Storms of Superior Posted September 5, 2014 Share Posted September 5, 2014 Hey, folks! I have a great idea for three of my mods; I want to combine them to use with Open Skies Trading Post. Â Does anyone have a link to the procedure for merging .esp files? Â I think folks will like what I intend to do with the overall mod, but I really don't want to start from scratch on any of them. Â Thanks for the help. Link to comment
CGi Posted September 5, 2014 Share Posted September 5, 2014 You can do it manually by using TES5Edits Deep Copy with an empty ESP as target (recommended) or try the Merge Plugins xEdit Script, which might need some manual editing/adjustements because it sounds like you try to merge cell edits and dialogue as well. There's no 100% working merging for cells (especially exteriors) or dialogues yet. Scripts won't be merged either so this has to be done by hand (if the source files are available), so be aware of that. Link to comment
Storms of Superior Posted September 5, 2014 Author Share Posted September 5, 2014 The good news is, that so far, there are no scripts or dialogues; I have only placed furniture (chests and workbenches) in a couple of cities, and a building and more of the same kinds of furniture (for crafting again, but all kinds of crafting except cooking; I'm not running a restaurant (joke)). Given these facts, is TES5edit still the best way to go? Link to comment
CGi Posted September 5, 2014 Share Posted September 5, 2014 Unless you setup the CK to work via server, that's your best guess if you want to end up with a clean merged file, that can have full USKP support (by covering its edits). Â So if the mod you mentioned is made by you and you just want to merge single ESPs into one, just use TES5Edit's DeepCopy, apply the USKP patches afterwards and you're fine. And if it's your mods then you can simply merge the ESPs in the correct load order like this:ESP 1ESP 2 (first merge into ESP 1) ESP 3 (2nd merge into ESP 1, overwriting existing entries with its changes, which should be what you want) ESP 4 (3rd merge into ESP 1, overwriting existing entries with its changes, which should be what you want) aso. Â You'll loose the original ESP 1, unless you made a backup, but you'll only have one plugin in the end which you can then load into the CK.And don't start scripting the plugins before you merge them, as merging breaks aliases and such which will be a pain in the arse to fix. Â Edit: Copying in TES5Edit needs manual renumbering iDs first, which is what breaks scripts. Edit 2: Adding new/removing dependencies causes such breaks as well (counts for the CK too). Edit 3: Delete the merged ESPs from the dependencies, as TES5Edit adds them there. Link to comment
Storms of Superior Posted September 5, 2014 Author Share Posted September 5, 2014 That seems straight forward, even though I haven't even considered that all of it might be possible in this way. As far as scripts are concerned, I'm far from being able to write any; I just don't understand them, even though I've made the "Hello World" script from the Bethesda tutorial. I have a lot of difficulty ahead of me in terms of understanding that stuff. Link to comment
CGi Posted September 5, 2014 Share Posted September 5, 2014 This is LL so if you need help scripting, then just ask in the appropriate thread to either get the answers you need or maybe even find someone to help you out with scripting. Link to comment
Storms of Superior Posted September 5, 2014 Author Share Posted September 5, 2014 I will do that., and thanks for this big head start. Link to comment
Storms of Superior Posted September 5, 2014 Author Share Posted September 5, 2014 I'm also wondering how to create a new interior in the same .esp so I don't have to merge that as well; this interior should be unique, so I would have to start from scratch. Â I didn't find, in the cell view, a way to start a "new" interior. I may have to just make a new.esp and merge it after all. Â I knew that. Never mind. Link to comment
CGi Posted September 5, 2014 Share Posted September 5, 2014 What? That's why you create multiple ESPs? For every exterior and interior edit/created? You better check the CK wiki again, as the only reason to create multiple ESPs is in projects where multiple people are involved, when you don't want (yet) or can't create soft dependencies and would else end up with to many dependecies or if you want to cover a specific mod/area/festish/whats-o-ever-specific-thingy. Link to comment
Storms of Superior Posted September 6, 2014 Author Share Posted September 6, 2014 I got it. I went to the Bethesda tutorials on Youtube. Derp! Â I already have the .esp files made that I want to merge. I'm just adding more to the main file before the merger (no scripts or dialogues). Link to comment
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