Warstomp32 Posted April 6, 2015 Posted April 6, 2015 I know about merging..but I wanted to be sure if it's safe to merge like 10 or more Follower mods? there are hundreds of follower mods uploaded and I wanted to use few of them..I don't want to take risk in having above 100mods installed.. and also I'm using "Guild Starter" Mod..so that I can make a guild to invite them...
Guest Posted April 6, 2015 Posted April 6, 2015 If they have custom scripts, it would be wise not to.
Warstomp32 Posted April 6, 2015 Author Posted April 6, 2015 If they have custom scripts, it would be wise not to. some of them Like Tania.. well I better not pick the one had scripts.. so if they didn't have any scripts? is it ok?
Guest Posted April 6, 2015 Posted April 6, 2015 If they have custom scripts, it would be wise not to. some of them Like Tania.. well I better not pick the one had scripts.. so if they didn't have any scripts? is it ok? Maybe. I've generally avoided merging follower mods because all of mine are scripted. There's also a chance that the facegen data will get mixed up after the mods merge/formlists are changed. I say try it, and if it's messed up, kill the merged .esp.
zzz72w3r Posted April 6, 2015 Posted April 6, 2015 The max I have done is merging six followers from a single author and had no problem with it. They are all basic followers though, don't mess with scripted mods. In theory shouldn't be a problem to merge as many as you want. The latest version of Bijin Warmaidens is now just one esp when it was many before and those are not basic followers. If you are using Tes5edit merge script don't do it all in one shot though especially if you want to do some customization. I had a merged pack kept CTD on me and after many hours of debugging it turns out one follower mod's esp was not compliant with Tes5edit, but is CK compliant, so record does not get updated properly when I changed her outfit via Tes5edit.
Expired6978 Posted April 6, 2015 Posted April 6, 2015 Scripts arent the problem, the fixed FaceGenData path is the problem (It's dependent on the plugin name). As far as I know TES5Edit doesn't rename folders to do this. Especially not if the assets are in a BSA. You'd have to do this part manually. And since you'd be merging the files they would have new formids, meaning you'd also need to rename the tint mask and face nif. If you don't do this, then the follower isn't going to have the right face, and suffer from skin-to-face mismatch.
yatol Posted April 6, 2015 Posted April 6, 2015 Scripts arent the problem, the fixed FaceGenData path is the problem (It's dependent on the plugin name). As far as I know TES5Edit doesn't rename folders to do this. Especially not if the assets are in a BSA. You'd have to do this part manually. And since you'd be merging the files they would have new formids, meaning you'd also need to rename the tint mask and face nif. If you don't do this, then the follower isn't going to have the right face, and suffer from skin-to-face mismatch. i have copy paste seranaholic, btrh and npc 85 into ai overhaul, and... that's all, didn't saw any problem yet there's no seranaholic.esp folder into facegentadata, that mod replace serana it's the same with btrh, all mods that replace npc are probably like that npc 85 have a banditfemale.esp folder, maybe it add new bandits, didn't check if i found some with a wrong head, after checking the id in game, if that's because banditfemale.esp folder wasn't renamed to ai overhaul.esp, this won't be hard to do files in bsa aren't a problem too, it's just a zip so... you unzip it and do what you want to do mods like sofia, selene kate, cerwiden... does more than adding some npc, merging them is a bad idea (scripts won't work)
aRuthSA Posted April 6, 2015 Posted April 6, 2015 Using the newest tes5edit merge script I successfully merged over 100 non scripted followers.
eifrag Posted April 7, 2015 Posted April 7, 2015 if a follower have script fragments then you have to take an extra step to make merging work..
Warstomp32 Posted April 7, 2015 Author Posted April 7, 2015 I tried merging 10 follower mods (no script).. and all of them had a neck seam,no hair texture, glitch face...so I guess its bad news...
yatol Posted April 7, 2015 Posted April 7, 2015 I tried merging 10 follower mods (no script).. and all of them had a neck seam,no hair texture, glitch face...so I guess its bad news... problem is between the chair and screen in ai overhaul, there's ai overhaul, npc protected, feminine female, seranaholic, btrh, npc 85... if btrh or serana don't have their custom textures, that's not because of the merging, i did that (to save ram) there's some tuto about merging esp, read them if you want something that work even if you follow them you can break things, check your esp for errors after the merging even if the esp don't have errors, it don't mean it work, check the files of the mods you merged (in data\string, those translations have to be nameoftheesp.string to be load, or your mcm menu will be $this, $that, it's probably the same problem for scripts)
Expired6978 Posted April 10, 2015 Posted April 10, 2015 there's no seranaholic.esp folder into facegentadata, that mod replace serana That's because you're replacing the facegendata of an NPC that exists in another mod - Dawnguard.esm. Any new NPCs would have the unique facegendata path. Merging scripts is fine as long as those scripts were not previously used in a save, don't have conflicting fragment ids, and aren't referenced by mod name from any other scripts.
Arizona_Steve Posted April 10, 2015 Posted April 10, 2015 I merge them together all the time, otherwise there's no way I'd be able to have my 200 or so potential followers in my game.
yatol Posted April 10, 2015 Posted April 10, 2015 That's because you're replacing the facegendata of an NPC that exists in another mod - Dawnguard.esm. this isn't a problem, if they want to merge mods, they can do a copy paste if someone want to copy paste some yuih npc into zt followers, after the esp copy paste, he just -copy paste data\mesh\actors...yuih sha.esp folder into data\mesh\actors... zt followers.esp -copy paste data\textures\...tintmask\yuih.esp into data\... tintmasks\zt.esp if the mods have a mcm menu, there's something in data\strings he open the ones from the esp that were removed, and copy paste into the strings of the esp you copy paste them into, and the mcm menu is no longer $this, $that don't know how scripts work, but here's something funny citrus into racemenu broke citrus scripts racemenu into citrus broke racemenu scripts with a random dancesynchronisator esp renamed as racemenu.esp, racemenu scripts work, and that esp still work, merging done the good way to do that is to probably edit the script so it is attached to the esp its original esp was copy paste into (didn't bother searching how to do that)
dragotx Posted April 12, 2015 Posted April 12, 2015 The newest version of the Merge script for Tes5edit handles followers a lot better, it pull the files and such it needs and puts them into your overwrite folder so you can create a new mod for the merged ones. I don't have any scripted followers merged, but I have way too many normal followers merged and so far they all seem to be working perfectly, including ones that never worked with the old merge script.
Reenana Posted April 12, 2015 Posted April 12, 2015 i ever tried merging 20 followers, but none of them have scripts, and none of the follower esp make any location/world changes, it should be fine.
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