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Best method for merging esps?


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Posted

So want to take about 10 or so of my armor and weapon esps that don't seem to get updates any longer and merge them to a single file. Searched online a bit and saw a couple ways to do it. Wyrebash or Tesedit5. Anyone have a recommended way of doing it? Seems to be quite a few ways out there.

 

Thanks!

Posted

Xedit script

 

On Nexus

 

Is an updated automated merge script for TesVedit, it can merge scripts and recognizes BSA's.  It can also package the contents of all merged mods into a handy folder if using Mod Organizer.

 

 

Posted

one last question, if I add another mod that might fit in with the merged esp, can I merge the original merged esp with the new one?

 

It works but be careful, if the formIDs are renumbered, your characters will probably loose  any items which are defined in the merged plugin.

 

There is an option to avoid formID renumbering when merging, but you shouldbe careful with it. Keep backups before merging.

 

Im speaking about merged plugin btw, not merged patch.

Posted

 

one last question, if I add another mod that might fit in with the merged esp, can I merge the original merged esp with the new one?

 

It works but be careful, if the formIDs are renumbered, your characters will probably loose  any items which are defined in the merged plugin.

 

There is an option to avoid formID renumbering when merging, but you shouldbe careful with it. Keep backups before merging.

 

Im speaking about merged plugin btw, not merged patch.

 

 

I just dump items into a container then I save.

 

Then I merge.

 

When I load up the items are usually all gone.

 

Why?  I was worried that if I left it on the character I could end up with carry weight issues.

 

Posted

 

Why?  I was worried that if I left it on the character I could end up with carry weight issues.

 

 

 

Because the items ID are (usually) changed when the script is run. Let's say you have a sword of doom which has an ID of F600121A (F6 being the load order of your merged plugin and 00121A being the ID of your sword in the merged plugin. Your save will only store the ID and not the properties of the sword (a link to the item and not the item itself). If the load order change (say F6 becomes F7), it will still be able to find the original item as long as the merged plugin name doesn't change. But if the ID changes (00121A becomes 001300), then the game will not be able to find the properties of the item anymore (the link to the item is broken). And the game will remove this item instance from the world.

 

It's probably safer to put the items aside when merging. Not because of the weight (i think it will be computed correctly) but because of scripted or magical effects existing on the discared items which could be permanently applied to the character. Not 100% sure on that.

 

Or try the non renumbering option of the script and keep your items.

Posted

Thanks again guys. Went from 250 plugins, down to 180. Performance is way better and was able to add some mods I didn't have room for before.

 

 

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