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Conglomerate - Merging Plugins? For this it's time for a closer look!


donttouchmethere

12,507 views

Conglomerate - Merge Plugins with Merge Plugins

 

 

Out of plugin slots, time to merge-a-lot

 

How to install, configure and use Merge Plugins (with NMM)

 

Tool:

 

Requirements:

 

How to:

Mator's Merge Plugin PDF: Merge Plugins Documentation.pdf

GamerPoet's Merge Plugins Video: Start to finish

Spoiler

 

 

Installation:

  • Install Creation Kit via Steam
    • delivers the PapyrusCompiler.exe
  • Download Merge Plugins from Nexus and unzip Merge Plugins folder
    • Rename folder to "Merge Plugins" and move it to ...Steam/steamapps/common/skyrim
    • Create a shortcut from MergePlugins.exe to Desktop
      • to create a shortcut: right-click > send to > desktop

 

Preparation:

  • The Merge Plugins Output folder: Create a new folder in Nexus Mod Manager/mods/ and name it Merge Plugins (example)
    • actually location of the folder and folder name can be created as you like
    • the created folder will be the place where MP will save finished merges to
  • In Skyrim/data find Scripts.rar
    • extract scripts.rar
      • make sure it installs into skyrim/data/scripts
        • if the files got extracted to the wrong place MP won't be able to find Papyrus flags
  • Unzip Champollion and move the resulting folder to ...Steam/steamapps/common/skyrim

 

First time startup of Merge Plugins (MP):

  • Start MP and choose the Skyrim Profile (TES5), or create a new Profile
Spoiler

1243849940_xMPProfilenewArrow.jpg.48e615cf6b8b0893cfc527cd0e21807b.jpg

 

  • If MP gets started the first time it will ask you to configure it
  • Configuration of the MP Merging Tab:
Spoiler
  1. Choose a destination for the created merges.
    • In this case it's the earlier created "Merge Plugins" folder in the NMM mod folder.
  2. Activate "Extract BSAs"
  3. "Handle script fragments" needs to be activated too, but this only possible after configuring the Integrations Tab.

1208277040_xMPMergingtabnewArrow.jpg.2ca2cc3cb6aa8fe1a1d98cd95496f848.jpg

 

  • Configuration of the MP Integrations Tab
Spoiler
  • For NMM activate "I'm using Nexus Mod Manager"
  • Copy general assets will be activated automatically.
  • Click on "Detect Integrations"

1579295209_MPIntegrationstabnewARROW.jpg.94ba287ebc879e3462024f1d793d2c76.jpg

  • The paths should fill automatically after the use of Detect Integrations
    • ⚠️If that doesn't happen, check if all folders from the Chapter Preparations got installed.
    • Missing folders can be added while Merge Plugins window stays open. Just repeat Detect Integrations after fixing the missing folders.
  • ⚠️Don't forget to activate "Handle Script Fragments" in the Merging Tab now.

 

After installation and configuration:

  • After starting Merge Plugins always wait till the Background Loader is finished

168204871_backroundloaderarrow.jpg.bd51654af290ad08446a7561db8fe81b.jpg

 

  • After the Background Loader is finished, do a "Find Errors" check via magnification glass ?
    • This has to be repeated every time new mods get added to LO and after opening MP
    • The magnification glass will be grayed out if there is nothing new to check
Spoiler

721624515_MPfirstcheck01ARROW.jpg.2ffe3e60182fdfe044aa879791e06a01.jpg

 

 

First Merging Process:

Preparations and hints:

  • Move the mods you want to merge close together in LO
  • Keep them in the same order you would want them in LO (LO sequence remains unchanged inside the Merge)
  • Keep in mind that you can only load 255 mods at once into Merge Plugins. Just deactivate a few plugins that are not needed for the merging process before starting Merge Plugins.
  • ⚠️Deactivate Bashed Patch if you want to merge mods that could also be merged into the bashed patch.
  • ⚠️Best to merge mods that do the same, for example create a pure follower merge, Outfits merge, City Overhaul merge...
  • ⚠️If a master mod has multiple patches that you want to merge, but there are also multiple other mods that relay on the master mod, don't merge the master mor with the patches together. If no other mod relays on the master mod, then it's okey to merge the master mod with it's patches.

 

Example for a Merging Process of multiple followers:

  • First I move the followers together in LO and activate their esp
Spoiler

1539246244_WBLO.jpg.1be21e8d3ba30318460703bf44d2aeb6.jpg

  • Next I start Merge Plugins. Skyrim.esp must be activated manually in the MP mod selection window.
    • The OK button is grayed out as long as:
      • skyrim.exp isn't activated
      • more than 255 plugins activated
      • bashed patch is activated (not always an issue tho)
Spoiler

1625998005_MPstart1.jpg.38f149221322751218e762de9a16f2d6.jpg

 

1625301444_MPstart2.jpg.4debfec5a154cb771eb362316a7b15ba.jpg

  • Wait for the Background Loader to finish loading, after that use the magnifying glass to check for errors
  • Mark all follower mods, right click > select new merge and name the merge. The actual merge will be build after that in the Merge tab.
    • green check mark = theoretically merge-able without issues (but merged mods can have issues ingame)
    • red exclamation mark = warning that the mod might not be merge-able.
      • This can be resolved in the merges tab for some mods
      • If the error can't be resolved then remove the mod from the patch
Spoiler

All followers show up in green.

Only PAN_Celyria.esp wants to make trouble.

1119708757_MPmerging1.jpg.50c5e96210a1dc2a68e74ed699a2c6a8.jpg

 

 

Mark all followers > right click > Add to merge > New Merge

1644739266_mpmerging2a.jpg.c2d26faf72f52817ddad54e815a3b51c.jpg

 

Give the Merge a name and don't forget to rename the Filename too.

1750361961_MPstart3.jpg.2f8849e18c2c5a989cd5b373bf1f0611.jpg

 

The result. Time to change to the Merges tab to actually build the Merge.

1890817211_mpstart4.jpg.729b3dcab6ca893e9750b05e5ebc1936.jpg

 

Because Pan_Celyria.esp has errors the merge shows up in red.

1312012441_MPstart5.jpg.8b9e1edc52015c198926c69cfd3879b3.jpg

 

Some mods can be fixed to make them merge-able.

Lets try:

1355702015_mpstart6a.jpg.52bf4698d32740eb14792a5c5a500937.jpg

 

Merge Plugins wasn't able to fix PAN_Celyria.esp.

Only way to create the merge now is to remove Celyria by unflagging her for merging in the Plugins tab.

After removal we get a green Merge that is build-able:

987244185_mpstart7.jpg.9eac97afeb794a3375c6a447d40046c7.jpg

 

To build the merge:

Mark the merge and click on the hammer symbol ?:

1891337829_mpstart8.jpg.71fcfc2affb389968cb334531c391765.jpg

 

After building the Merge close Merge Plugins.

The follower Merge is rather small that's why it creation is fast, bigger mods will take a while to be created

Even if the Building window shows "All done! you can see a CMD (or multiple, if more than one merge gets created) window still processing files.

Wait till Merge Plugins is done before changing to the output folder or the esp might not be created yet.

Merge Plugins create a folder with the merge files inside.

For NMM create a zip file from the merge folder.

1381915359_mpstart9.jpg.adaca3daa245b5f0e171383cb57b6665.jpg

 

The created zip file can be added to NMM like any other mod.

The mods included in the merge can be uninstalled.

Install the merge like any other mod, means the same rules apply like overwrites and position in LO.

 

2040953603_mpstart10.jpg.6d8b56ef46c03d85da774b816bc08993.jpg

 

 

 

 

 

Edited by donttouchmethere

51 Comments


Recommended Comments



Is it wrong of me that I'm more interested in the header photo than in the content of the post?

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4 minutes ago, DocClox said:

Is it wrong of me that I'm more interested in the header photo than in the content of the post?

Not at all!

I always forget what the blog page is all about as soon as I see that header. ?

 

(Damn it worked again, now I forgot what I was about to merge ?)

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Okay I did not understand 1 thing I combine the esps add them by nmm and install them, then  I deactivate the esp of the original file and after that do i keep the esm and the other files of the original unmerged moda or do I deactivate all the parts of the previous mod and only run the merged mod

Link to comment
1 hour ago, sar12 said:

that do i keep the esm and the other files of the original unmerged

woow, woow!

Maybe it helps if you could say what you have merged there.

I never merged esm so far, because I have a full LO of esp plugins that search for that esm^^

 

For mods with esp:

I found it useful to keep the esp for mods that also add bodyslide data => outfits, because sometimes the merged esp looses connection to the BS data, I will just deactivate the esp after installing the merge.

 

If you have "copy general assets" active, you can create a standalone mod with the merged data and you can remove the mods you merged.

Alternatively: if you want to change something on the merge later you can keep the mods you merged installed and just deactivate the esp.

 

So far merging worked great for:

> follower mods

> outfits

> weapons

> armor replacer

> weapon replacer

> NPC appearance replacer

> race menu plugins like hair/war-paints/eyes/brows

> patches

 

It's important to know that you don't merge master plugins that are used by multiple mods.

A master plugin is a requirement that multiple mods share.

If the master plugin only gets used by merge able plugins, you can merge the master file together with the subordinate plugins.

 

Example:

KS hair = Master plugin

you can merge it together with all the other racemenu plugins, unless!:

you have other mods that are connected to KS hair.esp, like patches for Immersive wenches or other NPC replacers/addons

 

Basically your merge combines all merged plugin esp into a single esp, thus renames it in the process.

If another mod in LO is looking now for an exact plugin name it won't be able to find it if the esp of that plugin is merged.

 

Another example:

follower mod: Song of Green (SoG) => Master plugin

patch: Song of Green appearance replacer => subordinate plugin to SoG master plugin

 

if you merge SoG with other followers = fine

if you add later the SoG replacer = bad => because the replacer can't find the SoG esp

(unless the replacer comes without an esp, in that case you can just overwrite the meshes and textures of the merged mod)

You can merge SoG + Patch plus other followers => because in that case the Master plugin is merged together with the subordinate plugin.

 

Another EXTREME example to make the clear how the master plugin + subordinate plugin system works:

If I would merge Sexlab.esm + Sexlab aroused.esm

=> no mod in LO connected to Sexlab or Sexlab aroused would be able to find those mods.

 

(I guess that's some important information I should add to the blog right? ?)

Link to comment
44 minutes ago, donttouchmethere said:

woow, woow!

Maybe it helps if you could say what you have merged there.

I never merged esm so far, because I have a full LO of esp plugins that search for that esm^^

 

For mods with esp:

I found it useful to keep the esp for mods that also add bodyslide data => outfits, because sometimes the merged esp looses connection to the BS data, I will just deactivate the esp after installing the merge.

 

If you have "copy general assets" active, you can create a standalone mod with the merged data and you can remove the mods you merged.

Alternatively: if you want to change something on the merge later you can keep the mods you merged installed and just deactivate the esp.

 

So far merging worked great for:

> follower mods

> outfits

> weapons

> armor replacer

> weapon replacer

> NPC appearance replacer

> race menu plugins like hair/war-paints/eyes/brows

> patches

 

It's important to know that you don't merge master plugins that are used by multiple mods.

A master plugin is a requirement that multiple mods share.

If the master plugin only gets used by merge able plugins, you can merge the master file together with the subordinate plugins.

 

Example:

KS hair = Master plugin

you can merge it together with all the other racemenu plugins, unless!:

you have other mods that are connected to KS hair.esp, like patches for Immersive wenches or other NPC replacers/addons

 

Basically your merge combines all merged plugin esp into a single esp, thus renames it in the process.

If another mod in LO is looking now for an exact plugin name it won't be able to find it if the esp of that plugin is merged.

 

Another example:

follower mod: Song of Green (SoG) => Master plugin

patch: Song of Green appearance replacer => subordinate plugin to SoG master plugin

 

if you merge SoG with other followers = fine

if you add later the SoG replacer = bad => because the replacer can't find the SoG esp

(unless the replacer comes without an esp, in that case you can just overwrite the meshes and textures of the merged mod)

You can merge SoG + Patch plus other followers => because in that case the Master plugin is merged together with the subordinate plugin.

 

Another EXTREME example to make the clear how the master plugin + subordinate plugin system works:

If I would merge Sexlab.esm + Sexlab aroused.esm

=> no mod in LO connected to Sexlab or Sexlab aroused would be able to find those mods.

 

(I guess that's some important information I should add to the blog right? ?)

Nah I mean once I install the merged mod I can uninstall the unmerged mods right? I guess it would be better if I put it this way, suppose a mod has 2 parts so does this method merge only the esp Or the full mods?

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19 minutes ago, sar12 said:

Nah I mean once I install the merged mod I can uninstall the unmerged mods right? 

Yeah, too much text right? ?

 

In short: yes

long version: well you quoted the long version ?

 

Link to comment
12 minutes ago, donttouchmethere said:

Yeah, too much text right? ?

 

In short: yes

 

You are a lifesaver bro, as you know I have many follower mods and I even opened a thread for some of the best ones but I had to uninstall to use new ones you saved me broo, love you(no homo assuming you are a guy) 

Link to comment
Just now, donttouchmethere said:

You did?

Give a link!

Bruuuuh, you've been there though I begged and you never contributed but you have been there, the nafw follower is where I want people to post some sexy female followers, so post some it'll make my day

Link to comment
Just now, sar12 said:

Bruuuuh, you've been there though I begged and you never contributed but you have been there, the nafw follower is where I want people to post some sexy female followers, so post some it'll make my day

AH! ?

I thought it was just a regular cry for sexy followers.

Link to comment

never did it like this, but it is interesting to read. I prefer doing it with Tes5 Edit. Much easyer to handle.

Link to comment
1 minute ago, donttouchmethere said:

AH! ?

I thought it was just a regular cry for sexy followers.

????I guess the name of the post is very shit, most people don't know what it is for, LOL, now you know better

Link to comment
2 minutes ago, Harvald said:

never did it like this, but it is interesting to read. I prefer doing it with Tes5 Edit.

Yes, that's the alternative.

I'm the lazy mod user type that hides from TES5edit ?

Link to comment
1 minute ago, sar12 said:

????I guess the name of the post is very shit, most people don't know what it is for, LOL, now you know better

Work on the promotion!

Give it some stripper bar name ?

Or call it "slavemarket" ?

Link to comment
10 minutes ago, donttouchmethere said:

Work on the promotion!

Give it some stripper bar name ?

Or call it "slavemarket" ?

Can we edit the name? I realise it might not have been my brightest moment but dont know where to change the name from

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15 minutes ago, sar12 said:

Can we edit the name? I realise it might not have been my brightest moment but dont know where to change the name from

The Power to change the title lies in your hands!

Save us from that bad topic title!

 

Wait, that is actually a good question ?

Just tried it on one of my topics and I see only a way to delete it ?

 

Link to comment
57 minutes ago, sar12 said:

Can we edit the name? I realise it might not have been my brightest moment but dont know where to change the name from

Psalam explained to me how to change the topic title:

 

Press EDIT on your first post in the topic.

This also let's you modify the title! ?

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for MO2 users Xedit with its merging functionality is required I think. I never got merge plugins to work again. And Xedit even is better in case of usability

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One more thing for MO2 and merged mods:

 

In MO1, you had full archive management functionality.

That meant, that you could merge mods, keep their bsa files as they are and simply activate them in the archive management tab.

 

Tannin dropped that feature in MO2 (which is very sad and a bad decision in my opinion :classic_sad:).

So, your merges won't work the old way. You will need to extract all BSA files from the to-be-merged mods into loose files.

 

It's still an ongoing task for me to convert my 25 merges from bundled BSAs to loose files. But hey, I can tidy them up a bit, while I'm on it. ? (remove unused stuff)

 

On 9/19/2020 at 10:46 PM, Nymra said:

I never got merge plugins to work again.

That might be connected to that same issue, if you merge with the option to keep the BSAs intact. ?

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