Funzel22 Posted July 21, 2019 Posted July 21, 2019 Hello, I'm really desperate ... I have looked to differend Tutorials, look with google, talk here for hours to a friend, we tried a lot ... we can't figure out HOW to merge mods ..... I have seen this Tutorials (but the first one is very puzzeling): - www.youtube.com/watch?v=0S6cpCwTezE - www.youtube.com/watch?v=rfTAP9AOTVc Second one is good ... but it does not work like in the Tutorial. I think I have done everything like in the tutorial. I wanted to merge this two clothing mods, as a test. I wanted to start with to easy .esp cloth files: - https://www.nexusmods.com/skyrimspecialedition/mods/18689 - https://www.nexusmods.com/skyrimspecialedition/mods/25646?tab=description I merged them like in the second video Tutorial and I get ALWAYS this error message: (see attached files please) ? Please help ?
Irina377 Posted July 21, 2019 Posted July 21, 2019 Really want to help you )) I'm using the translator you translated the instructions which I easily combined a lot of mods and no problems in the game are not experienced. Instructions in Russian so sorry for the translation and I hope there will be all clear and just in case here is a link to the original. Good luck and enjoy the game))) https://gamer-mods.ru/load/skyrim_le/instrumentarij/merge_plugins_standalone/59-1-0-4037 Installation: 1. Set Champollion a PEX to Papyrus decompiler. If you have x32 system – choose folder 1a - ChPEX x32. If the system is x64 – folder 1b - ChPEX x64. The contents of the desired folder to put in the folder Skyrim (not in DATA). 2.1. Install Creaton Kit (recommended). Steps 2.2 – 2.3 skip. If Creaton Kit is not installed and there is no desire, then follow steps 2.2 – 2.3. 2.2. Install Papyrus compiler. Place the contents of the 2 - Papyrus Compiler folder in the Skyrim folder (not in DATA). 2.3. Place the contents of the 3 - Scripts folder in the DATA folder. 3. Install Merge Plugins. Put the contents of the 4 - Merge Plugins folder into the Skyrim folder (not in DATA). 4. For mo users – it is necessary to configure the launch of the program through the mo shortcuts. SECTION 1: setup. 1. Profile setting. When you start the program itself will find the path to the supported games. However, the profile can be set manually by clicking on the plus sign <Create New Profile>. My example shows that I have only Skyrim installed. You can change your profile name if you want. IMPORTANT! If the profile is highlighted in red, it means that the path is not correct. Select the profile, click on the bottom OK. 2. Mod selection window. Note: actually, this has nothing to do with the settings – this is the beginning of the merge. But since the settings can not be reached, bypassing this window, I will describe the work with him now. Here is a list of your esm/esp files. Checkboxes select what you want to load into the program. You can choose only those mods that you want to combine, but you can at least all. IMPORTANT! If you want to download only mods for merging, the program will ask you to download their master files. So make sure that the order of loading mods you have correct. When you select a mod or multiple mods (using Ctrl), the list will be colored in different colors to help navigate. Title on a blue background – selected/s mod Bold green font – the mod is the right master for the selected mods. Bold red font – mod requires selected/s mod(s) as master. Bold purple font – the mod is both a master for some selected mods and requires others as masters. Grey italic – mod cannot be selected because there are no wizards for it. Red italic – the mod is not selected but is required as a wizard for the selected mod(s). Actually, if you have such a program will not click OK. Tip: though necessary the master and highlighted in red, you can not poke a tick at each, and RMB on fashion, require the master Mastrs – check masters. In the same menu, you can select and Vice versa, dependent mods – Dependencies. Still useful when PKM – Check all – puts a check mark on all mod. Uncheck all – unchecks all mods, Toggle all – ticks all mods on the contrary. 3. In the program window at the top click on the gear. The settings window appears. 3.1. general tab. You can choose the Russian language (not recommended Yet, there may be bugs in the program!). But the instructions here will continue to be for the English interface, so as not to rewrite)). Reports – if you want to send reports about the unification of mods (more on this later), then in the Username field, enter the desired nickname in Latin letters and/or numbers. Click the Check button. If the name is not busy, click Register. Style – simplified display of the database of mods and the list of mods. Poke, look. Updating – you can manually, or you can check the box to automatically update the program and database. 3.2. Settings for those who puts mods manually. Note: unfortunately, Wrye Bash is not supported by this program, so it is a manual option for WB users 3.2.1. The Integrations Tab. We do not tick any boxes. Click the Detect Integrations button. The program should find the paths for papyrus components in the Papyrus section and the paths with keys for BSAOpt, if it is installed. If this did not happen, : In line Champolion Decompiler path must specify the path to Champollion.exe. His installation occurred in 1. in Install. This is usually adresim\Champollion-V1.0.1-x64(x86)\Champollion.exe. In the line Papyrus Compiler path – path to Papyruscompiler.exe. We put it in step 2.2. For owners of the Creaton Kit and the usual location of the file it will be adresim\Papyrus Compiler\Papyruscompiler.exe. The papyrus flags path line contains the path to TESV_Papyrus_Flags.flg. This is from step 2.3 of the installation. For Creaton Kit owners and the usual file location will be the directory \ Data\scripts\source\TESV_Papyrus_Flags.flg. Optional. For BSAOpt, specify the path to its exe file. In the line BSAOpt options write -game sk -passthrough -compress 9. 3.2.2. The Merge Tab. Checkboxes should be placed, as in the picture. Merge destination directory – specify the path where the merged mod files should be placed. Build merged BSAs can be inactive at all. The choice depends on whether you have BSAOpt installed. If you select this option, the files of the merged mod will be immediately Packed into the BSA-archive. For manual version is not recommended. Click the virifyfile access button. The program will check the permissions. Click in the window OK, if everything is OK. 3.2.3. Let's move on to item 3.5. 3.3. Settings for NMM v users.0.60+. ATTENTION!!! If you are using a version of NMM below or equal to V. 0.60, then this item will not fit! Use the option for manual installation, p. 3.2. 3.3.1. The Integrations Tab. Put a tick on I'm using Nexus Mod Manager and Copy general assets. Click the Detect Integrations button. The program should find paths for NMM, papyrus components in the Papyrus section and paths with keys for BSAOpt, if it is installed. If this did not happen, : In the mod manager path line, specify the path to NMM. In the line Mod manager mods path specify the path to the folder VirtualInstall. Note:On the screenshot I have a very strange path, but this is because I have NMM and WB using the same archive source. In line Champolion Decompiler path must specify the path to Champollion.exe. His installation occurred in 1. in Install. This is usually adresim\Champollion-V1.0.1-x64(x32)\Champollion.exe. In the line Papyrus Compiler path – path to Papyruscompiler.exe. We put it in step 2.2. For owners of the Creaton Kit and the usual location of the file it will be adresim\Papyrus Compiler\Papyruscompiler.exe. The papyrus flags path line contains the path to TESV_Papyrus_Flags.flg. This is from step 2.3 of the installation. For Creaton Kit owners and the usual file location will be the directory \ Data\scripts\source\TESV_Papyrus_Flags.flg. Optional. For BSAOpt, specify the path to its exe file. In the line BSAOpt options write -game sk -passthrough -compress 9. 3.3.2. The Merging Tab. Checkboxes should be placed, as in the picture. Merge destination directory – specify the path where the merged mod files should be placed. Build merged BSAs can be inactive at all. The choice depends on whether you have BSAOpt installed. If you select this option, the files of the merged mod will be immediately Packed into the BSA-archive. Click the virifyfile access button. The program will check the permissions. Click in the window OK, if everything is OK. 3.3.3. Let's move on to item 3.5. 3.4. Settings for mod Organizer users. Do not forget to configure the start of the program from the MOD. 3.4.1. The Integrations Tab. Put a tick on I'm using Mod Organizer and Copy general assets. Copy general assets can be left Unallocated if you don't want to merge mod resources together. After all, in the MO in the left panel, they can be freely moved at any time and position even when the esp/esm mod is disabled. Click the Detect Integrations button. The program should find paths for MO, papyrus components in the Papyrus section and paths with keys for BSAOpt, if it is installed. If this did not happen, : In the line Mod manager path specify the path to MO. In the line Mod manager mods path specify the path to the folder with mods. In line Champolion Decompiler path must specify the path to Champollion.exe. His installation occurred in 1. in Install. This is usually adresim\Champollion-V1.0.1-x64(x32)\Champollion.exe. In the line Papyrus Compiler path – path to Papyruscompiler.exe. We put it in step 2.2. For owners of the Creaton Kit and the usual location of the file it will be adresim\Papyrus Compiler\Papyruscompiler.exe. The papyrus flags path line contains the path to TESV_Papyrus_Flags.flg. This is from step 2.3 of the installation. For Creaton Kit owners and the usual file location will be the directory \ Data\scripts\source\TESV_Papyrus_Flags.flg. Optional. For BSAOpt, specify the path to its exe file. In the line BSAOpt options write -game sk -passthrough -compress 9. 3.4.2. The Merge Tab. Checkboxes should be placed, as in the picture. Merge destination directory – specify the path to THE mo mods folder. Build merged BSAs and Extract BSAs do not need to be marked. It's better to do by means of MO. Click the virifyfile access button. The program will check the permissions. Click in the window OK, if everything is OK. 3.4.3. Let's move on to item 3.5. 3.5. advanced tab. I will not disassemble it to save letters. There's nothing particularly interesting there. 3.6. Click OK. 3.7. Restart the program. SECTION 2: combining mods. 1. Things to remember. 1.1. Boot order. Mods must be correctly placed in order that would be the same record correctly replaced each other. 1.2. The boot order is relative to other mods not included in the merged mod. If between the two mods that you want to combine, there are still others in the download order, then make sure that they do not need a strict download order after the first and before the second mod. 1.3. The dependence of the masters. Since these mods will have to be disabled after combining them, make sure that the esp/esm of these mods are not masters for the mods of others. 2. Download mods. See. section 1, paragraph 2. 3. Combining mods. Note: in my example, I have downloaded three ESPs for merging and 2 master files they need. Note that the mods in the list will be highlighted with different colors and have different icons in the Flags column. I have to stop here in more detail. 3.1. Colors. The program has a database of mods. This database is formed based on user reports on the work of mods. Each mod known to her has its own joinability score from 0 to 4. If you select a mod, the right will be information about it. In the row Merge Rating will be the rating of obyedinyaet. In the line Reports will be written notes users. About the database later. And so, the colors depend on the score. Gray – mod unknown base. Black plug – in black list. Never, under any conditions will not be merged. Red – rating about 0.0. Merge will not work. Forget. Orange is a rating of about 1.0. Non-working after the merger. Forget it too. Yellow – rating about 2.0. Partially functional. Olive – rating of about 3.0. Small additional settings are required. The green – rating of about 4.0. Great teaming up. Be guided by these estimates if you doubt that the mod can be combined. Do not forget to update the database in time! 3.2. Icons in the flags column. Mo users are already familiar with this mod content display system. Here it is similar. Focusing on these icons, you can at least have an idea of what is combined from the important and particularly thin, except esp/esm. On the right they are duplicated by the letter in the line Flags, so I will describe the literal values, because with the pictures here the problem.... X – mod in the black list. E – contains errors R – errors ignored N – no errors A – has BSA archive G – has facegendata files V – has voice files T – has mcm menu translation files I – has INI files F – has scripts D – forbidden to merge S – script is self-centered. In the settings, I immediately put all the checkboxes for the correct combination of these elements. This avoids the characteristic curve after the unification of bugs, like grey persons, dumb characters and curve MSM menu. 4. Algorithm for combining mods. So we figured out what we can combine. Let's do this already. In my case, the merged modes are gray, unknown to the base. But there's clothes, I know they'll blend in without a problem. 4.1. Select the mod that we want to combine. Or with Ctrl or Shift, select all the desired mods at once. In my case, it's three grey clothes. 4.2. Right-click in the selected – Add to merge <merge new>. Or press the green plus on the button bar. visible Windows: Name – name of the Assembly. Filename – the name of the esp. Latin letters and/or numbers. Merge method – Overrides or New records. Select Overrides. I won't tell you which is which, already thinner instance. Renumbering – Conflicting or all. Are Posing Conflicting. Also I will not go into details, I will only say that all is used only in conjunction with New records. Click OK. Now we can see that in the Merge column next to the selected mods there is an entry about their adherence to one project. 4.3. If added were not all the fashion, and then repeat for them, p.4.2., only select an already created project. 4.4. PKM on each plugin in turn – Errors – check errors. There should be no errors (see description of icons above). If there are errors, the program can try to solve them by itself. PCM problem fashion – Errors – Fix errors. Or, you can ignore them by selecting Ignore errors. Reset resets all errors. 4.5. Switch to the Merge tab. See our project. It will be orange 4.6. PKM on it plugins – Check plugins for errors. Wait. Depending on the result, painted in some of the colors. Or orange, and green. If it's green, it's okay. If red, PCM – plugins – resolve issues. A window will appear with a description of the problem and possible solutions. At the bottom is the Ignore button to ignore the problem. In any case, it is necessary to achieve green. 4.7. Right-clicking on the project – Build Merge. Ready! 5. Activation of the combined mod. Of course, you can just throw the files in the DATA, but let's do it right, once we started… 5.1. For those who do not use NMM v.0.60+ or MO 5.1.1. In any case, moving it out of the DATA folder the esp/esm files for mods that are United. Do not touch resource files. 5.1.2. Connect a new mod. 5.2. For users of NMM v.0.60+ 5.2.1. Navigate to the folder where the new mod files are located. It was specified in the settings. 5.2.2. Locate the project folder, in it files card strategy fashion. Archive with any archiver in zip, rar or 7z format. 5.2.3. Move the archive to the Nexus Mod Manager/downloads folder. 5.2.4. Remove the mods that are included in the merge. ATTENTION! If the combined mod includes not all esp/esm from one mod, you can not remove the mod! Just switch off your esp/esm in the download. 5.2.4. Install the new mod in NMM as expected. 5.3. For mo USERS. 5.3.1. Deactivate the mods included in the merge in the left window . ATTENTION! If the combined mod includes not all esp/esm from one mod, you can not remove the mod! Just switch off your esp/esm in the download. Or, in the left panel, go to the mod and move the matching esp/esm in the optional column, that they would not interfere inactive in the right window of the MOD. 5.3.2. Activate the new mod on the left. SECTION 3: update the Assembly. Often there are situations when we have already combined something into one, and for the mod included in the Assembly there was an update....Is it all over? No, this program simplifies the process of modifying existing projects. 1. Return to the place and activate the mods included in the Assembly. 2. Update those mods that need it. 3. Run the program. Note that she remembered your builds – in front of the mods will be assigned the names of the projects where they were included. 4. Select all mods and their wizards included in the project. And fashion, if any want add, for example. 5. If you want to remove the mod from the project – PCM – remove from merge. If add new is the usual addition, as at creation. If you only update the version of incoming mods, then just go to the Merges tab. 6. Highlight our Assembly. PKM – Rebuild merge. Or press the hammer on the panel. Ready! 7. Activate again as described in section 2. SECTION 4: base. By clicking on the diary on the toolbar, we can see the entire database of mods, see their compatibility rating. At the top there are filters on the number of records, rating. If you registered a nickname when setting up the program, you can send your opinion and assessment about the unification of mods. To do this, on the Plugins tab of the PCM on the mod – Report on Plugin. And fill window. I tried to write briefly, but not to miss important details. The most complete description of the program – in the attached documentation in English.
Irina377 Posted July 21, 2019 Posted July 21, 2019 When combined, plugins are removed and other mods may need them))
Funzel22 Posted July 21, 2019 Author Posted July 21, 2019 I'm wokring here together with a friend. He just read the instructions and said, that we have done all this. He has ModManager and try SSEEdit, Merge Plugins and Zmerge. I have Vortex and try SSEEdit and Merge Plugins. We have try it with differend mods and we BOTH have the same problem: Missing master files! The files we just merged are still missing in the new .esp. ?
Irina377 Posted July 21, 2019 Posted July 21, 2019 Here's how I did it: start with testing to not have BSA archives , if there are any, they definitely need to be unzipped. Then followed to not was peg other mods to those which combine . Then check the compatibility of the mods that are merged (if there are bugs , they need to be fixed before merging), then perform a merge and check if there are any bugs. Of the mods to remove the ESP / I copy them just in case in a separate folder , but without touching the resources of the mod . But you can collect the combined mod in different ways, draining all resources into one folder , strictly observing all subfolders , and then it is Packed and installed as a separate mod.
Irina377 Posted July 21, 2019 Posted July 21, 2019 главное не касаться ресурсов модов, но ESP из них нужно убрать, иначе будут путаница, дублирование и конфликты and Yes, I used it to combine Merge plugins combined 12 mods into one and everything works. I had a Vortex. Now I have MO. Here are the mods I've combined AMatterOfTime_v3-0-0-a4 Bent Pines v1.01-8306-1-01 Blaze Of Eventide-БЛЕЙЗ SSE V2.0.0 Footprints 1.5.3-Следы от ног (SE) HavenBag Toads and Frogs of Skyrim SE 3.2-Жабы WATER - растения и лодки SE Waterplants - Updated Whiterun Horse Statue-23527-1-0-1550450971 Авто экипировка боеприпасов (SE) Дикие стада Скайрима SE-Wild Herds of Skyrim-V1.1 Динамическая система авто-сортировки предметов SE Древние щиты драургов SE Лицевая подсветка (SE)-Face Light SEV2.0 Лошадиные звуки SE Море духов (SE) Sea of Spirits v1.2 Открытые лица стражников в шлемах (SE) Open Faced Guard Helmets1-0 Потрясающие зелья XxAwesome_PotionsxX SSE-2-12 Расширенная посадка SE Рудомагия [Skyrim SE] Свечение непрочитанных книг (SE) Unread Books Glow 2.2.1 Свист лошади-Simple Horse SEV1.2 Here is the mod as an example All these mods inside it https://yadi.sk/d/Fm4GclE-4xzkeg
Irina377 Posted July 21, 2019 Posted July 21, 2019 1 hour ago, Funzel22 said: Файлы, которые мы только что слили, все еще отсутствуют в новом .esp. You do not accidentally turn off the mods themselves , this can not be done !!!
Funzel22 Posted July 21, 2019 Author Posted July 21, 2019 I made test with a friend FOR HOURS ... and we ... find a interesting solution: HIS Merge Plugins work great and he have no problem to create Merged files with our two test-clothes-mods. I made the same: Still the error message. WE switched my Merge Plugins from German BACK to english and ... it worked!!! It is still a bit buggy and I have to reinstall it sometimes cause Vortex don't recognize my mod (HIS mod Vortex always recognize). I also have to give my mod a special Load Order (like "Late Load Order" or somethink like this), but it work!!!! The difference between him and me was: He worked with Mod Manager and english Merge Plugins and I worked with Vortex and a german Merge Plugins. The german translation from Merge Plugins seam not to work good for me ... but also ... could it be Vortex that causes trouble? I can't understand why until now HIS merged .esp is so mutch more solid than mine .... ? Thanks for your help Irina PS: I create a new folder, there I put all the meshes and textures (and whatever) from the two (or more) mods I want to merge. And later I put the merged .esp into this folder. I pack the folder and install it manually with Vortex. I want to merge files cause of the 254 limit, but ALSO cause I don't want to have so many mods in my Vortex overview.
Irina377 Posted July 21, 2019 Posted July 21, 2019 Well done for figuring it out. And , Yes , I heard that Vortex does not work well with other languages except English , and merge also does not always recognize other languages , I thought that you work only in English , as I also try to avoid Russian in these programs , but would not catch glitches. Great that all turned out, and you'll understand) I am very happy!!! ))
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