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Merging Plugins - Trying to manually copy parts of a mod into another?


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Posted

I am new to skyrim, mo2, xedit, merge plugins, and zmerge. I have been having a lot of problems with using merge plugins and zmerge for tasks such as combining the many esp files for climates of tamrial into a single file in order to open plugin slots and simplify management. I have been following tutorial videos for merge plugins and zmerge, but have ran into the merge plugins not running the way they are suppose in comparison to my regular xedit merged patch profile. 

 

As I have creation kit as well as xedit and zedit, I was wondering if there is a way to manually merge mods? I realize I likely will not do much better, but I am a bit desperate in terms of trying to figure out how to open more space.  

 

Thank you for your time and consideration regarding this request.

Posted

Mods that have running scripts (like weather mods) are always going to be a bit dangerous to merge. It's usually a safer option to merge armor mods because they don't add scripts. There aren't many mods that can fill up to the plugin limit, so I'm assuming that the majority of your plugins are from armor mods.

 

Merge plugins work fine as long as you are merging armor mods too. I've managed to potentially save up to 500 plugin slots by merging all my armor mods into 1 esp.

Posted

Create a new mod directory and place all your texture. Overhauls - npc, city, interiors, Land marks, Landscape Changes and nif patches. Dont include quest mods.

Now create a merge. Merge Plugins

You can do the same for Armor, and Followers. Dismiss all your followers first. And remove all custom armors from inventory. No quest mods.

MY - Armors Pack.esp, MY - Followers Pack.esp, MY - City Overhauls.esp, MY - Texture Overhauls.esp ... this will eat your hard drive ?

Copy the merge to the mod folder.

 

Open the merge file in CK and save. On NAV warnings.

 

Start game and save. Use a save cleaner to remove old scripts. FallrimTools Script cleaner and more

 

Now you have to create a NPC, Factions, Locations, Container, Flora, Leveled items patch file for your load order. Open all esp in xedit and copy all override settings. Load it last in your load order.

Posted
11 hours ago, PriestOfKhorne said:

I am new to skyrim, mo2, xedit, merge plugins, and zmerge. I have been having a lot of problems with using merge plugins and zmerge for tasks such as combining the many esp files for climates of tamrial into a single file in order to open plugin slots and simplify management. I have been following tutorial videos for merge plugins and zmerge, but have ran into the merge plugins not running the way they are suppose in comparison to my regular xedit merged patch profile. 

 

As I have creation kit as well as xedit and zedit, I was wondering if there is a way to manually merge mods? I realize I likely will not do much better, but I am a bit desperate in terms of trying to figure out how to open more space.  

 

Thank you for your time and consideration regarding this request.

You might be better off rather than using the scrip version taking a look at this, https://www.nexusmods.com/skyrim/mods/69905

 

If configured properly it will rebuild scripts to link to the merge mods new editor id as well as various other things, it can also extract and build bsa or ba2 archives to go with the new mod.

Posted
16 hours ago, Swe-DivX said:

...

 

Now you have to create a NPC, Factions, Locations, Container, Flora, Leveled items patch file for your load order. Open all esp in xedit and copy all override settings. Load it last in your load order.

Is there a tutorial showing this process. I am kinda a scrub and not sure how to copy things over with xedit as I've messed things up a couple of times and had to reinstall everything.

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