BlackArk Posted May 10, 2014 Posted May 10, 2014 I am having an issue merging followers from the yamato nadeshiko followers by ria0417,http://www.nexusmods.com/skyrim/mods/52056/?, with the merge mod 1.6 script. All the faces turn to some weird potato faced nord. Maybe I am missing something in the merge settings? If somebody could please assist me on this it would be greatly appreciated.
Herrmannesque Posted May 10, 2014 Posted May 10, 2014 Which mod manager are you using? I use NMM. First thing you want to do is make sure you have the mods activated before you try merging the esps. After you create the merged esp and you want to save it, make sure only the new esp you created is checked. Uncheck all the other ones. Make sure in your load order that you uncheck all the esps you merged. Do not deactivate the mods. Just uncheck their esps. Hope that helps.
LaEspada Posted May 10, 2014 Posted May 10, 2014 Also make sure you've put admistrator rights for TES5edit, I've noticed it helps quite a bit especially when it has to pull game assets for copying.
eifrag Posted May 10, 2014 Posted May 10, 2014 I think you also have to rename facegeom\ and facetint\ to match new esp
Herrmannesque Posted May 10, 2014 Posted May 10, 2014 I didn't have to do anything like that myself using the merge mod script and these followers look fine in my games.
PsychoMachina Posted May 10, 2014 Posted May 10, 2014 Try this method. It does what the merge scripts attempt to do. From my experience, this way of merging mods is more reliable than scripts that do the same thing. http://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/
Guest Ragna_Rok Posted May 10, 2014 Posted May 10, 2014 Try this method. It does what the merge scripts attempt to do. From my experience, this way of merging mods is more reliable than scripts that do the same thing. http://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/ oh, since you seem to know stuff about that topic... uhm... so the id's get resorted, right? so, if i merge my weapon-mods into one giant-beast, id have to reforge all the shit i got stashed away in my chests in my lakeview-manor, right?
PsychoMachina Posted May 10, 2014 Posted May 10, 2014 Renaming the Form IDs will not affect the items you have in your game. The only problem I see is if you are using another mod that contains the original Form IDs of the unmerged mods. Just load that mod and the merged mod in CK, activate the mod that needs updating then once CK is done loading everything, save and now the mod is updated to the new Form IDs of the merged mod. EDIT So I'll have to agree that merging armors, weapons, and item mods will reset them when loading a save that contained the unmerged files. I wonder if there is a save editor that allows changing the Form IDs.
medic975 Posted May 10, 2014 Posted May 10, 2014 Actually, I've had to redo the items I had ingame when I merged my weapons and armor packs. However it was a minor inconvenience and allowed me to free up around 40 esp slots. One thing you might be running into if you're using a mod manager is have you disabled the files that came with the esps you merged? I generally make a new file where I've combined the texture and mesh folders of all the companions I've merged into that mod and uploaded it. That way I know I'm not missing a file the character needs.
Guest Ragna_Rok Posted May 10, 2014 Posted May 10, 2014 thx for the hints... once i got holidays again i will consider putting all my weapons and armors into one "Ragna-Rok's Legacy" mod... and im simply afraid to merge them manually, mainly because im talking about 600+ ck entries i will bookmark here and give it a shot once i got more time. thx folks
Mud Posted May 10, 2014 Posted May 10, 2014 Yup, every time I merged esps together, all the items that already existed in my saves either vanished or were replaced by another item that now held the old ID. This can cause oddities if you're wearing enchanted versions of these items, because the items disappear but the effects don't.
BlackArk Posted May 13, 2014 Author Posted May 13, 2014 I'm using MO how would I give tes5edit admin rights through MO? Or do I just give it admin rights like normal? Also make sure you've put admistrator rights for TES5edit, I've noticed it helps quite a bit especially when it has to pull game assets for copying. Yeah, I was wondering in the YuiH merge you made it had folders for facegen data. When I make my merges I do not notice anything like that.
AshenWolf Posted October 18, 2014 Posted October 18, 2014 sorry for bringing this thread back but... it's driving me crazy that none of method that everyone said is working, and creation kit doesn't seem to realize any of facegen or facetint files. to anyone who have successfully merged followers, how EXACTLY did you merge it, and does it have facegen/facetint files in it?
eifrag Posted October 19, 2014 Posted October 19, 2014 after merging mods you'll end up with a new esp name correct? meshes........facegeom\<rename folder to match new esp> textures........facetint\<and also here> do this to all your followers you just merged my english sucks, but I hope you get my point
AshenWolf Posted October 19, 2014 Posted October 19, 2014 ok, but where should i do that? in each individual follower folders? or in TES5Edit?
JRCosta Posted October 19, 2014 Posted October 19, 2014 ok, but where should i do that? in each individual follower folders? or in TES5Edit? Open the merged file in CK; Search in actors all the NPC you merged by name; With Actors selected in the left window, do the CTRL-F4 for each one individually; this will create the facegen
eifrag Posted October 19, 2014 Posted October 19, 2014 ok, but where should i do that? in each individual follower folders? or in TES5Edit? granted you use M.O, you can find those in each individual follower folder yes or for manual installed the mods you can find them in meshes\actors\character\facegendata\facegeom\ textures\actors\character\facegendata\facetint\
Killing Joke Posted January 20, 2015 Posted January 20, 2015 after merging mods you'll end up with a new esp name correct? meshes........facegeom\<rename folder to match new esp> textures........facetint\<and also here> do this to all your followers you just merged my english sucks, but I hope you get my point Sorry to necro this thread but I just got the same problem, merging several follower mods coming with facegeom and facetint directories. I can't move files into the new directory corresponding to the merged esp's name because some nifs and textures from different followers share the same name. Is there a workaround for this?
Killing Joke Posted January 20, 2015 Posted January 20, 2015 Found the problem: it's a bug with version 1.75 of the merge plugin, downgrading to v 1.7 fix the issue, all facegen data is copied correctly.
Clandebouyekid Posted July 29, 2015 Posted July 29, 2015 I've been trying to do this as well, and getting no where fast! I used the method described by MTichenor on the nexus forum link, but the face tint and facegeom is a complete muddy pool for me. I opened the new merged .esp in the CK created the new facetint/geom for each of the followers that were merged but where do I put them? I'm using mod organiser and TES5Edit 3.1.1. If anyone could give a comprehensive step by step instruction in how to merge multiple single follower mods into a single merged mod would really help ...
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