOZAH Posted March 24, 2021 Author Share Posted March 24, 2021 I mean, I'm up to 160 esps, so I'm not doing this as an exercise, I think it'd really help performance. I think I found the problem, I was setting them as active files, which is not what I'm supposed to do. Link to comment Share on other sites More sharing options...
THETRUEDOZAH Posted March 24, 2021 Author Share Posted March 24, 2021 (edited) Lol, just out of curiosity, what happens if you DO attempt to merge esps while they are active with the masters? They become merged into the master somehow? I attempted to merge HarvestFlora and Frostcrag and UOPatch the wong way, and now there are two Frostcrag's in my game. I'm assuming they've become part of Oblivion.esm and I should delete the esps? Might my game be borked? Edit: still without setting DLCFrostcrag or DLCFrostcrag - Unoffiicial Patch as active the filesize goes from 127 and 29 to a combined esp size of 11,327. Don't have any idea what I'm doing wrong. Edited March 24, 2021 by THETRUEDOZAH Link to comment Share on other sites More sharing options...
Pellape Posted March 25, 2021 Share Posted March 25, 2021 I have not merged mods since 2005, as I ran out of space for more mods in Morrowind then... I have never done it for Oblivion, not yet. Link to comment Share on other sites More sharing options...
THETRUEDOZAH Posted March 28, 2021 Author Share Posted March 28, 2021 Yes, I've realized it's much more complicated than I thought. Involves renaming mods to be merged with new masters, stuff too complex. I just did a rebuild from scratch; leaner meaner and better looking. lol, there were more than a few mistakes, I'm sure. I really want to just have a build with all the big mod DLC's like Morrowind, Elsweyr, Valenwood, and Ubanga all combined, stable enough to run in VR with vorpx. I think I've gotten it this time. I need to add Ubanga still but LODgen crashes on it, so i have to use it without I suppose. Link to comment Share on other sites More sharing options...
Pellape Posted March 29, 2021 Share Posted March 29, 2021 (edited) I wouldn't try to merge all those big mods really, but that's me. What I would start with is the small tiny mods instead if I would need more space for more mods. Making big mods to cooperate are best done with the Wrye patch really. Wrye Bash also turn off some mods after it patched them and that will leave you with a more compact and well working modlist, that will make your game work better than ever before, if you use all fixes that is as well, otherwise it will end up in a mess, no matter what you try to do. Do use LOOT as well to get the mods in a proper order. Wrye is a genious that made the first and still best mod manager available for TES and I used his tools for 17 years now. Edited March 29, 2021 by Pellape Link to comment Share on other sites More sharing options...
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