giuliohe151 Posted September 6, 2018 Posted September 6, 2018 Hi , I'm getting close to the 255 plugins limit and after doing some cleaning work with mods I'd like to merge some of them to create more room and eventually speed up loading times....the point is that I've never done it and couldn't really find a lot on google about it. So here's my question, how am I supposed to merge mods ? Are there any tools I should use ? How do they work ? Could anyone help me, please ?
justavisitor Posted September 6, 2018 Posted September 6, 2018 Go to nexus and grab the merge plugins tool and follow the configuration guideline. Select the mods you want to merge, merge them, remove the merged mods from your load order and activate your new merged mod. At least that's how I did it, there might be a better way.
idle Posted September 6, 2018 Posted September 6, 2018 I use this and it works flawlessly. Easy to use, just follow the instructions on the nexus page.
Myst42 Posted September 6, 2018 Posted September 6, 2018 I have the same question myself. Some weeks ago, I found this utility However, it doesnt work for me since it doesnt allow me do to what it's supposed to do for some reason All these weeks and still no answer from the authors : / Maybe you'll get better luck Alternative ways include using of the CK and TES5Edit in conjunction but it's long and tedious Basically you need to play with -Copy-Paste all references from one mod to another in TES5Edit -Make sure one mod is master file to the other -TES5Edit Save -CK open your merged mod -CK Save -CK will hopefully remove master since the other file was probably an esp file. -If CK didn't erase master file, it means esp file could be flagged as a master file (maybe) so you'll need to use Tes5Edit to remove tha master flag and allow the CK to do it's thing where it just hates esp master files and removes them on save. -Pray the saving was done right and everything in your new mod is integrated correctly with the interlinked references pointing out to their new "duplicate" (they dont actually say "duplicate" cause CK was supposed to just save them with different ID code when it removed the master file) -If references are not alright, you can check TES5Edit and ise the "check for errors" on toyr mod, which will probably accuse the references with the missing data -You'll now need to link all the references one by one to the proper things, like "spell Y cointains magic effect X, new ID being (...). This requires some minor understanding of what you're doing though. -Remember resources must also be merged by joining folders (meshes, textures, scripts etc...)
Varithina Posted September 6, 2018 Posted September 6, 2018 Depending on just what you want to merge this xedit script https://www.nexusmods.com/skyrim/mods/37981 is much easier to use than the standalone exe version, though that version is more up to date than the script is.
giuliohe151 Posted September 8, 2018 Author Posted September 8, 2018 On 9/6/2018 at 2:59 PM, idle said: I use this and it works flawlessly. Easy to use, just follow the instructions on the nexus page. Tried using it but I seem to fail at some step ( at least talking about some mods I tested it on ) ; I check for errors with TES5Edit , the program detects some error....and the guide just doesn't explain how to deal with that issue. That said, I believe I'm pretty much set once I learn fixing errors with the editor.
Varithina Posted September 8, 2018 Posted September 8, 2018 3 hours ago, giuliohe151 said: Tried using it but I seem to fail at some step ( at least talking about some mods I tested it on ) ; I check for errors with TES5Edit , the program detects some error....and the guide just doesn't explain how to deal with that issue. That said, I believe I'm pretty much set once I learn fixing errors with the editor. Half the time even if you tell it to ignore errors it wont, though it does appear to merge the mods when trying to use them it will not actually have merged the stuff. It can be damn fiddly to get working, when it works it is great and easy to use, but sorting out problems well that is pretty much up to you using ck/xedit. If it is an armour/weapon mod throwing out of order errors, check to see if it has update.esm as a master file if not try adding it to the mod, most of the time for me that sorts out those errors.
Grey Cloud Posted September 8, 2018 Posted September 8, 2018 On 9/6/2018 at 1:59 PM, idle said: I use this and it works flawlessly. Easy to use, just follow the instructions on the nexus page. That mod has been discontinued and points you to the link in the previous post.
Grey Cloud Posted September 8, 2018 Posted September 8, 2018 On 9/6/2018 at 2:00 PM, Myst42 said: I have the same question myself. Some weeks ago, I found this utility However, it doesnt work for me since it doesnt allow me do to what it's supposed to do for some reason All these weeks and still no answer from the authors : / Maybe you'll get better luck Alternative ways include using of the CK and TES5Edit in conjunction but it's long and tedious Basically you need to play with -Copy-Paste all references from one mod to another in TES5Edit -Make sure one mod is master file to the other -TES5Edit Save -CK open your merged mod -CK Save -CK will hopefully remove master since the other file was probably an esp file. -If CK didn't erase master file, it means esp file could be flagged as a master file (maybe) so you'll need to use Tes5Edit to remove tha master flag and allow the CK to do it's thing where it just hates esp master files and removes them on save. -Pray the saving was done right and everything in your new mod is integrated correctly with the interlinked references pointing out to their new "duplicate" (they dont actually say "duplicate" cause CK was supposed to just save them with different ID code when it removed the master file) -If references are not alright, you can check TES5Edit and ise the "check for errors" on toyr mod, which will probably accuse the references with the missing data -You'll now need to link all the references one by one to the proper things, like "spell Y cointains magic effect X, new ID being (...). This requires some minor understanding of what you're doing though. -Remember resources must also be merged by joining folders (meshes, textures, scripts etc...) That's the same as the link in the post by justavistor.
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