The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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OAR v DAR
Question for those far more experienced in modding than I (FWIW..I *think* the answer to my query is yes, but I dont want to assume that and then find out it was No):

I have DAR installed atm in my build. Several newer animation mods, are calling for the enhanced capability of OAR. OAR SAYS, it is fully backwards compatible with DAR dependant mods. SO here is my question:

Do I:

Disable DAR and then install OAR (this is the 'yes' I think is how to do it)

or

install OAR and then disable DAR

or does it even matter?

this is the video that prompted my thoughts to transition to OAR:

https://youtu.be/SGQNoSJBfSk
Last edited by Grumpy Old Dude; Jul 25, 2023 @ 7:53pm
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Showing 16-26 of 26 comments
Grumpy Old Dude Jul 26, 2023 @ 7:39pm 
Originally posted by CRUNKMASTER:
Originally posted by Fear2288:
I think I’ve finally reached the point where my current 2,000+ mod LO …

i use it on a 3500+ mod list and...

as I sit here with my 287 plugins thinking I might have pushed things lol (on Xbox/PS...I never got past 40-50 mods before instability resulted in unpredictable CTDs. So compared to those manual days of 3 dz or so being my apparent limit...)
Catalyst Jul 26, 2023 @ 7:42pm 
it's all plug and play

Originally posted by Grumpy Old Dude:
as I sit here with my 287 plugins thinking I might have pushed things lol

i can't stop modding it's like crack. or maybe meth
Last edited by Catalyst; Jul 26, 2023 @ 7:42pm
Grumpy Old Dude Jul 26, 2023 @ 7:44pm 
How do you go past the 255 ESP/ESM limit? I know ESLs dont count against that, but surely you dont have 3200+ ESLs???
Fear2288 Jul 26, 2023 @ 9:55pm 
Originally posted by Grumpy Old Dude:
How do you go past the 255 ESP/ESM limit? I know ESLs dont count against that, but surely you dont have 3200+ ESLs???
You don’t. The game will actually prevent you from even starting it if it detects more than 255 .dll files (.esp).

I mean, I’m sure there’s a work around that someone tech-minded figured out but going above 255 .esp files is when the game really struggles to function.

Like I said before, racking up .esl files is super easy. If my understanding is correct, as long as a mod doesn’t need to run a script, add a new world space, or make large and detailed changes to existing world spaces or mechanics, it can be an .esl (though that doesn’t always mean that the creator will actually put it in an .esl).

So most mods that add weapons/armor/items, textures, character cosmetics, creatures/enemies, NPC replacers, followers (ones without questlines, 3,000 lines of dialogue, and their own custom mechanics), character presets, animations, and maybe small additions/changes to existing areas and mechanics can be flagged as .esl files
Last edited by Fear2288; Jul 26, 2023 @ 9:57pm
Grumpy Old Dude Jul 26, 2023 @ 10:43pm 
so youo convert eligible mods in esp mode, to an esl?

This article has a comment, pointing to a mod to convert esp to esl. Is it in fact valid and safe to do?

https://www.nexusmods.com/skyrimspecialedition/articles/3862/

Points to here:

https://www.nexusmods.com/skyrimspecialedition/mods/27568

So, why so many question s instead of just reading? Because there is conflicting information being posted on the topic.

Here, one guy says ESL just about everything, then another says not SkyUI cause then it wont work, then a 3rd says nonsense my SkyUI is ESLd and it works fine...all combiniong to leave me scratching my head going WTF?

https://www.nexusmods.com/skyrimspecialedition/mods/27568?tab=posts
Last edited by Grumpy Old Dude; Jul 26, 2023 @ 10:55pm
Catalyst Jul 26, 2023 @ 11:39pm 
esl everything. more mods = better, for the most part. plus there's utilities to flat out combine mods, for the ones that can't be ESl'd. but the problem is when you convert a mod to esl (most of the time) you have to compact the formids, meaning any patch that references that mod you just esl's needs to be selected in xedit when you do it, so the patch still points to the correct records after they've been compacted (rearranged).

general example here, stupid but simple. so if you go onto nexus and download randy's armor mod, but randy is a goober and has never heard of an esl (there are a lof of these people unfortunately), but you also have randy's armor leveled list patch or something, you have to load up randy's mod + the pach and then convert randy's original mod to esl. but then if any other patches come out for the original version of randy's mod, they won't work cause the game can't find those records you moved earlier by converting it. so it works but only if you're sure you don't need any other stuff afterwards or don't mind redoing the conversion every time you expand your list, which if you're like me is pretty often. i don't even play the game anymore really i just add mods and sit at the computer like dr frankenstein yelling IT'S ALIIIIVEEEE when the game starts up without crashing
Grumpy Old Dude Jul 27, 2023 @ 1:04am 
I've been wondering about loading two or three quasi related mods into the CK and merging them into one. Just for ex; a mod that is new textures for mountain flowers, another that is thistle, and another that is *insert name of plant for alchemy here*, and then merging them into 1 mod instead of 3. Or the Dwemer (sp??) mods. I see one mod for Dwemer spiders, another for Centurions, another for *something else*, and i have to wonder why that one modder didnt do an "all in one" combination.
Catalyst Jul 27, 2023 @ 1:44am 
use zmerge, and look up the tutorial for it from gamerpoets on youtube if you want to combine mods. but if the mods are already in esl form or can be converted and aren't being updated / not getting new patches might as well just leave them be for simplicity's sake
Fear2288 Jul 27, 2023 @ 2:08am 
Grumpy, don’t get ahead of yourself.

Needing more than 255 slots for .esp files is a bit much. Nowadays, modders have gotten a lot better at either putting their mods in .esl files (when applicable), updating later on and converting them into them, or someone comes along and does it for them.

As I said, .esp mods are usually things like large gameplay overhauls (ex: Legacy of the Dragonborn), new world spaces (like Beyond Skyrim: Bruma), new detailed/feature heavy player homes, really detailed follower mods that add new features, massive city/town overhauls/expansions, lengthy quest mods, and so on.

You likely won’t actually need more than 255 unless you’re just trying to put anything/everything into your game.

You can be smart about stuff too. Like for example, if I’m going to play a vampire character I’ll switch on all my vampire related mods (.esp and .esl) but I don’t have a use for ones that add new heavy armors fit for warrior types, any werewolf mods, archer/thief/assassin related stuff, and so on. So those get switched off.

As long you’re not trying to switch between different saves with different character types and are just playing one character for awhile you can do that and just keep the stuff that’s relevant to your character active.
Ilja Jul 27, 2023 @ 3:11am 
My own game currently has 464 plugins, 183 of them "hard" plugins. I don't see myself maxing out hard plugin limit at all.

Main information about .esl/ESL can be found from here. It was used as base for tutorial videos that came later.

https://steamcommunity.com/app/489830/discussions/0/3276824488728505237/
Grumpy Old Dude Jul 27, 2023 @ 8:25am 
Thanks guys. Much appreciate the input. The VAST majority of my Skyrim hours, are PS4/Xbox related and while you can mod those platforms, it gets real sketchy, real fast. Here on the PC with Vortex/MO2...it becomes a LOT easier.
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Date Posted: Jul 25, 2023 @ 7:51pm
Posts: 26