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List of mods that can be succesfully merged (LE)


moody132

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Posted

I'm uploading my list of mods that i manage to succesfully merge.

ESP limit for LE is 255, so this is your solution to bypass that.

I have 95+ hours testing this on current character, and 80+h on previous, with almost same list, just few mods less.

 

Theoreticly you counld merge all those in one, but practicly you shouldn't, because diffrent mods should be in different places in load order.

All of those were made with zEdit/zMerge with Clean (Improved) method.

 

I do not reccomend merging mods on existing save. They will propably work, but MCM setup will be lost. And there is always possibility that something will be broken, and with modding Skyrim you should every possible step to avoid it.

 

In case of LoadOrder and when you should put them i would recommend checking in TES5edit and decide what you want to overwrite what.

I thnik LOOT will not know to do with your own merges, as as i understand, it creates load orders based on users recommendations.

 

 

Quote

1862371243_MergedList.thumb.jpg.28751059b94dfbc723261323efab3439.jpg

I have also some old merges done with Merge Plugins Standalone, but as far i can tell zEdit method is better, and faster, i just didn't care enough to rebuild then. Especially if they work properly.

Here they are: 

Quote

 

Bodyshiet.esp :

 

12FemaleBrows.esp
NB-Scars.esp
KS Hairdo's.esp
TheEyesOfBeauty.esp
The Eyes Of Beauty - Elves Edition.esp
MoreVampireEyes.esp
 

 

 

LegendaryArmorpack.esp :

 

apo-ci.esp
APOLI.esp
APO_hi.esp

 

 

 

MergeNiniStuff.esp :

 

Nini Stuff 1.2.esp
Nini Stuff 4.0.esp

 

 

 

Merge CT77 Armors Replacer.esp:

 

Remodeled Armor - Vanilla Replacer.esp
Remodeled Armor - Vanilla Replacer - Dawnguard.esp
Remodeled Armor - Vanilla Replacer - Dragonborn.esp
 

 

 

Merge Some Armors.esp

 

Masters of Death.esp
BlackSacramentArmor.esp
TW3_femaleArmors_zzjay.esp
DX Dark Knight Armor - My Final Version by Xtudo.esp
Crimson Blood Armor.esp
DX Necromancer Robes.esp
RoyalDaedric.esp
DaedraHuntress.esp
 

 

 

Merge Tattoo Pack.esp

 

VWA_VanillaWarpaintsAbsolution.esp
CommunityOverlays1_0T30.esp
CommunityOverlays2_31T50.esp
CommunityOverlays3.esp
SFO_SkinFeatureOverlays.esp
Cum Overlays For Race Menu HD.esp
ZMDs Hand Nail Overlays for RaceMenu v3.esp
ZMDs Feet Nail Art for RaceMenu v1.esp
ZMD'S Pantyhose and Stockings RaceMenu CBBE.esp
KJ Tattoos 2K.esp
TheCoenaculiCBBE.esp
RutahTattooPack.esp
RaceMenu - Norse Tattoos.esp
Neithteam Warpaint.esp
 

 

 

Merge Weapon Pack.esp

 

JSwords.esm
JSwordsDistributionBalancePlugin.esp
WeaponsOf3E.esp
isilNarsil.esp
LostLongSwords.esp
WWW.esp
Crossbows_Basic_Collection_EN_LL.esp
Faction Crossbows.esp
ElementalArrows.esp
Undriel_Everlight.esp
Unique Uniques.esp
ThaneWeaponsReborn.esp

 

 

Mods that failed at merging:

 

Sisterhood of Dibella

Vigilant + Vigilant Voice (Well, as expected i suppose)

Furniture Sex Framework

 

NOTES: Some minor features doesn't work based on dependency. I have 2 of that issues:

PAH Home Sweet Home and PAH You got a slave. They both have some freature that can complement each other if you have both of them. That doesn't work, because HSH doesn't detect You got a slave esp and viceversa.

 

Second is Harvest overhaul + harvest overhaul creatures. Same situation, harverst overhaul doesn't detect cratures, so  in MCM you have grayed out options like pearl from oysters or grining bones on mills. I couldn't  care less about pearls from oysters, so i am ok with that, but you get the rule, how this works.

 

Update: I Also merged 20+ JK's Interiors, they also works with no problem.

Posted
35 minutes ago, Seijin8 said:

Define "successfully merged"

 

As in: you didn't notice any problems?

Well, yes, as far i can tell they work exatcly like theirs un-merged counterparts.

My PC cant hadle SE, so merging is my only option to having heavily modded skyrim.

And i had so many problems in years with crashes etc, i wanted to make sure that theese merges wouldn't fuck my game after 100 hours.

So i tested every single one of them on new character, took many hours, and everything seems to work as intended except theese two issues i posted.

Within those hours i manage to exclude problematic ones, like sisterhood of dibella, RDO, there were much more of them but i do not remember thoose.

After that i started another new character, one i am playing right now, with no problems

 

Testing looked like this; i had list with every merged mod, and i checked if they features works correctly. Keep in mind that theese mods aren't really complicated ones, so it didn't took so much time and that there isn't much that could be broken

let's say dynavision/imaginator, they do practiclly nothing - you can check theese in minutes.

Immersive Patrols is much more complex, i know few spots where i always meet then, so i went there and to see if it works correctly.

Fnis Spells i am only using work PAHE HSH for posing / dancing, that works.

Notice boards works, i did many quests from it, and this is mod i expected to be broken, but no.

 

Shits goes bad, when references id are changed, so if mod A requires mod B you do not want to merge mod B.

Also keep in mind that Load Order is really, really important in this case. 

Posted
45 minutes ago, moody132 said:

Well, yes, as far i can tell they work exatcly like theirs un-merged counterparts.

My PC cant hadle SE, so merging is my only option to having heavily modded skyrim.

And i had so many problems in years with crashes etc, i wanted to make sure that theese merges wouldn't fuck my game after 100 hours.

So i tested every single one of them on new character, took many hours, and everything seems to work as intended except theese two issues i posted.

Within those hours i manage to exclude problematic ones, like sisterhood of dibella, RDO, there were much more of them but i do not remember thoose.

After that i started another new character, one i am playing right now, with no problems

 

Testing looked like this; i had list with every merged mod, and i checked if they features works correctly. Keep in mind that theese mods aren't really complicated ones, so it didn't took so much time and that there isn't much that could be broken

let's say dynavision/imaginator, they do practiclly nothing - you can check theese in minutes.

Immersive Patrols is much more complex, i know few spots where i always meet then, so i went there and to see if it works correctly.

Fnis Spells i am only using work PAHE HSH for posing / dancing, that works.

Notice boards works, i did many quests from it, and this is mod i expected to be broken, but no.

 

Shits goes bad, when references id are changed, so if mod A requires mod B you do not want to merge mod B.

Also keep in mind that Load Order is really, really important in this case. 

 

While I appreciate the effort you went through on this, the protocols for safe merging are pretty well-defined both on this site and elsewhere.

 

In general, you would never merge scripted mods.  Anything unscripted is safe to merge so long as no other mod is calling on it.

 

The reason for not merging scripted mods is that some scripts look for specific references in other files, and those will be broken in a merge.  The nature of that break may be quiet and subtle and never be noticed, or it could be a CTD bomb waiting to happen.  No way of knowing without knowing the script in question and what happens if it fails.  If it is well-coded, shouldn't be a problem... but most scripted mods are not well-coded.  (Neither for that matter are many of Bethesda's base scripts.)

 

The absence of CTDs in your playthrough means no CTDs in your playthrough.  It is not evidence of "no problems".

 

Many of the game-breaking things resulting from a bad merge (and Beth games in general) do not rear their head until specific circumstances occur, and are difficult to track down.

 

For instance: One goblet on the table in Breezehome is just fine by itself, but it happens to share the last 6 digits of formID with a scripted mod you merged, and now the game (permanently) thinks your goblet is a door and crashes when someone tries to walk through it.  There may be no clear reason (or even method) to connect the dots on that.

 

So yeah, merging scripted mods is bad unless you take the time to really know what those scripts are doing -- something the vast majority of users will never do.

 

TL;DR:

  • Hair, eye, cosmetic mods can be safely merged, but may break dependencies.
  • Scripted mods should not be merged unless you have access to the source scripts and know what to look for (GetModByName(), GetFormFromFile() and similar calls)
  • Anything else should be fine.
Posted
27 minutes ago, Seijin8 said:

 

While I appreciate the effort you went through on this, the protocols for safe merging are pretty well-defined both on this site and elsewhere.

 

In general, you would never merge scripted mods.  Anything unscripted is safe to merge so long as no other mod is calling on it.

 

The reason for not merging scripted mods is that some scripts look for specific references in other files, and those will be broken in a merge.  The nature of that break may be quiet and subtle and never be noticed, or it could be a CTD bomb waiting to happen.  No way of knowing without knowing the script in question and what happens if it fails.  If it is well-coded, shouldn't be a problem... but most scripted mods are not well-coded.  (Neither for that matter are many of Bethesda's base scripts.)

 

The absence of CTDs in your playthrough means no CTDs in your playthrough.  It is not evidence of "no problems".

 

Many of the game-breaking things resulting from a bad merge (and Beth games in general) do not rear their head until specific circumstances occur, and are difficult to track down.

 

For instance: One goblet on the table in Breezehome is just fine by itself, but it happens to share the last 6 digits of formID with a scripted mod you merged, and now the game (permanently) thinks your goblet is a door and crashes when someone tries to walk through it.  There may be no clear reason (or even method) to connect the dots on that.

 

So yeah, merging scripted mods is bad unless you take the time to really know what those scripts are doing -- something the vast majority of users will never do.

 

TL;DR:

  • Hair, eye, cosmetic mods can be safely merged, but may break dependencies.
  • Scripted mods should not be merged unless you have access to the source scripts and know what to look for (GetModByName(), GetFormFromFile() and similar calls)
  • Anything else should be fine.

I would agree with you about scripts, because it is logical and make sense, but I remember that i read somewhere that theese programs can handle this. So i decided to double check, if i am not confusing something, and

 

Quote

image.png.edee035b28b6d2daf1c761a75c752e93.png

Quote

image.png.0d4997c7f14c50a37b5925ca0c78903b.png

So as i am understanding, theese programs can hadle the scripts. I may be wrong, but this what its seems like.

I do not know much about scripts, i mean, i know what it is and how it works, but i never wrote any.

I will try to test/confirm it. 

 

I know you shouldnt merge spells mod, cause spell refid is tied to effect reffid and when theese get renumbered shit happends. like conjure blue atronach spell active effect 00000741, and 0741 normally is correct effect for this, but after merge 0741  is a ladle or glass armor of whatever.

 

But thank you for your input, as i said, i'll check it how it exactly works.

Posted
1 hour ago, moody132 said:

So as i am understanding, theese programs can hadle the scripts.

 

Assuming it works as advertised, it seems so.

 

1 hour ago, moody132 said:

I know you shouldnt merge spells mod, cause spell refid is tied to effect reffid and when theese get renumbered shit happends.

 

That shouldn't be an issue.  Renumbering of formIDs this way during a merge should not disrupt things (assuming it is done correctly, where the Magic Effect/MGEF gets renumbered first, then the spell).

 

Honestly, if the merge platform can handle script re-linking but not magic effects... that'd be a huge red flag.

Posted
On 10/15/2021 at 9:41 AM, Grey Cloud said:

Merging mods. Whatever will they think of next?

A. Curved swords. Curved. Swords.

B. 16 TIMES DETAILS

C. Fishing in Skyrim

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