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How to play 2149 mods!!
      #2554848 - 05/06/04 09:06 AM

Yes, hello all....
I just re re re re installed mw this am, about 6 am.

I have now Learned a bit about proper proceedure!
one of my problems was that i wanted SO rich a mw world that my
data folders got too too messey: i wanted *ALL* the big wonderfull quest mods!
[of course i had to not use 50% of them as there were Conflicts! ]

so, as i now slowly begin to install mods....here is what i have learned...
and you *CAN play every single huge quest mod out there!!
do it, like people have suggested, the Sequencial neverwinter nights way: one at a time!!

well...here is my take, now, sports fans!

What I have begun to DO, is this......gotta have a bit of room on your hard drive, for this!

download all ya want to, a 1000 or more mods! put them in a folder called "mods". do not unzip them.
then.....take your fresh-installed game and fix the ini file for best framerate...etc..etc...
THEN....make a copy of that now-fixed ini file, and put it somewheres on your HD. make a backup, too, of your mw/tribunal/bloodmoon esm and bsa files too, in case mw crashes and ruins these files!!

next: out of the 1000 mods, choose mostly "envirnmemtal" mods, mods that make vanderfall/tribune/bloodmoon seem more alive! better npcs, better scenery, better monsters...etc..etc...
have indeed a richly alive main island! by not having *any* huge quest mods installed, why then you can even add MORE "envirnmental mods", without axing your framerate!

then check these in the conflict detector and the testool.
use the construction set if you want to.
BUT! before you run the conflict detector or testool, as the testool will change every mod, alter the esp for it, make a

BACKUP

of that Pristine data file, without the mw/tribune/bloodmoon esm/bsa files. this backup, of the mod esps/esms, will save your Hide, if the testool/conflict detector or gameplay ruins the mods!

now......fix it...detect it...fix your conflicts.....

say!
ya got 300 mods installed and it is way way over the limit of 256
mods [the mw/bloodmoon/tribunal esms and the other esms Count as part of that 256!]?!!
why------merge some of them in the construction set!
merge many many of them. stay away from merging involuted quest mods though. make *another* backup file for *each* batch of merged mods!! say, if you merged 15 mods into a new mod called "smalls", then make a filecopy folder somewheres that says "smalls"
and in it put a copy of those 15 esps. why?!! because on down the road you might find that there is a conflict with a newly installed mod with "smalls" and you could then go back and use those 15 mods to put back into your data folder so that you then could find that one out of 15 that conflicts! then remerge the 14, after you take that one conflicting mod out!

PLAY the game for awhile. get up to level 10 to 30: enjoy the scenry. make love with Pardners. kill things with pointy weapons. spelunk into caves.
*then* install a big quest mod.
play it dedicatedly.
finish it.
uninstall it, then go on to *another* big mod. you can thus play LOTS of huge mods this way.

better make yet *another* backup of your mods in your data file before playing that First Big Quest Mod, though!! and while you are at that, make about FOUR "good saves", in your savegames, at the last place that you were before trying to install your very first Big Quest Mod...so that you have a Reference point to go back to whenever you take that first big quest mod out and and the second one!
save your game in a cave or far far out in the wilderness away from npcs or towns, for this "Master Save", for when you begin Big Mods!

tip from burned experience on my part...when you save your game with all kinds of npc dialogues installed [pc voice...vgreetings...etc...etc....
it is a Goooood idea to save your game out away from a npc!
why?
because if there is a "missing script" with a nearby npc, when you reload, the error messege will come up, often *BEHIND* the screen of the game and it is unclickible for some systems!!

be sure to check, when adding and removing meshes/textures/icons, that when you install big meshy textury mods, that if you overwrite a file, and then later remove that file, you could remove a needed file for some other mod!

*this* way, i see now...is the way to play 1000 mods, without
a huge mess!!


...this is now my 35 cents worth!

freestone

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Re: How to play 2149 mods!! [Re: ]
      #2554866 - 05/06/04 09:18 AM

thats a pretty good idea. i do something like that too.

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Shanjaq
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Re: How to play 2149 mods!! [Re: ]
      #2554949 - 05/06/04 10:08 AM

well planned out! my experience has led me on a similar path, and you've about summed it all up there. Thanks for covering all the bases, I'll certainly be putting these methods into practice!

Who knows? maybe i'll have a character living beyond level 2 in the nearly 3 years of me owning this game!

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grond
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Re: How to play 2149 mods!! [Re: ]
      #2554972 - 05/06/04 10:23 AM

That's a good idea, freestonew, but how does uninstalling big quest mods affect the items you get from those mods? I wonder if you lose them?!

Nice to know you didn't give up!

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Re: How to play 2149 mods!! [Re: Shanjaq]
      #2554986 - 05/06/04 10:33 AM

Quote:



Who knows? maybe i'll have a character living beyond level 2 in the nearly 3 years of me owning this game!




been only a year, seems that I hardly ever got out of Seedya: once i got to balmora!

the map intriges me!
seems that i see, on the north side of the vanderfall map, a zillion tiny islands! gotta explore them all....sooooomeday!

freestone

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Re: How to play 2149 mods!! [Re: grond]
      #2554992 - 05/06/04 10:37 AM

Quote:

That's a good idea, freestonew, but how does uninstalling big quest mods affect the items you get from those mods? I wonder if you lose them?!

Nice to know you didn't give up!




yeah!
i had not thought of that one, but i read that this is SO!
all your items that were with the mod, will Go Away, when the mod Leaves!

I suppose if you WERE attached to the , say, sword of Bliss", you could then open the CS, open that mod in it, and if you know the CS, you could then create an esp just FOR that item and add it to your game.

but for ME, i just want the exploration, of these lrage mods, anyway, i will probably not do that.

freestone

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Yu-Gi
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Re: How to play 2149 mods!! [Re: ]
      #2555577 - 05/06/04 02:15 PM

Great to see that you're still here and playing.

Yu-Gi

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Yu-Gi
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Re: How to play 2149 mods!! [Re: grond]
      #2555683 - 05/06/04 02:50 PM

Quote:

That's a good idea, freestonew, but how does uninstalling big quest mods affect the items you get from those mods? I wonder if you lose them?!




Yes, all items collected within the quest are gone once you remove the mod. However, there is a way that you can keep the items. The following idea came from Tenaka. I know it works because I've tried it myself:

1) After you finish the quest(s) of the mod you want to remove, place the items you want to keep somewhere in game where you know exactly where they are. You could even leave them in your inventory if you want. Personally, I chose to place the items onto a table in my home so that I could immediately see the results upon loading the game after the process.

2) Save your game. Always back-up your save files.

3) Make a back-up of the mod file. One should make a back-up of every mod one uses before using it.

4) Open up the mod file in the editor of your choice. My choice of editor is the Enchanted Editor.

5) Look for the items you want to keep along with any scripts and/or enchantment entries that are attached to these items.

6) Once you know what entries you want to keep, delete everything else from the mod that isn't attached to the items you want to keep.

7) Once you are done with this process, save the file in such a way that you know that you have completed the mod.

Example:

I played and completed Veldion by FlyTSI (great mod, BTW). After I completed it, I realized that I wanted to keep some items I found within.

I opened up the file in the Enchanted Editor and looked for and found all the items I wanted to keep along every entry that was attached to these items.

I then deleted everything that wasn't attached to the items from the mod.

Next, I saved the mod file as - Veldion-Done.

I removed the original file from the Data Files folder, checked the new file I just created in the launcher and stated the game as normal.

I loaded up my save game and there were the items from the mod sitting right there on the table I put them on. All scripts and enchantments were in tact.

Depending on the size of the mod, the above can be a long process. However, it's worth it if you really want to "remove" a quest mod while keeping selected items.

Yu-Gi

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TSURUGA
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Re: How to play 2149 mods!! [Re: Yu-Gi]
      #2555852 - 05/06/04 03:41 PM

I have 27 big esm with around 900 plugings compacted / merged files.
But the frame rate...!And the organization needed is a high consuming time way altering the pleasure to a relax play.
Since a few weeks I have decided to hard selecting my prefered plugins and keep the essential desired landmass or modifications/customs...
I'm very satisfy!
I don't blame anybody to adventuring on the perillous 2149 mods highway...
But It's not really the good way!!!


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grond
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Re: How to play 2149 mods!! [Re: Yu-Gi]
      #2558626 - 05/07/04 11:56 AM

Quote:


Depending on the size of the mod, the above can be a long process. However, it's worth it if you really want to "remove" a quest mod while keeping selected items.

Yu-Gi




Yeah, I got tired just reading the steps involved! But it's so great to work with the Enchanted Editor. Is an awesome tool.

I think I prefer this tactic:

Quote:

but for ME, i just want the exploration, of these large mods, anyway, i will probably not do that. ~freestone



Exploration makes this game so enduring. freestone, you've taught me a lesson!

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Ronin49
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Re: How to play 2149 mods!! [Re: grond]
      #2558651 - 05/07/04 12:06 PM

Thanks freestonew and Yu-Gi - great pointers!

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Yu-Gi
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Re: How to play 2149 mods!! [Re: grond]
      #2558940 - 05/07/04 02:01 PM

Quote:

Quote:


Depending on the size of the mod, the above can be a long process. However, it's worth it if you really want to "remove" a quest mod while keeping selected items.

Yu-Gi




Yeah, I got tired just reading the steps involved! But it's so great to work with the Enchanted Editor. Is an awesome tool.




Yup, I must agree, the Enchanted Editor is an awesome tool. In fact, with the Enchanted Editor, the process listed above is not as long as it looks in that post because it can be done quite smoothly and efficiently.

Yu-Gi

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Yu-Gi
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Re: How to play 2149 mods!! [Re: Ronin49]
      #2558950 - 05/07/04 02:04 PM

You're welcome. By the way, if you ever wish to try the process I outlined above, I definately recommend the use of the Enchanted Editor.

Yu-Gi

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Ronin49
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Re: How to play 2149 mods!! [Re: ]
      #2878639 - 08/02/04 09:36 AM

freestonew - I wanted to thank you for opening this extremely useful thread, now linked in the List of Lists and Links in my sig.

Additionally, it is worth highlighting this approach for the many, many folk who have compatibility issues when trying to run incompatible quest mods together.

And finally, I hoped to encourage someone to post instructions either here or perhaps in a new thread elsewhere on specifically how to do that Enchanted Editor purging that will leave only the desired items from a completed quest mod.


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hickmanj
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Re: How to play 2149 mods!! [Re: ]
      #2878711 - 08/02/04 10:10 AM

I love the feel of a seamless world and have carefully installed mods and playtested most of them for errors while keeping them all installed.

Here are the quest mods I have installed that seem to have no (or very minor) conflicts:

Beyond Ysgramor
Illuminated Order
Juniper's Twin Lamps
Deathtrap Dungeon
City of Thieves
Veldion
Seekers
Havish
Tusar
Vogar
FTG
Suran Underworld
The Black Mill
T'mar
Korobal Island
The Investigators


I have played these a fair bit (not all though - so there may be some conflicts I haven't stumbled across) and they all seem to run fine simultaneously.

Great post, and good advice!

J

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Re: How to play 2149 mods!! [Re: Ronin49]
      #2878738 - 08/02/04 10:26 AM

Quote:

freestonew - I wanted to thank you for opening this extremely useful thread, now linked in the List of Lists and Links in my sig.

Additionally, it is worth highlighting this approach for the many, many folk who have compatibility issues when trying to run incompatible quest mods together.

And finally, I hoped to encourage someone to post instructions either here or perhaps in a new thread elsewhere on specifically how to do that Enchanted Editor purging that will leave only the desired items from a completed quest mod.





heyRonin!

i thank you for the post *and* the link to my post!


In fact i made a link to YOUR thread
....there is lots there.

I sent a PM to my self with the link url in it with a copy to my myself.

Yes, by NOW i have over 230 mods, some combined, and there are some HUGE mods out there...what is that one, now, that is 300megs ZIPPED?? and not even finished yet.
Most of my 300 mods are either "envirnmental" or else real GOOD quests like Black Mill, or some island quets, and many many dungeon mods.

even I cannot take all of my own advice about backing up everything as my 80 gig hd only has 5 gigs left! to think that a 4 gig hd was huge, back only a couple of years ago.
[i had to actually Install a game, just to get the diectx9.0b, as the 40meg download of it was too too much for the 50k modem of my senior apts tower computer, in the lab!
so i had to pick one game to install and it wanted over
3 gigs
for its install, but i guess the game will be worth it, it is called "knights of the old republic" ..KOTOR..

so i am ready to begin yet a new new new game....but each time that i do, another mod comes out that needs a new game!!

freestone


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Re: How to play 2149 mods!! [Re: Ronin49]
      #2879065 - 08/02/04 01:04 PM

Hi Ronin,

I just happened to run across the following:

Quote:

And finally, I hoped to encourage someone to post instructions either here or perhaps in a new thread elsewhere on specifically how to do that Enchanted Editor purging that will leave only the desired items from a completed quest mod.




Since it was I who brought this up, I'll attempt to write instructions. I don't have the time to do it now, because I must get ready for work. I do have the next tow days off, though. So, I'll see what I can do tomorrow.

Additionally, I'm going to go ahead and reinstall Morrowind while I'm at it. Since my hard-drive incident, I haven't had Morrowind installed. However, I have been rebuilding my mod collection, thanks to the thread by you and the one by Telesphoros.

Now, as far as Enchanted Editor purging instructions are concerned, look for a new thread, started by me, late tomorrow afternoon or Wed. morning.

Incidentally, Ronin, please send me a PM tonight or tomorrow morning as a reminder for me to do this.

Yu-Gi

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Ronin49
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Re: How to play 2149 mods!! [Re: Yu-Gi]
      #2880279 - 08/02/04 07:01 PM

Yu-Gi --->

Quote:

Now, as far as Enchanted Editor purging instructions are concerned, look for a new thread, started by me, late tomorrow afternoon or Wed. morning.




Excellent news indeed, thank you. PM duly emitted.

Stand by folks! This promises to be a very useful 'how-to' post that Yu-Gi has kindly offered.

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ninjagaidan1
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Re: How to play 2149 mods!! [Re: ]
      #2884998 - 08/03/04 10:41 PM

wow i gotta try this

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Re: How to play 2149 mods!! [Re: TSURUGA]
      #2889838 - 08/05/04 08:55 AM

Quote:

I have 27 big esm with around 900 plugings compacted / merged files.
But the frame rate...!And the organization needed is a high consuming time way altering the pleasure to a relax play





900 plugins!!
...and i thought that i had a lot, with 300. I can well imagine that the framerate will suffer a bit! from sheer magnitude, if nothing else.

freestone

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Re: How to play 2149 mods!! [Re: grond]
      #2894204 - 08/06/04 11:46 AM

Quote:


Exploration makes this game so enduring. freestone, you've taught me a lesson!




well...As that person, above, told us his tale of woe, it reminds me of what really need to do!

"exploration" is a nice term that i like. but as i had added about 250 mods plus combined mods, maybe another 200 of them[!],I have To Make a Choice: paly these mods at ZERO fog distance, 14 fps out of sedya, or 6 fps IN sedya! "exploration, is, for me, *not* wanding around in a fog so dense that the Game is gone, the world is gone!
what I am going to have to DO, is to remove all the meshes/textures/etc and reinstall, and then use only "tiny" mods and then take out that known list of fps killers, like "forested", MCA....ouch! Giants too...
I can just now see me, at 4 fps, getting attcked by 7 nix-hounds at once! and my 14 fps is at the very beginning of the game!
what about lter when all the scripts activate, and all of that.

I feel that mw is "heaven", but my 2400atlonxt is rather "earthly": cannot measure up! i need an Alienware!!

I have to find that sweet spot between not enough mods and too too many. what good is a rich world if one cannot explore it!

freestone

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