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Merging ESPs


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Is it possible to merge like Armor and Weapon mods? 

 

I know merging is typically used for like AOS with all of it's patches but could you merge esps for simple weapon packs that add new weapons to the game? 

 

 

Would love to know this for both weapons and armor to know weather or not I can.. because I'm getting close to that 255 plugin mark and Still no Follower mods X_X

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It's not too hard.  Project STEP has a guide HERE

 

One caveat to LaEspada's post too...  Don't assume that because it's a weapon or armor it has no scripts.  95% of them dont, but a few like InsanitySorrow's Hunsman bow or Lilarcor sword do have scripts.  (awesome mods though).

 

 

I use MO, and manually install most my mods. can I see a Script file when manually installing?  Whats the file extension ? ,src ?

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I'm blanking at the moment on how to check with TES5Edit, but you can use the Creation Kit to check the mod's contents.  Highlight the mod on the CK's list of mods, and hit the details button.  If you see a .PEX file, it has scripts.   PSC files are uncomiled scripts.  You don't need them to run the mod, but some modders leave them in so other modders can see their source code.

 

It's just as easy with TES5edit.  I''m blanking right now though (long day).  Instead of giving you bad info, I'll let you look it up or let somebody else post it.  :)

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One odd thing I noticed with the merge script is that while it will copy the meshes/textures across to a new working directory, it dose'nt copy the merged esp across as well, which I find a bit odd.

Isn't the point to simply merge the esp files together so that way you can have your mods enabled with textures and mesh's but have 1 single ESP total between X mods. ? 

I'm blanking at the moment on how to check with TES5Edit, but you can use the Creation Kit to check the mod's contents.  Highlight the mod on the CK's list of mods, and hit the details button.  If you see a .PEX file, it has scripts.   PSC files are uncomiled scripts.  You don't need them to run the mod, but some modders leave them in so other modders can see their source code.

 

It's just as easy with TES5edit.  I''m blanking right now though (long day).  Instead of giving you bad info, I'll let you look it up or let somebody else post it.  :)

 

I found some mods in MO that had a scripts folder in them in manual install in the Data directory host.  But can there also be scripts in esps, and bsa's ? .. I guess I should just use TES5edit but It would be nice to be able to install a mod and give it an extra name to determine if it has scripts or not. 

Okay I got my answer Lol I alwasy forget to expand the menus. 

 

dbda14f93b.png

 

As you can see, we see the main data folder has scripts folder, followed by .pex script files. So this answers my question =) 

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One odd thing I noticed with the merge script is that while it will copy the meshes/textures across to a new working directory, it dose'nt copy the merged esp across as well, which I find a bit odd.

Isn't the point to simply merge the esp files together so that way you can have your mods enabled with textures and mesh's but have 1 single ESP total between X mods. ?

Yes, but why bother copying the resources into another location and not copy the esp that goes with it?  Also you might want to not have to remember what mods make the merge pack up, so you create your own mod with all the merged patch meshes and textures, but then have to drill down to find the esp to add to the zip file, its not a major problem but it is a bit annoying.

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One odd thing I noticed with the merge script is that while it will copy the meshes/textures across to a new working directory, it dose'nt copy the merged esp across as well, which I find a bit odd.

Isn't the point to simply merge the esp files together so that way you can have your mods enabled with textures and mesh's but have 1 single ESP total between X mods. ?

Yes, but why bother copying the resources into another location and not copy the esp that goes with it?  Also you might want to not have to remember what mods make the merge pack up, so you create your own mod with all the merged patch meshes and textures, but then have to drill down to find the esp to add to the zip file, its not a major problem but it is a bit annoying.

 

I use MO and merging files is really quite simple. Once TES5edit is done you just simply go to your overwrite folder and make new mod, deleting the TES5 auto backup folder. Enable to new Merged ESP. Un enable the merged ESPs from X mods, Place the merged ESP at the highest load ordered ESP by LOOT. So now you have your mods still installed properly giving the textures etc, And leaving them installed is needed so you can see where your esps are in the load order. Merged ESPs have issues finding their place. 

 

 

Maybe It's easier for me somehow or I understand better idk. 

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Update: I finished modding skyrim and Tes5edit has loaded fully my skyrim. 

 

Went from 184 plugins to 143 =D

 

 

soon will test if the game works Okay or not. 

 

Awesome job. :)

 

I'm finding as I get better at modding that half the trick to getting good at it is just not being too overwhelmed or intimidated by what you're trying. 

 

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Armor and weapons merge perfect, characters merge fine, but you will have to copy new facegen data probably (no big deal), the problem with TES5edit is when you want to merge mods with script.... try to avoid those, and you will be fine.

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Update. Only issue is some random texture pop ins probably due to Relighting skyrim being.. kinda shitty compared to ELFX 

 

And RS Children don't work...er going to mess with it but i got the SHINY PO TAY TOE HEAD  glich 

 

 

 

thanks SMC

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Bah! I've merged a lot of scripted mods without issues. Of course you should avoid quest mods, overhauls and mods that runs scripts constantly.

 

EDIT: RS works fine for me I've merged nearly all the patches without an issue, just put the file after all your patches and Pcea, if you use that.

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One odd thing I noticed with the merge script is that while it will copy the meshes/textures across to a new working directory, it dose'nt copy the merged esp across as well, which I find a bit odd.

Isn't the point to simply merge the esp files together so that way you can have your mods enabled with textures and mesh's but have 1 single ESP total between X mods. ?

Yes, but why bother copying the resources into another location and not copy the esp that goes with it?  Also you might want to not have to remember what mods make the merge pack up, so you create your own mod with all the merged patch meshes and textures, but then have to drill down to find the esp to add to the zip file, its not a major problem but it is a bit annoying.

 

I use MO and merging files is really quite simple. Once TES5edit is done you just simply go to your overwrite folder and make new mod, deleting the TES5 auto backup folder. Enable to new Merged ESP. Un enable the merged ESPs from X mods, Place the merged ESP at the highest load ordered ESP by LOOT. So now you have your mods still installed properly giving the textures etc, And leaving them installed is needed so you can see where your esps are in the load order. Merged ESPs have issues finding their place. 

 

 

Maybe It's easier for me somehow or I understand better idk. 

 

 

Interesting, I use mo as well and tes5edit dosent drop anything in the overwrite apart from esp backups, the mergescrip dumps them gods knows where without me setting the location in its settings.

 

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Interesting, I use mo as well and tes5edit dosent drop anything in the overwrite apart from esp backups, the mergescrip dumps them gods knows where without me setting the location in its settings.

 

 

That's because you're not using the latest release. v1.9 is much more MO friendly and includes  a batch file for copying common assets from a merge into an output folder, ie 'overflow', to make it easier to turn your output into a complete replacement mod. 

 

edit: and I tend to agree with uno, I've merged a fair few mods with minor scripts in them. I wouldn't advise doing it blindly, do the research first, and of course, the more complicated the scripts, the more dependencies there are, the more likely you are to see problems. 

 

Other than armor mods, most of us tend to merge the same sort of things I reckon,  the sort of mods that hit you with 6 or 7 plugins just for the sake of compatibility. The latest version of the merged script makes it easier to see what has been successfully merged by other users and what's thrown up errors. 

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edit: and I tend to agree with uno, I've merged a fair few mods with minor scripts in them. I wouldn't advise doing it blindly, do the research first, and of course, the more complicated the scripts, the more dependencies there are, the more likely you are to see problems. 

 

 

there's more things to look for

 

this is what i have left

 

 

# This file was automatically generated by Mod Organizer.

Skyrim.esm

Update.esm

Unofficial Skyrim Patch.esp

Dawnguard.esm

Unofficial Dawnguard Patch.esp

HearthFires.esm

Unofficial Hearthfire Patch.esp

Dragonborn.esm

Unofficial Dragonborn Patch.esp

Skyrim Project Optimization - No Homes - Full Version.esm

Lanterns Of Skyrim - All In One - Main.esm

DSLight.esm

CreatureFramework.esm

SexLab.esm

SkyUI.esp

RaceMenu.esp

RaceMenuPluginXPMSE.esp

CitrusHead - Standalone.esp

obis.esp

Requiem.esp

Hothtrooper44_ArmorCompilation.esp

Skyrim Immersive Creatures.esp

CollegeOfWinterholdImmersive.esp

northern_encounters2.esp

Cutting Room Floor.esp

Breezehome_Fully_Upgradable.esp

UltimateDragons.esp

3DNPC.esp

Inconsequential NPCs.esp

SofiaFollower.esp

towConversation.esp

The Paarthurnax Dilemma.esp

AutoHarvest2.esp

dD - Enhanced Blood Main.esp

VioLens.esp

weatherpure.esp

JKs Skyrim.esp

tamriel reload btt.esp

NonSexLabAnimationPack.esp

MoreNastyCritters.esp

SexLabNudeCreatures.esp

SSv2.esp

SexLab-AmorousAdventures.esp

SexLabDefeat.esp

 

 

 

some of those mods have scripts but i can merge them without problem (enhanced blood was in another esp, wasn't using the last version, had to remove old version from it, didn't put it back in case i would have to remove it again)

 

others dont have scripts but i can't merge them (putting jk skyrim in tamriel reload, that's a tesedit crash, i could probably do it by copy pasting small parts one at a time)

 

removing a master from an esp can break it

adding a master to an esp can break it too, when i add some mods in paarthurnax esp, i broke most of that mod dialog parend id (dozens of id to put back manually)

 

sexlabnudecreature have db and dg in it, if the script don't find those esp they are inactive, you have to edit the script

if you use ineed and merge some food mods, you have edit ineed scripts

etc etc

 

if mod b break mod a (mod a need something from skyrim esm, that something is edited by mod a), mod a will stay broken if you merge them

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there's more things to look for

 

 

Yes but most average folks aren't looking to do big, convoluted mass merges of their load order yatol, they just want to do a little consolidation here and there to keep things manageable. And for that rather less ambitious purpose the latest merge script, along with some common sense and reading comprehension,  is more than adequate. 

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I do like most people here for merges:

- followers

- armors/weapons/accessories

- mods bundled with several esps (SMIM comes to mind)

- and mods with small scripts

 

It's not worth the hassle most of the time to go beyond that just to save a few esps when you can do it simpler and safer by other means. And then the final touch, a bashed patch, for leveled lists obviously and because more often than not, Wrye Bash will find some more esps to merge into its own patch.

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And for that rather less ambitious purpose the latest merge script, along with some common sense and reading comprehension,  is more than adequate. 

 

 

common sense isn't enought

 

someone load the merge plugin, he see sofiafollower esp is green and try to merge it

 

 

KvpgvGY.jpg

 

gWUzmQa.jpg

 

 

the new merge plugin require 3.1, and 3.1 fail to read that esp, it replace alias 5 with 0000005 -> error, merge plugin will fail

some esp you were able to merge with 3.0.32, you are no longer able to merge them with 3.1

another flaw, the one who said merging that esp was ok, what version of that mod was he using?

 

that one is easy to avoid, as tesedit will find errors in the merged esp

but some fail esp won't have any error

had a lot of fails some month ago, some esp were making me ctd before the main menu, there was 0 error in them

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And for that rather less ambitious purpose the latest merge script, along with some common sense and reading comprehension,  is more than adequate. 

 

 

common sense isn't enought

 

someone load the merge plugin, he see sofiafollower esp is green and try to merge it

 

 

KvpgvGY.jpg

 

gWUzmQa.jpg

 

 

the new merge plugin require 3.1, and 3.1 fail to read that esp, it replace alias 5 with 0000005 -> error, merge plugin will fail

some esp you were able to merge with 3.0.32, you are no longer able to merge them with 3.1

another flaw, the one who said merging that esp was ok, what version of that mod was he using?

 

that one is easy to avoid, as tesedit will find errors in the merged esp

but some fail esp won't have any error

had a lot of fails some month ago, some esp were making me ctd before the main menu, there was 0 error in them

 

You have a real knack for overstatement yatol. Lets not go putting folk off with scary tales of how easily the wheels can fall off if you're not a hotshot modder. 

 

Nobody should be doing merges blindly like I said, if they're going to use any tes5 scripts they'd do well to be familiar with tes5 itself, seeing how the plugins in their load order interact with each other, understanding how to interpret the information it presents and relate it to what they're attempting to do. And read what other people in the know have to say too, of course. 

 

But really, there's nothing deeply esoteric about any of this, anybody with a modicum of common sense, some patience and a willingness to learn straightforward concepts and get their hands dirty can pick it up and have a rewarding time modding.

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I do like most people here for merges:

- followers

- armors/weapons/accessories

- mods bundled with several esps (SMIM comes to mind)

- and mods with small scripts

 

It's not worth the hassle most of the time to go beyond that just to save a few esps when you can do it simpler and safer by other means. And then the final touch, a bashed patch, for leveled lists obviously and because more often than not, Wrye Bash will find some more esps to merge into its own patch.

 

 

What exactly is a "Small script" ? 

 

Cause right now I'm up to 360 plugins... If I can merge it.. well by gods let me! 

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What exactly is a "Small script" ? 

 

Cause right now I'm up to 360 plugins... If I can merge it.. well by gods let me! 

 

 

small script, this doesn't exist

but some mods can't be merged because of scripts (or you have to edit those scripts)

 

ineed script check for food mod

you merge those food mod

that script will no longer find those esp, and ineep won't be enabled for them

 

sexlabnudecreature check for slncdg and db

you merge those esp

that script no longer find those esp and they are disabled in the mcm menu

 

requiem script look for requiem for the indif

you load the game without it

requiem send you back to main menu

 

etc etc

 

 

and 360 esp is useless, game only load the first 255

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I do like most people here for merges:

- followers

- armors/weapons/accessories

- mods bundled with several esps (SMIM comes to mind)

- and mods with small scripts

 

It's not worth the hassle most of the time to go beyond that just to save a few esps when you can do it simpler and safer by other means. And then the final touch, a bashed patch, for leveled lists obviously and because more often than not, Wrye Bash will find some more esps to merge into its own patch.

 

 

What exactly is a "Small script" ? 

 

Cause right now I'm up to 360 plugins... If I can merge it.. well by gods let me! 

 

I'd say the more complex a mod's scripts are, the less you want it to break, or shit storms tend to occur, and they're often really nasty to diagnose.

 

An example of said shit storm might be several combat mods, each doing something slightly different to stagger mechanics and stamina regen. The last mod in your load order is supposed to fire a script on every block but it doesn't because your merge screwed it over, but the mod still does it's other business. So what you end up with is  a partially working mod, less than smooth combat, screwy stamina regen, some serious lag and a script log that doubles in size every time you engage in combat, because the mod's looking for something to take place that it hasn't been able to complete. Something like that.

 

Unless you're very hands on with this stuff and prepared to test things really quite thoroughly along the way, don't go blindly merging whole bunches of scripted mods is my sincere advice. 

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I do like most people here for merges:

- followers

- armors/weapons/accessories

- mods bundled with several esps (SMIM comes to mind)

- and mods with small scripts

 

It's not worth the hassle most of the time to go beyond that just to save a few esps when you can do it simpler and safer by other means. And then the final touch, a bashed patch, for leveled lists obviously and because more often than not, Wrye Bash will find some more esps to merge into its own patch.

 

 

What exactly is a "Small script" ? 

 

Cause right now I'm up to 360 plugins... If I can merge it.. well by gods let me! 

 

Something like this mod to illustrate my point, basically a script that isn't game-wide, only here to perform a handful small tasks and doesn't run constantly.

This kind of mods are safe to merge (mostly). I wouldn't go beyond that, and not before doing it with a MO profile dedicated to test if everything works as intended once the merge is done.

But you shouldn't need to merge any scripted mods anyway, if after a basic merge you have 255 .esp all relying on scripts, you run too much scripted mods for your own good.

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