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This is from the pinned topic Helpful Links and References and there are sections both on .esl flagging and mod merging. Hopefully SMR will be around later and might elaborate if he chooses-he's the most qualified person here and regularly available to discuss merging mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=2660673605&insideModal=0
edit: I'm assuming by 254 mods you mean 254 plugins, specifically .esp and .esm files. Mesh and texture-only mods and no-.esp skse-dependent mods do not count towards the plugin limit, and .esls and .esl-flagged mods share a single plugin slot.
As for mods that you have not yet installed, yes, you can merge them - but I would STRONGLY suggest that if you have never merged mods before, that you do not do so for an ongoing game.
As to making a standard .esp an .esl file - again, this CANNOT be done mid-playthrough on an already installed mod, again because it will as if you removed the installed mod, and again, it will bork your game.
If you have a stable playthrough, and are going to continue playing on this current game, I would really recommend that you just leave well enough alone. However, if you wish to add new mods, make a save BEFORE you install them - so you can roll back, just in case things go wrong.
When creating a large build, the best approach is to plan ahead - know which mods you want to use, and plan your build around them. And, as to merging, it would be far better to just use .esl mods whenever possible, as merging can get very complex, very quickly - especially if you have not done it before.
I myself have now 496 active plugins, 86 are full ones. A full plugin is registered as an ESP a light plugin as an ESL. So the maximum is 256 ESP and 4096 ESL.
the beauty of instancing is, you get to have multiple installs of Skyrim; so if you feel like working on learning merging mods and seeing if you're any good at figuring out what can be smushed together easily? You clone your current instance into a new one, and work on it... when you want to play, you boot into the original instance and play, they're isolated, separate virtual filesystem overlays... you can hop into your merged test, see how it's going, decide you biffed it, wipe it, re-clone it, start again, all never messing with your working install. Or see that it's working good, and want to try another merge set, clone the clone into a 3rd instance, and work on THAT one, as a checkpoint. You could work on ... well, as many different separate mod install instances at once as you want, depending on free drive space.
for someone who wants to change or install new mods frequently but doesn't want to sacrifice a current playthrough, it's freakin' magic. MO2 makes mod use a joy.
It's what i do. I use MO2. Right now, i have 590 mods working perfect. The next mods, are for lights and more atmosphere as they say it. But i also have in those 590 mods. Cathedral 3D plants and tree's, Parallax, Jk's mods and 200 or so patches for it to work. With immersive citizens. I know it will go wrong. So i make another instance. And test it on that. If it fails, i can still go back to default.
I'll keep all this in mind and make sure I save this so I can reference it when I do plan to start looking ahead. My characters do tend to have Long Lives (My LE character is over 5 years, I just base my own new mods on existing mods to not take another slot) so this LVL 35 SE DB is still a pup compared to their predecessors. Before playing SE (for any amount of time) the issue of "Running out of slots" was totally unknown, no reason to even think about it.
Again, thanks for all this information and insight plus the time, I'll *try to put it to good use. I'd like to see a character see all those foreign lands, seems a very good way to round out a character.