Just How Much Mods Can You Add?
Posted 11 September 2006 - 10:53 PM
Xbox Visual Pack
A nice place to stay
Imperial Legion Shirt
I kinda like the game looking nice if you couldn't tell, I also like my experience a little more convient. I'm thinking all of it may be to much and am willing to get rid of some of them in exhcnge for a more stable game if that would work but I am hopping to get some others opinions.
On a side note I tried installing balmora market and all I got where DDEs, also whenever i install the master index mod (from bethsoft) all people options disappeared (couldn't give package to casius, fargoth didn't comment on his ring ect.) If the reason they don't work is attached to me maybe running to many mods or if I am clueless about some part of thier installation please let me know. Anyways have a good one all and thanks for any help offered or merly expressing an opinion on if to many mods are possible.
Posted 13 September 2006 - 05:28 AM
I don't remember exactly what, but some were:
- Assassians (sp?) armory
- Xbox visuauls pack
- Vibrant Morrowind
- Better bodies
- Better heads
- Creeprs gold
I'll type it all out when I get a chance to check tomorrow.
Posted 08 October 2006 - 01:09 AM
As long as you dan't take up too much memory, you can probably run that many on Xbox as well.
Posted 20 October 2006 - 02:41 AM
The game itself takes up quite a sizeable chunk of this, so any additional content you throw in there will slowly use up what little ram is left. also unlike a PC, the xbox doesn't have a page file/Swap space, so when it's out of memory, it's just plain out of memory and gives DDEs.
Three things to keep in mind when tossing in mods:
1. Anything that adds new textures and/or meshes, will use quite a bit of ram.
2. Any mods that are Just a single ESP/ESM will use next to none.
3. My golden rule: When adding a bunch of mods at once, add ONE, test it and make sure it doesnt screw up quests and stuff. add another and repeat as nessesary. trust me, it will save you a lot of hassle in the long run.
And a final note, if you do add or remove mods frequently, don't keep using the same save, it will eventually get so full of old refs that it will just not work very well.
Edited by Pyro0623, 20 October 2006 - 02:47 AM.
Posted 22 October 2006 - 09:40 PM
Posted 09 November 2006 - 11:18 AM
Posted 14 November 2006 - 08:28 PM
Advanced Save System
New Argonian Bodies
Argonian Neck Fix
Better Balanced Birthsigns
Better Heads - Bloodmoon
Better Heads - Tribunal
Bloodmoon Wolf Greaves Fix
Book Jackets - Bloodmoon
Book Jackets - Tribunal
Book Jackets - Morrowind
Book Placement Fix - Bloodmoon
Book Placement Fix - Morrowind
Book Placement Fix - Tribunal
Character Development - Expansions
Cities Unlocked - Bloodmoon
Cities Unlocked - Tribunal
Clothing Pelvis Fix
Combat Angle Adjustment
Complete Dragonscale Armor
Imp Guards Anticlone - Better Heads
Imp Guards Anticlone
Key Replacer - Expansions
Leveled Animated Practice Dummies
Morrowind Comes Alive
Nightime Door Locks
No Thieving Start
Rainforest of the Bitter Coast
Restore Potions Fix
Ring Texture Fix
Templar Pauldrons Fix
Texture Fix - Bloodmoon
Vampire - Werewolf
theres about 78+ counting unlisted ones, like vibrant morrowind, better bottles, gothic crosshairs, etc...
Just recenly I added Morrowind Comes Alive, and fixed the DDEs, even in Ebonheart, It shwas fun...
Posted 23 December 2006 - 01:45 PM
Posted 24 December 2006 - 06:17 PM
Posted 11 January 2007 - 02:55 PM
Posted 12 January 2007 - 08:52 PM
Posted 02 February 2007 - 01:53 AM
That's why I encourage those people who make full scale mods with new areas, people, buildings, to make it on a new island and limit the amount of people in the current Morrowind area to a few to get you to the mod or a miscellanious side-quest back to the mainland. That way, your mod only has to be processed when you are within its area, without the usual Morrowind references.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users