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Chuck-Norris
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Joined: Tue Feb 24, 2009 2:58 pm Posts: 252
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 Giant mod?
Is it possible to... hmm lets say... to make the top 100 on nexus in to one giant mod? or atleast some of them? 
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| Thu Mar 12, 2009 10:32 pm |
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Scythe
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 Re: Giant mod?
it may be posible to combine some of them that are similar...but no one would know the affects that they could have if they were combinded together....
biulding
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| Thu Mar 12, 2009 10:35 pm |
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Chuck-Norris
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 Re: Giant mod?
hey it would be cool  just like a new huge plugin
_________________ Outside The new MMORPG Features -No monthly fee! -Massive world to explore -Incredible NPCAI -Over 56,400 characterss archetypes -Fully PvP -Highesy reselution graphics
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| Thu Mar 12, 2009 10:38 pm |
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Scythe
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 Re: Giant mod?
hehe it would also be cool for me to get a mod on the top 100  hehe biulding
_________________ Dragon Captions: Forums One Life, One Honor, Protect and Serve
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| Thu Mar 12, 2009 11:08 pm |
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Vorians
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Joined: Mon Feb 23, 2009 8:45 pm Posts: 201
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 Re: Giant mod?
Yes you could merge at least most of the mods listed in the top 100 into a single mod. It would take quite some time to do though, as you'd need to determine which are mutually exclusive (so cannot be merged together - e.g. KA and KR are mutually exclusive mods), then you'd need to pick one of each set of mutually exclusive mods over the others in that set. Then you'd need to figure out the necessary load order for all the ESPs and ESMs to ensure that any that aren't mutually exclusive but do edit the same things are in order so that the last one loaded is the one whose changes you want to use. Next you'd need to load them all up in TES4Edit, clean them all, and fix any issues in the mods (such as if two mods add new items for sale at the same vendor, and both edit the vanilla container to add things instead of placing a new container, only one of them will work in-game. So you'd need to change the Form IDs on the containers so that they are no longer the vanilla containers). Then you'd need to attempt to merge them with TES4Gecko, which I guarantee will fail, producing an error message. You'll then need to figure out what that error message means, so that you can again open the mods which caused the error in TES4Edit and fix whatever caused the error. Then attempt merging again in TES4Gecko which will give another error. Repeat until no more errors occur (you might have to do this anywhere from once to 500 times!). Once the merge is complete, you'll need to check in-game that things are still functioning as the original separate mods intended (don't use an existing save!!!) and if they aren't, the merge failed and more work will be required in TES4Edit to resolve. If all is working as intended, then you'll need to start looking in the CS at every location where two or mods edited landscape in the same cell or touching cells, so that you can fix land tears, floating objects and buried objects. Also you'll need to look at pathgrids in these same locations.
I think that pretty much covers it.
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| Fri Mar 13, 2009 9:50 am |
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brasilian engineer
Kinsman
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 Re: Giant mod?
You should be able to merge any of the ones that just add buildings or armour or stuff like that (most of the top 100) as long as they don't make changes to the same places, it should not be a problem at all to do. I think that wrye bash has some such functionality for people who are running into the max esp limit.
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The Brasilian Engineer!
-- Author of the Cyrodiil Training Center mod for Oblivion
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| Sat Mar 14, 2009 1:56 am |
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Vorians
Kinsman
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 Re: Giant mod?
No, Wrye Bash won't be able to merge building and armour mods, only TES4Gecko can do those.
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| Sat Mar 14, 2009 10:11 am |
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onra
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 Re: Giant mod?
Hmmm.. .first of all, a lot of the popular mods are still updated very often...(fixes, patches, cleanining, new content, cobl versions etc etc etc) so you always have to create a new merge if you want to benefit from the new features of a single mod... As well toubleshouting, cleaning, patching and fixing is much easier with single esp's / esm's... I am not my merging my mods anymore...of course I use some by the mod authors provided merged versions like BBC full (blood & Mud )...
have fun
PS: what I really would like to see is a better organisation of the UL mods (btw I play all of them,using the omod compilation) ...
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| Sat Mar 14, 2009 10:31 am |
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Vorians
Kinsman
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 Re: Giant mod?
Better organisation in what way?
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| Sat Mar 14, 2009 1:17 pm |
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onra
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 Re: Giant mod?
...all resources and interiors organized in one esm...the resources maybe stored in a bsa archieve...so that everything can be used from other moders for other mods...like the BBC/OBC esm..the DC CUORP or cobl ...
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| Sat Mar 14, 2009 6:50 pm |
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