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I'm having a weird issue where bodyslide is adding random vertex somewhere, somehow, for some reason... !!! NOT final mesh; I'm just testing because I have anxiety about wasting time on potentially unusable pieces !!! What I did: ***UPDATE*** -Exported femalehead.nif to .obj through Nifskope (forgot this step somehow, my bad) -Imported femalehead.obj to Blender and shaped it to a head sculpt. -Deleted everything but femalehead.nif (unnecessary, but made it easy to double check the vertex count) -Exported as an obj (TestMesh2/BlendHead) -Imported obj into bodyslide and copied bone weight from referenced original femalehead.nif -Deleted reference and exported as a nif From here I popped the new & old meshes into Nifmerge to copy the face to a proper head (so I don't have to fix the texture flags or tri)... but it won't merge because the vertex count no longer matches! For some reason, running it through bodyslide added 3 vertex. I reimported the original obj into Blender and it's still 996 vertex. Imported the new bodyslide nif and it is 999. It only jumps to 999 after weighting in bodyslide. I've attached the original obj and the bodyslid nif, if someone wants to take a look at them. Screenshots of the vertex counts: TestMesh2.mtl TestMesh2.obj TestMesh2.nif
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Hi everyone. I'm posting here because I want to find a SOS compatible mod that would possibly add chest hair and pubic hair that change colours to match the head of the NPCs and maybe adding foreskins as well. I found some mods but every feature is in separate mods... For example, I have a 3D pubic hair addon (I can't find the link) but I thought I'd replace it with this one I found yesterday that changes the colour to match the head : The problem is that when installing it, I wasn't given any options for the body hair installation - which I usually do - like hairless, a bit hairy, hairy. It got installed right away and I'm not pleased with the chest hair texture that replaced my old hairy texture. I found this other addon that has coloured pubes as well but this time I can't choose to have uncircumcised penises, it's all cut : https://www.nexusmods.com/skyrim/mods/71755 So, yesterday I copied and pasted meshes and textures from one mod to another (for example, if you look at the chests below, I tried replacing one texture with the other). Unfortunately it ended up with some visual errors... One of the pictures is the result of the mod "Schlongs of Skyrim SE Uncut + Pubic Hair" and the other pictures are my attempt of changing the chest hair. I'm disappointed because I almost succeeded if you look at the 4th picture, I almost combined the perfect chest hair with the perfect penis, but there's something wrong with it as if two penises files are conflicting with each other. (I merged "Tempered skins for males" chest hair with the "SOS SE Uncut + Pubic hair" penis) https://www.nexusmods.com/skyrimspecialedition/mods/7902?tab=description Do you have some insight ? Or can someone maybe merge those two? I think it does a very good combination and would benefit a lot of people ^^ Thanks for your time!
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Version 1.1
181 downloads
JASPM 1.0 What it is, how it happened JASPM stands for "Just Another Stash Pack Merge". Well, it started out as one. The 4 packs' plugins are obviously screaming to be merged, so that's what I did at first, for myself, but due to the packs' use of record injection, simply merging invites incompatibilities with mods that alter the items etc, so I duplicated the formIDs to mimic the same thing. While I did that, I noticed just how completely sloppy the stash pack system was made: - You get spammed with 4 messageboxes. - FalloutNV.esm continually checks which packs you have installed, every 5 seconds throughout the game session, although once on load would be enough. It uses a silly script too - Each of the packs' quest scripts continually run, every 5 secs throughout the game session, to add the items if checking with the FNV handler quest determines you either run the pack for the first time, or un- and reinstalled it. Again, once would be enough. - Not only does the vault canteen script spam you with the notification that you're drinking from it, every 5 minutes in the game, but it also runs this quest script whether you have the canteen on you or not. I'm not even talking about, or touching, the fails with stats and weapon mods for the weapons. What it does There are other mods that change how these items end up in your game. Me, I don't go for adding them to the world or in levelled lists - these are after all only useful in the beginning of the game, and I don't like cluttering my wasteland. Others simply give you a message menu so you can decide which one you want, or all, but then you can never get the others if you change your mind later. When JASPM first loads, you also get a message menu, you can choose either one, all, or none. Whichever ones you don't choose get added to the wardrobe in Doc M's bedroom. There are 2 versions here, one 'vanilla' that can just replace your stash pack esm's, and one that's compatible with YUP by copying Yup's edits as well (these are Yukichigai's own, which he says are permissions-free). The one for YUP relies on YUP to inject most of the items so its fixes get loaded with that, the other one does it himself exactly like the stash packs did. . They both: - disable NV's monitoring quest - don't spam you with "shit you just installed is installed" messages, don't add them to your game either - don't run the individual packs' quests because without the pack esms present and these plugins not adding them they don't exist - only start the canteen quest when it is added to your inventory, stop the canteen quest if you no longer have it next time it runs - remove the canteen message spam Install - remove the stash pack esms - make sure you have some way of loading the bsas, either by renaming them similar to vanilla's, renaming them to start with "JASPM", or let MO handle them if you use that - pick the JASPM you want - if you have the one for YUP, load that after YUP Issues, incompatibilities, headaches, heartaches, heartburn, indigestion, constipation... Existing items should still be in inventory after changing, they kept the same FalloutNV.esm formIDs so to the game you should be good. You will get the choice menu anyway. Other mods changing anything about the stash pack that have either or all of the stash packs' esms as a master won't work (missing master). That's on them - since the packs use record injection, they should've too. Will be incompatible with other mods depending on FalloutNV's monitoring quest script to know if you have a pack. That's on them too. IsModLoaded is your friend. Luckily I don't think many mods look that up. If you don't have all stash packs, picking an option that gives you the items of one you don't have will give you items without assets (meshes, textures, statics) because you don't have the BSAs. Picking that option is on you. Not picking ones you don't have will end up adding such items to Doc M's wardrobe. If you're raiding it later on, don't forget you don't have the BSAs. If mods editing the unique items refer to the falloutNV.esm formIDs, then whichever conflicts you see are the exact same as if you either had the packs installed for the vanilla version, or had both the packs and YUP installed for the YUP version. Figure it out. The only exception is the weathered pistol - YUP adds a duplicate to your inventory with better weapon mods, my YUP version adds the same thing. Permissions stuff : feel free to do whatever you like with it For the cheaters To run the choice menu again after you already have, type set "xx000DBB".iInit to 0 startquest xx000DBB -
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Version 1337b
1,027 downloads
Update: after a good 3h fight with the ck (Did I mention that I hate the CK with a passion?) I think I finally managed to translate the scripts for the more placables file. Please try sprting and planting and tell me if it works, as I currently have no save file to test it ingame. If anyone has a pretty much clean save with one of the houses owned it would be really appreciated. Just a quick dump of my Enderal patches for different mods... All of them require Enderal ofc... rxl_soulgemovenIII309enderal.7z Renames all the Ingredients etc in Soulgem Oven III 309 to match the races. I also changed the supported races to match the Enderal changes. Note: I didn't check for balancing, so the effects might be over- or underpowered for Enderal. I might add that at a later date, but honestly, I'm not that good with balancing... Load the patch after the 2 main files, or merge it into your merged patch. Only overwrites in this esps, so merging won't cause any issues. Link to original mod RXL SOS BDHoodieSchlong Enderal patch Patches Bad Dog's Hoodie Schlongs: Khajiit, Argonians, Human/Elf 4.2 to work with the Enderal Races Link to original mod RXL SOS ERF Horsepenis 2 Equipable Enderal patch.7z/ RXL SOS ERF Horsepenis 2 Addon Enderal Patch.7z Patches Evil's Horse Penis 2 for Females 1.4 to work with the Enderal Races Link to original mod RXL SOS Pubic Hair Enderal patch.7z Patches SOS Addon - Pubic Hair for Females 1.3b to work with the Enderal Races Link to original mod RXL_KG_Teleportzauber_EN patch.7z Translates Enderal - Teleportzauber to english. I used the "Haendler" version as a basis. The original mod adds some Teleport Spells, same as the scrolls you can find. You can buy the spells in the Ark Market at Golfur...something....forgot his full name Link to original mod RXL enderal iNeed Waterskin.7z A very small Minimod that adds/hides an empty Waterskin somewhere in the Abandoned Temple, because I had a lot of trouble getting my first one Hint: RXL Scrimshaw Expamded lite esp replacer.7z Esp replacer for the Lite Version of Hunterborn - Scrimshaw Expanded. I removed all references to the DLCs in the esps, and fixed a few of the recipes. A bunch of recipes are cheaper atm, due to not available ingredients of the original recipes. I removed the missing ingredient, but didn't substitute them everywhere. I might come back to that at a later date. Some of the things might have missing meshes or textures. I checked a bunch and they all were okay, but I might have missed some. drop me a message if you find anything. Link to original mod RXL AkropolisByAnNaj eng patch.7z Translates Enderal - Akropolis by AnNaj to english. The translation might be rough at places. If you got better suggestions for translations leave me a message. Note: Some of the Messages seem to be stored in the Scripts. Those aren't translated yet. I'll have to look into how to access them the best way. Most of these are related to processing the sorting functions, and shouldn't be that important, but still... Link to original mod RXL moreplacables eng patch.7z Translates Enderal - Erweiterte Haus-Bauplaene (Enderal - expanded House Blueprints) to english. The translation might be rough at places. If you got better suggestions for translations leave me a message. Note: Hopefully completly translated now. Needs Testing. Please report back if it works. Link to original mod I don't plan on giving to much support, but you can leave questions and suggestions. If you want to make sure I read your post as soon as I can please either quote me (with a spoiler or an empty quote preferably) or send me a pm. More will follow...sometime....when I find time for it. Currently I'm still in a play through, so not to much time for modding. ;P Additional Enderal Ressources: Check out prinyos Enderal - SOS Compatibility patches Also don't forget the Enderal Compatibility Google Doc -
TLDR: Mator's MergePlugins tool was reportedly unable to integrate into ModOrganizer2. This can be mitigated with a few manual steps. The steps (I assume an underlying W10 operating system here. Similar solutions are likely to work for other OS as well.) 1. Installation 1.1 install MO2 as usual 1.2 install MP as usual 2. Preparing MO2 2.1 register MP as a usual tool in MO2, like you did with MO1 2.2 IF you have moved your profiles folder, create a symlink in the MO2 installation folder and point it to your real profiles folder MP expects a folder in the given MO installation path with the name "profiles" you need the the "run as administrator" cmd shell mklink /d fake_MOprofilesFolder real_MOprofilesFolder 2.3 create a symlink in the MO2 installation folder and point it to your real ModOganizer.ini file in your $User\AppData\Local\ModOrganizer\Skyrim folder MP is readin this file and looks for the name of your current profile it will look in that profile for the file modlist.txt you need the the "run as administrator" cmd shell mklink fake_MO.ini real_MO.ini 3. Setup MP 3.1 Options symbol => Merging TAB manually set your merge destination directory ( "D:\mods\Skyrim LE" in my case ) tick "extract BSAs" because, unlike MO1, MO2 isn't able to handle them anymore (rant: fucking stupid decision ! ) 3.2 Options symbol => Integration TAB tick MO as usual fill the Mod manager path manually with your MO2 installation path fill the Mod manager mods path manually ( "D:\mods\Skyrim LE" in my case ) manually set Papyrus Compiler Path manually set BSAOpt path and options Tested with MO2 v2.2.1 and MP v2.3.1 References Mator's MergePlugIns https://www.nexusmods.com/skyrim/mods/69905 ModOrganizer2 https://www.nexusmods.com/skyrimspecialedition/mods/6194 This guide is based on a discussion in @donttouchmethere's blog https://www.loverslab.com/blogs/entry/10123-?-conglomerate-03-merging-plugins-for-this-its-time-for-a-closer-look-?/page/2/?tab=comments#comment-51874
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Conglomerate - Merging Plugins? For this it's time for a closer look!
donttouchmethere posted a blog entry in Conglomerate
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: Merge Plugins NMM Requirements: Creation Kit (via steam) Champollion a PEX to Papyrus decompiler TESVedit 7-zip How to: Mator's Merge Plugin PDF: Merge Plugins Documentation.pdf GamerPoet's Merge Plugins Video: Start to finish 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 If MP gets started the first time it will ask you to configure it Configuration of the MP Merging Tab: Configuration of the MP Integrations Tab 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) 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- 51 comments
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View File Update: after a good 3h fight with the ck (Did I mention that I hate the CK with a passion?) I think I finally managed to translate the scripts for the more placables file. Please try sprting and planting and tell me if it works, as I currently have no save file to test it ingame. If anyone has a pretty much clean save with one of the houses owned it would be really appreciated. Just a quick dump of my Enderal patches for different mods... All of them require Enderal ofc... rxl_soulgemovenIII309enderal.7z Renames all the Ingredients etc in Soulgem Oven III 309 to match the races. I also changed the supported races to match the Enderal changes. Note: I didn't check for balancing, so the effects might be over- or underpowered for Enderal. I might add that at a later date, but honestly, I'm not that good with balancing... Load the patch after the 2 main files, or merge it into your merged patch. Only overwrites in this esps, so merging won't cause any issues. Link to original mod RXL SOS BDHoodieSchlong Enderal patch Patches Bad Dog's Hoodie Schlongs: Khajiit, Argonians, Human/Elf 4.2 to work with the Enderal Races Link to original mod RXL SOS ERF Horsepenis 2 Equipable Enderal patch.7z/ RXL SOS ERF Horsepenis 2 Addon Enderal Patch.7z Patches Evil's Horse Penis 2 for Females 1.4 to work with the Enderal Races Link to original mod RXL SOS Pubic Hair Enderal patch.7z Patches SOS Addon - Pubic Hair for Females 1.3b to work with the Enderal Races Link to original mod RXL_KG_Teleportzauber_EN patch.7z Translates Enderal - Teleportzauber to english. I used the "Haendler" version as a basis. The original mod adds some Teleport Spells, same as the scrolls you can find. You can buy the spells in the Ark Market at Golfur...something....forgot his full name Link to original mod RXL enderal iNeed Waterskin.7z A very small Minimod that adds/hides an empty Waterskin somewhere in the Abandoned Temple, because I had a lot of trouble getting my first one Hint: RXL Scrimshaw Expamded lite esp replacer.7z Esp replacer for the Lite Version of Hunterborn - Scrimshaw Expanded. I removed all references to the DLCs in the esps, and fixed a few of the recipes. A bunch of recipes are cheaper atm, due to not available ingredients of the original recipes. I removed the missing ingredient, but didn't substitute them everywhere. I might come back to that at a later date. Some of the things might have missing meshes or textures. I checked a bunch and they all were okay, but I might have missed some. drop me a message if you find anything. Link to original mod RXL AkropolisByAnNaj eng patch.7z Translates Enderal - Akropolis by AnNaj to english. The translation might be rough at places. If you got better suggestions for translations leave me a message. Note: Some of the Messages seem to be stored in the Scripts. Those aren't translated yet. I'll have to look into how to access them the best way. Most of these are related to processing the sorting functions, and shouldn't be that important, but still... Link to original mod RXL moreplacables eng patch.7z Translates Enderal - Erweiterte Haus-Bauplaene (Enderal - expanded House Blueprints) to english. The translation might be rough at places. If you got better suggestions for translations leave me a message. Note: Hopefully completly translated now. Needs Testing. Please report back if it works. Link to original mod I don't plan on giving to much support, but you can leave questions and suggestions. If you want to make sure I read your post as soon as I can please either quote me (with a spoiler or an empty quote preferably) or send me a pm. More will follow...sometime....when I find time for it. Currently I'm still in a play through, so not to much time for modding. ;P Additional Enderal Ressources: Check out prinyos Enderal - SOS Compatibility patches Also don't forget the Enderal Compatibility Google Doc Submitter RustyXXL Submitted 10/21/2016 Category Other Requires Enderal, the mods you download the patches for... Special Edition Compatible
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I solved it before I posted this, but I leave it here. People with similar problem may find this useful. The solution was to move the merged patch after bashed patch. Hi all, I did my 1st ever mod merge, I merged some of Another Sorting Mod's sorting esps together. It looks OK (as far as I can tell), but it does not work. Some of the gems in SSEdit. The Full name is Green, so in the game it should be "Gemstone - Chatoyant Quartz". Instead: It should be Gemstone - Flourite, Gemstone - Jasper, etc. The patch has masters enabled too:
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Some top tier people have made merged overhauls before (I'm using one for my generics!), so I know it's possible, but I'm having trouble assembling my own. I'm using the tes5edit merge plugins script to smoosh together like 30 individual NPC overhauls, but their facegens are always a huge mess. All the bsa's are already unpacked, so they aren't being overwritten somewhere... They're all vanilla NPCs, so the facegens/tints shouldn't be in any esp specific folder... This is a huge amount of NPCs (nearly all of them!), so testing and bug checking each one is super tedious. Tonight I'm going to try making a patch first, then merging everything plus that patch. The main issue seems to be the merge script ignoring the plugin order, but I've tried to make that a non-issue by manually removing all conflicts ahead of time, though something is still going wrong somewhere. ANY tips would be appreciated! It feels like I'm doing a step wrong somewhere and its driving me crazy. >.<;
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This was asked in the Zedit Github. However, I'm putting it here as well, in case someone knows it. I have made leveled lists for several armors, building these lists inside their own plugins. Now, upon merging them with Zmerge, only the last armor in a row is registered, and every time I update the merge, I have to go back to the CK and add the other armors to the list manually. I would like to know how to use tags for Zmerge, to allow the leveled list to be imported into the merge, something like Wrye Bash does, but only for the merge.
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Cursed Armour EV 0.85 (All Merge, .83-87) English Version View File These file merge all the available resources and also updated guides,I could find so you do not have to go running around. I also added screen shots these mod seems to have VERY few. Submitter sunhawken Submitted 09/20/2020 Category Sexual Content Requires Chain Beasts,Estrus
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View File JASPM 1.0 What it is, how it happened JASPM stands for "Just Another Stash Pack Merge". Well, it started out as one. The 4 packs' plugins are obviously screaming to be merged, so that's what I did at first, for myself, but due to the packs' use of record injection, simply merging invites incompatibilities with mods that alter the items etc, so I duplicated the formIDs to mimic the same thing. While I did that, I noticed just how completely sloppy the stash pack system was made: - You get spammed with 4 messageboxes. - FalloutNV.esm continually checks which packs you have installed, every 5 seconds throughout the game session, although once on load would be enough. It uses a silly script too - Each of the packs' quest scripts continually run, every 5 secs throughout the game session, to add the items if checking with the FNV handler quest determines you either run the pack for the first time, or un- and reinstalled it. Again, once would be enough. - Not only does the vault canteen script spam you with the notification that you're drinking from it, every 5 minutes in the game, but it also runs this quest script whether you have the canteen on you or not. I'm not even talking about, or touching, the fails with stats and weapon mods for the weapons. What it does There are other mods that change how these items end up in your game. Me, I don't go for adding them to the world or in levelled lists - these are after all only useful in the beginning of the game, and I don't like cluttering my wasteland. Others simply give you a message menu so you can decide which one you want, or all, but then you can never get the others if you change your mind later. When JASPM first loads, you also get a message menu, you can choose either one, all, or none. Whichever ones you don't choose get added to the wardrobe in Doc M's bedroom. There are 2 versions here, one 'vanilla' that can just replace your stash pack esm's, and one that's compatible with YUP by copying Yup's edits as well (these are Yukichigai's own, which he says are permissions-free). The one for YUP relies on YUP to inject most of the items so its fixes get loaded with that, the other one does it himself exactly like the stash packs did. . They both: - disable NV's monitoring quest - don't spam you with "shit you just installed is installed" messages, don't add them to your game either - don't run the individual packs' quests because without the pack esms present and these plugins not adding them they don't exist - only start the canteen quest when it is added to your inventory, stop the canteen quest if you no longer have it next time it runs - remove the canteen message spam Install - remove the stash pack esms - make sure you have some way of loading the bsas, either by renaming them similar to vanilla's, renaming them to start with "JASPM", or let MO handle them if you use that - pick the JASPM you want - if you have the one for YUP, load that after YUP Issues, incompatibilities, headaches, heartaches, heartburn, indigestion, constipation... Existing items should still be in inventory after changing, they kept the same FalloutNV.esm formIDs so to the game you should be good. You will get the choice menu anyway. Other mods changing anything about the stash pack that have either or all of the stash packs' esms as a master won't work (missing master). That's on them - since the packs use record injection, they should've too. Will be incompatible with other mods depending on FalloutNV's monitoring quest script to know if you have a pack. That's on them too. IsModLoaded is your friend. Luckily I don't think many mods look that up. If you don't have all stash packs, picking an option that gives you the items of one you don't have will give you items without assets (meshes, textures, statics) because you don't have the BSAs. Picking that option is on you. Not picking ones you don't have will end up adding such items to Doc M's wardrobe. If you're raiding it later on, don't forget you don't have the BSAs. If mods editing the unique items refer to the falloutNV.esm formIDs, then whichever conflicts you see are the exact same as if you either had the packs installed for the vanilla version, or had both the packs and YUP installed for the YUP version. Figure it out. The only exception is the weathered pistol - YUP adds a duplicate to your inventory with better weapon mods, my YUP version adds the same thing. Permissions stuff : feel free to do whatever you like with it For the cheaters To run the choice menu again after you already have, type set "xx000DBB".iInit to 0 startquest xx000DBB Submitter DoctaSax Submitted 12/24/2014 Category Weapons & Spells Requires FalloutNV, NVSE4+