Verkan Posted November 29, 2014 Posted November 29, 2014 I did a search for information on merging files, and while some of my questions were answered I still have a few that hopefully someone can help me out with. Firstly, let me state that I am using/learning MO, and I am using a script that was added to TESVedit I downloaded from Nexus mods. Now, my goal is to attempt to merge my followers and my equipment into two separate files, one for each. What I would like to know is: 1. Why types of files should I avoid trying to merge. ie Followers with complex scripts/quest which might be messed up in the process. 2. Is it possible to have requirements for other mods call on these merged files. ie. I use Cultural Diversity for several races so I have required files like Argonian Armors, Marsh Armor, etc. Are there any good tips or tricks out there to make merging files easier, or more reliable? Thanks in advance.
Guest Posted November 29, 2014 Posted November 29, 2014 I haven't ran into any problems merging files with scripts, the main issue with merging used to be that you shouldn't merge files with worldspace edits but since the updates it seems to merge everything seamlessly When you run your script though make sure you keep all settings at default especially Renumber form ID's you will also want to save only your merged file and not the others if you're using MO don't delete the esp's you used to merge just in case instead you can't use the optional esp tab to put them on hold. The second question I don't get.
Verkan Posted November 29, 2014 Author Posted November 29, 2014 Ok, that makes sense. I'll play around some more and see what happens. As for my second question, I'll try and explain it better. I may have just had bad English moment, and its my native language. The Cultural Diversity mod has the ability to give races like the Dunmer, Khajit and Argonians more appropriate clothing based on other mods that are installed with it. These mods become Required Masters to Cultural Diversity in order for it to run properly. If I take those clothing/armor mods and merge them, is it possible to get Cultural Diversity to see the merged Mod as the Required Master it needs or no? I hope that makes more sense, its about five in the morning here and I'm working a night shift so I might be a little brain addled
Guest Posted November 29, 2014 Posted November 29, 2014 No not to my knowledge it wont recognize it as an available pc and you wont be able to load your game unless you have the required master but there is two ways you can get around this problem. 1.) If you only have one mod needing a master just rename your mod file 2.) Go in tes5edit and merge the patch and the main file and when I say merge I mean comb through the patch and move stats over until it looks right because I am not sure which mod takes presidence when you merge two that have similar records the one on the bottom or the top you can check and test it for yourself but I just like to do it manually.
Groovtama Posted November 29, 2014 Posted November 29, 2014 There are many problems around merging mods with scripts - Bool bug in the latest TES5Edit version, will be fixed in the next update - Scripts that use GetFormFromFile function on mods you want to merge - Stringtables which are esp name dependent (these need to be merged too)
CGi Posted November 29, 2014 Posted November 29, 2014 Not to forget that SEQ file need to be generated from the merged follower ESP, as those work like string tables and match the mod name and ofc only the generated sequences of one mod, so copying one of them is not enough. But if one merges mods other mods depend on, than those depending mods need to be edited to use the merged version and just changing the dependencie in the header does in most cases not the trick as form ids will usually have to be changed before merging which means that the mod that needs to have the dependencie changed will have more or less "could not resolve" errors, which need to be fixed manually so those resources point to the correct entrie in the merged file. Hard to explain, but i hope it was still understandable.
Verkan Posted November 29, 2014 Author Posted November 29, 2014 Hmm, this is starting to sound complex as I haven't started into to making actual mods myself. @aareyn: when you mean manually merge in TESVedit, are you referring to having the program display conflicts(indicated by various colored columns) and then manually going in and changing things until things turn green? I forget what the process was called, I did it all the time in FalloutNV when I created a patch ESP at the end of my load order. @Groovtama, CGi: I can understand those in a general sense, I'm not familiar with how to do any of those things as I haven't even started attempting to mod myself.(which I hope to start soon once I find some good tutorials, get a simple enough idea to start with and then get some time/motivation to actually start).
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