Conglomerate - Merging Plugins? For this it's time for a closer look!
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:
- Creation Kit (via steam)
How to:
Mator's Merge Plugin PDF: Merge Plugins Documentation.pdf
GamerPoet's Merge Plugins Video: Start to finish
Installation:
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Install Creation Kit via Steam
- delivers the PapyrusCompiler.exe
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Download Merge Plugins from Nexus and unzip Merge Plugins folder
- Rename folder to "Merge Plugins" and move it to ...Steam/steamapps/common/skyrim
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Create a shortcut from MergePlugins.exe to Desktop
- to create a shortcut: right-click > send to > desktop
Preparation:
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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
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In Skyrim/data find Scripts.rar
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extract scripts.rar
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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
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make sure it installs into skyrim/data/scripts
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extract scripts.rar
- 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
- If MP gets started the first time it will ask you to configure it
- Configuration of the MP Merging Tab:
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Choose a destination for the created merges.
- In this case it's the earlier created "Merge Plugins" folder in the NMM mod folder.
- Activate "Extract BSAs"
- "Handle script fragments" needs to be activated too, but this only possible after configuring the Integrations Tab.
- Configuration of the MP Integrations Tab
- For NMM activate "I'm using Nexus Mod Manager"
- Copy general assets will be activated automatically.
- Click on "Detect Integrations"
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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
-
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
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
-
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)
-
The OK button is grayed out as long as:
- Wait for the Background Loader to finish loading, after that use the magnifying glass to check for errors
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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
All followers show up in green.
Only PAN_Celyria.esp wants to make trouble.
Mark all followers > right click > Add to merge > New Merge
Give the Merge a name and don't forget to rename the Filename too.
The result. Time to change to the Merges tab to actually build the Merge.
Because Pan_Celyria.esp has errors the merge shows up in red.
Some mods can be fixed to make them merge-able.
Lets try:
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:
To build the merge:
Mark the merge and click on the hammer symbol ?:
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.
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.
Edited by donttouchmethere
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