xenic Posted September 18, 2013 Posted September 18, 2013 I'm wondering if I condense all the mods I am running into 1 or more compressed file if they would load/work properly. Has anyone ever tried this?
cornbreadtm Posted September 18, 2013 Posted September 18, 2013 You mean esps? Only if they don't have scripts or errors. I merge most of my mods together but only similiar mods like clothing mods. Have about 40 clothing mods all in one esp with their meshes and textures all compressed in one zip file. I also merge mods like NMFWLM and High level enemies. You can merge mods with MCM scripts but not heavy gameplay scripts. It's best to stay away from trying the merge any scripted mods at all. Anywho I'm not sure if your talking about just making 1 big zip or merging you esps so. yeah you can make 1 big zip pretty easily but no on merging all you esm/esp into one. Can't easily merge esms anyway since merged plugin doesn't work for them and doing it manually quickly makes you realise that it's not worth it and will probably cause problems.
gregathit Posted September 18, 2013 Posted September 18, 2013 Since you asked a general question, I will give a general answer: NO! You will just end up fucking your game to hell and back if there are scripts involved. For specific merging questions you need to post the names of mods to get a "go" "no go" type answer.
s.eden Posted September 19, 2013 Posted September 19, 2013 No, as it as been said, if script, landmass edit/change, or any other edit to cell = no merge.Then, all mods adding npc/cloths/armor/item(not scripted ones) etc can be merged, using TES5Edit as you will need to cross check for the conflicts who will almost even arise (just using the Unofficial patch will make some edits, who in some occasions can be overridden if you are sure the newest edit is fault proof..So, I guess the best way to go is to install all the esp (not the data !), run BOSS, at this point, see as to "groups" which can be merged together.Then, it depend if you selected mod (version) without BSA = easier, as you need to "merge" (assemble) the meshes/textures/icons etc by categories, if you want, it is "ok" (can bring issues if my information are up to date). At this points, if you have selected multiple mods editing cells it is time to use the CK to correct the seams / navmesh and so on.So, as to merge, some skills as to TES5Edit & CK are required..(Even if using the "merging script" for TES5Edit available over Nexus).
rawr22 Posted September 20, 2013 Posted September 20, 2013 Another argument against it; it would be a pain in the ass to keep mods up to date.
Zor2k13 Posted September 21, 2013 Posted September 21, 2013 There is a mod merge script for tes5edit here: http://skyrim.nexusmods.com/mods/37981//?
gregathit Posted September 21, 2013 Posted September 21, 2013 Unless a plugin just has one or two simple scripts, then you will just end up breaking things if you try merging them. Scripts are notoriously difficult to merge. 99 percent of the time they just blow up. It isn't worth messing with. Edit: If you read the Limitations printed right in the description of the link you gave it says the following: Merging also most likely will not work for mods with heavy script usage in them. E.g. spell mods and some player home mods. Whether or not a mod with scripts in it will merge successfully is hard to gauge, you pretty much just have to try it out and see if it works.
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