Naynay Posted July 23, 2012 Share Posted July 23, 2012 I just found out how to merge a few files into 1 esp with FNVedit, useful for mods that adds gear. What I want to know is if its safe to merge ALL esps files? Only having 1 esps in load order lol If I can't then can someone tell me which files I can merge? here's my loadorder, as you can see it's pretty big... Loadorder: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm Caliber.esm HonestHearts-CaliberX.esm CaliberXhonesthearts.esm CaliberXgunrunners.esm Cannabis.esm HumanTrafficking.esm SlaveJail Reloaded.esm domecity.esm domecity_Kaz_plugin.esm AEFCore.esm drgNV - Melissa Companion.esm RaiderGirlCyanNV.esm GIP_Kirina.esm RHKGilbertCompanion.esm Kaya47NF.esm Mo'.esm MoMod.esm More Perks.esm NVEC BugFixes.esm Project Nevada - Core.esm Project Nevada - Equipment.esm rePopulated Wasteland.esm Run the Lucky 38.esm SCAV.esm SpeedyResources.esm wsex.esm Clean-Deluxe FNV.esm Lings.esm TOUTUlyssesR.esm AngelPark.esm Project Nevada - Rebalance.esp Project Nevada - Cyberware.esp NVEC Reduce CTD.esp CASM.esp The Mod Configuration Menu.esp The Weapon Mod Menu.esp Armor Replacer Child NPC Fix.esp Better Burned Man.esp MoMod-Aliens.esp MoMod-Terminators.esp The Lucky 38 Empire.esp populatedcasino-medium.esp Area 51 - Project Roswell.esp GoodspringsFarmhouse_v1.2.esp CNR_Beta.esp UHNV.esp UHNV-Dead Money.esp UHNV-Honest Hearts.esp UHNV-OWB.esp UHNV-Lonesome Road.esp Mo'Guns.esp Mo'Gals.esp Mo'Suite.esp Mo'IPP.esp Mo'haveAmmoDepot.esp Mo'DLC.esp A Better Cass.esp A Better Veronica.esp Project Nevada - Dead Money.esp Project Nevada - Honest Hearts.esp Project Nevada - Old World Blues (No Cyberware).esp Project Nevada - Lonesome Road.esp Project Nevada - Gun Runners' Arsenal.esp CONELRAD 640-1240.esp RNVExtended[20]v3b1.esp NewVegasBounties.esp NewVegasBountiesII.esp wsexInnuendoAnims.esp wsexInnuendoNPCs.esp Art of Seduction.esp wsexInnuendoNPCsSlaveDialoguePatch.esp wsexQuestFIXER.esp Loot Vehicles.esp HTRP-No Radial Blur in Vats.esp HTRP-No Radial Blur On Hit.esp More Reduced FX Dust Particles.esp pipboy2500_edisleado.esp QS_Blackwolf_NV_Backpackmod.esp ADAM - Merged.esp FALLIVION.esp LeiFang.esp bzArmour.esp bzBodySuits.esp DuffleBagOfGuns.esp [atomic mods] backpacks_nv_eng.esp chestrig.esp Lingerie - 2-0.esp BouncingBunnySuitNV.esp Neo's DOA Christie and Tina NV.esp Neo's Cowgirl NV.esp dragongirl.esp Nidaoutfitv1.esp NVLadyoutfit1.esp NVRefugee Outfits.esp PimpMyScarf.esp PimpMyScarf_v2.esp sexysleepwear.esp Tailor Maid - NV.esp Tailor Maid Black Retex - NV.esp UrgeWasterScarf.esp w44Satchels - Full.esp Body by Race.esp LingsPrettyThings.esp jojailrockette.esp AEFDeadMoney.esp AEFHonestHearts.esp AEFOldWorldBlues.esp drgNV - Marcus Companion.esp NVC_Misty.esp NVWillow.esp Mo'Willow.esp desmond companion.esp Take Out Trash.esp GIP_Kirina.esp KatieNPC_eng.esp SunnyCompanion.esp Mo'SunnyCompanion.esp RHKGilbertCompanion-Lings.esp Companion Sandbox Mode3.esp Follower Home Marker.esp Followers Ready To Fight - Unlimited Companions.esp UnlimitedCompanions.esp UnlimitedCompanions SCRIPT FIX.esp Feng Shui NV.esp Feng Shui NV - Keymap Template.esp dD - Enhanced Blood Main NV.esp dD-Smaller Wounds.esp dD-Reduced Dismember Force.esp dD-Reduced Ragdoll Force.esp dD-Smaller Spatters Realistic.esp Reactive People - Ultimatum.esp HumanTraffickingSIP.esp HumanTraffickingEX.esp SlaveJail Reloaded - Project Ultimatum.esp SlaveJail Reloaded - HumanTrafficking.esp SlaveJail Reloaded - Quests.esp UsableCigarettes neunen Ver for New Vegas.esp RealSmokes.esp Spelling and Grammar Fix - Cannabis AddOn.esp SmallerTalk.esp Better Performance for Older PCs - No gunshot lights.esp WeaponModsExpanded.esp Project Nevada - WMX.esp WMX-ModernWeapons.esp WMX-DeadMoney.esp WMX-HonestHearts.esp WMX-OldWorldBlues.esp WMX-LonesomeRoad.esp WMX-GunRunnersArsenal.esp WMX-PreOrderPackClassic.esp WMX-PreOrderPackCaravan.esp WMX-PreOrderPackMercenary.esp WMX-PreOrderPackTribal.esp WMX-MW-GRA.esp Mo'Guns_WMX.esp Mo'Guns_WMX_DLC.esp SlaveJail Reloaded - Slaver Tazers.esp NVEC Performance Of The Gods - DLC - Mission Mojave.esp Clean-Deluxe FNV Merge - All DLC.esp 7DanceFnV.esp Slave In Pose NV Edition.esp ftc7DanceFNVCompatibilityPatch.esp Total active plugins: 172 Total plugins: 172 Link to comment
Halstrom Posted July 23, 2012 Share Posted July 23, 2012 Forget about merging everything, you'll be stuffed everytime there's an update on a mod you've merged, only merge files that have sat for a while and are complete, keep it simple, make a merge for clothing, one for accessories, one for armor, one for weapons. You'll also have issues with screwy stuff & load order if things are merged badly. Link to comment
gregathit Posted July 23, 2012 Share Posted July 23, 2012 Additionally avoid merging anything that is script heavy. There is a large chance of breaking scripts if you do. Sexout is a perfect example of a script heavy plugin. Link to comment
prideslayer Posted July 23, 2012 Share Posted July 23, 2012 I'll just come out and say this is a terrible idea. If you merge MCM into a big mod, every mod that uses MCM is going to break. Merge ZAZ in, and everything that uses the ZAZ esp is going to break. Merge the breezes bodysuits esp in, and that support in sexout is going to break. This will break, in short, every single mod that uses IsModLoaded, GetModIndex, and BuildRef. Don't do it. Link to comment
Santr Posted August 13, 2012 Share Posted August 13, 2012 THREAD HIJACK! *ahem* So how does one merge mods (correctly)? Is there a tutorial somewhere? I have several mods that are no longer updated, with multiple optional ESPs, so I thought I'd merge them, since I seem to have hit the limit (crashes on startup when I add any new ESP). Link to comment
KainsChylde Posted August 13, 2012 Share Posted August 13, 2012 As far as merging mods, do a search on nexus for fnvedit training manual. As to doing it *correctly*? My advice is one at a time with backups and extensive testing. Whenever a merge breaks something (and that "when" is guaranteed, no "if" involved) back up a step and leave that one out. Link to comment
Santr Posted August 13, 2012 Share Posted August 13, 2012 Thanks. I'll see how much I can break my game. Link to comment
prideslayer Posted August 13, 2012 Share Posted August 13, 2012 I would avoid merging MCM into anything, as that will break every mod using it unless you keep the name and don't change any of the formIDs. Several sexout mods will break or lose functionality and start to misbehave if you merge them as well. Link to comment
Santr Posted August 13, 2012 Share Posted August 13, 2012 I would avoid merging MCM into anything' date=' as that will break every mod using it unless you keep the name and don't change any of the formIDs. Several sexout mods will break or lose functionality and start to misbehave if you merge them as well. [/quote'] No-no, I'm not touching such complex mods. Just looking at AWOP and More Perks/Traits, for now. Maybe 'Improved Sound FX', as well, if all goes well. And it probably won't. Link to comment
astymma Posted August 13, 2012 Share Posted August 13, 2012 I would avoid merging MCM into anything' date=' as that will break every mod using it unless you keep the name and don't change any of the formIDs. Several sexout mods will break or lose functionality and start to misbehave if you merge them as well. [/quote'] No-no, I'm not touching such complex mods. Just looking at AWOP and More Perks/Traits, for now. Maybe 'Improved Sound FX', as well, if all goes well. And it probably won't. AWOP is far far far more complex than MCM. It's more complex than some of the DLC's. Be very careful merging that one. Link to comment
Santr Posted August 14, 2012 Share Posted August 14, 2012 Gah, and that it is. Already run into some FNVEdit FormID-changing errors not explained by the manual. And changing the endless stream of records + fixing nav mesh in GECK is getting a bit not worth the end goal. Hmm, has anyone here had a look at Modfusion? Sounds like just the thing, but I haven't had the time to dive into it to find out, yet. Link to comment
prideslayer Posted August 14, 2012 Share Posted August 14, 2012 What *is* the end goal? Link to comment
KainsChylde Posted August 14, 2012 Share Posted August 14, 2012 I believe he mentioned earlier that hes got a low plugin limit. Trying to merge goodies and reduce active plugins. Link to comment
prideslayer Posted August 14, 2012 Share Posted August 14, 2012 The plugin limit is actually the same for everyone : 254. That's 0x00 - 0xFF (256), minus one for FalloutNV itself as 0, and minus one for 0xFF (255) which is reserved for dynamically created forms. It's not exactly clear why the game starts flipping out for people earlier than that, but since it flips out at a different place for just about everyone, my gut tells me that it's some other limit -- like an absolute maximum number of formIDs or something. I bet two people using exactly the same mods will run into the limit at exactly the same time. Since everyone uses different mod lists though, they run into the limit at different times. Link to comment
astymma Posted August 15, 2012 Share Posted August 15, 2012 The plugin limit is actually the same for everyone : 254. That's 0x00 - 0xFF (256)' date=' minus one for FalloutNV itself as 0, and minus one for 0xFF (255) which is reserved for dynamically created forms. It's not exactly clear why the game starts flipping out for people earlier than that, but since it flips out at a different place for just about everyone, my gut tells me that it's some other limit -- like an absolute maximum number of formIDs or something. I bet two people using exactly the same mods will run into the limit at exactly the same time. Since everyone uses different mod lists though, they run into the limit at different times. [/quote'] Heh, hate to be a stickler but 0xFF is actually assigned to a mod and isn't just for dynamic forms. That mod is your currently loaded save file. But yeah, I'd agree, it's gotta be a limitation other than mod count that causes people to max out on their load order at differing counts... formid count sounds very reasonable. Link to comment
Santr Posted August 18, 2012 Share Posted August 18, 2012 Heh, found an already merged 'More Perks' mod in NVEC by Tommy. That alone cut down my load order by 11. Woot. Link to comment
Whacked Posted January 12, 2013 Share Posted January 12, 2013 Resurrecting this old thread in hopes someone can answer some probably simple questions. Trying to move my weapons, armor, other misc stuff into 3 plugins rather than 40. None are too complex, if they are they won't be merged. Problem I'm having right now is merging a few weapon plugins, I end up with one item having the same formid as something from another mod, and becoming the master (just the specific item) to another item in a different plugin that has not been touched. When the offending plugins are loaded normally, unmerged, no issue. I tried merging them all at once, one at a time, etc., same result. I tried renumbering formids for each different one, and fnvedit won't change it because it's a "master" of the other and it won't change anything with dependencies(again, not the .esp, but the item itself). The order which I have merged them seems to be changing which weapon is becoming the master of the untouched mod, it's been different ones on 3 occasions. Currently the Taurus Raging Bull has the same Formid as Eli's Edge (from Ceasears New Regime) both have WEAP:02000ADE as their formid. Honest Hearts is 02, but it doesn't seem to have this formid present... Probably something stupid I just don't know about, I am admittedly ignorant of all the ins and outs of formids, I've read the FO3edit manual, and searched around, but can't find anything specific to my issue yet. Thanks for any help. Link to comment
astymma Posted January 12, 2013 Share Posted January 12, 2013 Resurrecting this old thread in hopes someone can answer some probably simple questions. Trying to move my weapons' date=' armor, other misc stuff into 3 plugins rather than 40. None are too complex, if they are they won't be merged. Problem I'm having right now is merging a few weapon plugins, I end up with one item having the same formid as something from another mod, and becoming the master (just the specific item) to another item in a different plugin that has not been touched. When the offending plugins are loaded normally, unmerged, no issue. I tried merging them all at once, one at a time, etc., same result. I tried renumbering formids for each different one, and fnvedit won't change it because it's a "master" of the other and it won't change anything with dependencies(again, not the .esp, but the item itself). The order which I have merged them seems to be changing which weapon is becoming the master of the untouched mod, it's been different ones on 3 occasions. Currently the Taurus Raging Bull has the same Formid as Eli's Edge (from Ceasears New Regime) both have WEAP:02000ADE as their formid. Honest Hearts is 02, but it doesn't seem to have this formid present... Probably something stupid I just don't know about, I am admittedly ignorant of all the ins and outs of formids, I've read the FO3edit manual, and searched around, but can't find anything specific to my issue yet. Thanks for any help. [/quote'] The key when merging a lot of mods together is that they will very very often contain the exact same 6 digit formid with only the load order first 2 digits different. When you merge they now overlap and create two records with the same formid. What you'll want to do is renumber the formids PRIOR to merging. The main advantage of this is that all other records referencing that formid will be updated as well by FNVEdit/FO3Edit. I've found this to be the only real way of merging a lot of mods into one mod. I've used this method to bring well over 50 mods into one merged esp. When renumbering formid's, it's best to start at the base object and work up the tree. For example you have a weapon, ammo, a cell entry and a placed object entry putting the weapon in game. You should renumber the weapon record and then the ammo record. The cell entry does not need editing since it references a valid cell. The Placed Object record will automatically be updated when you renumber the weapon record (at least it will be updated in FNVEdit/FO3Edit if used). If you're stuck with duplicate records and FNVEdit keeps erroring when trying to delete or renumber one of them, you'll have to use a different tool. I'd suggest FNVPlugin/FO3Plugin or TESSnip which you can use from the tools menu of FOMM. This will let you see each and every record, even duplicates... and edit/delete them individually. Link to comment
KainsChylde Posted January 12, 2013 Share Posted January 12, 2013 A trick I've found to be useful when merging weapon and armor mods is to first create or download an empty useable building (Find me on nexus, I made a couple simple ones). Then, when you merge in the weapons or armors you only need to mess with the essential parts (the weapon or armor itself, mods for the weapon, any special scripts for them, etc.) and add them into your "armory" building rather than risk conflicts in existing cells. Link to comment
Whacked Posted January 12, 2013 Share Posted January 12, 2013 Thanks for the info Astymma. I prefer to learn how and why when doing stuff like this, but it seems FNVPlugin managed it with no fuss at all, leaving me without the how and why... The caveat seems to be that existing saves lose the items merged. If I do as you suggest, is that still a problem? I was also renumbering formids for the entire mod instead of individually. I'm not sure how FNVPlugin did it, FNVEdit was all over the map assigning sounds for a weapon to a cell formid in falloutnv.esm, and mixing texturesets between two different weapons, and it would end up with a bunch of errors where it couldn't resolve many many things. I thought I had it by leaving out a plugin that had all the dlc as masters, but even then I got a lot of the same errors. Thanks again PS - great idea Kainschilde, though I find the Geck the least intuitive and most annoying software I have ever used. I am amazed by people who do world building, the camera controls alone were enough to make me pull out hair =) Link to comment
astymma Posted January 12, 2013 Share Posted January 12, 2013 Thanks for the info Astymma. I prefer to learn how and why when doing stuff like this' date=' but it seems FNVPlugin managed it with no fuss at all, leaving me without the how and why... The caveat seems to be that existing saves lose the items merged. If I do as you suggest, is that still a problem? I was also renumbering formids for the entire mod instead of individually. I'm not sure how FNVPlugin did it, FNVEdit was all over the map assigning sounds for a weapon to a cell formid in falloutnv.esm, and mixing texturesets between two different weapons, and it would end up with a bunch of errors where it couldn't resolve many many things. I thought I had it by leaving out a plugin that had all the dlc as masters, but even then I got a lot of the same errors. Thanks again [/quote'] Well FNVPlugin was designed specifically to merge plugins. FNVEdit was designed specifically to locate and fix conflicts. Unfortunately, the process of merging plugins can create a situation FNVEdit can't handle (duplicate formids). Best bet is become familiar with as many tools as you can so you can have some fallbacks when FNVEdit has those rare situations where it's not the best tool. Link to comment
KainsChylde Posted January 12, 2013 Share Posted January 12, 2013 great idea Kainschilde' date=' though I find the Geck the least intuitive and most annoying software I have ever used. I am amazed by people who do world building, the camera controls alone were enough to make me pull out hair =)[/quote'] Well, if you use one of my mods, or any existing simple house mod (avoid anything with inventory sorters, those things get confusing), the only GECK work you need to do is adding your weapons and armor to the houses containers. I personally always make sure containers I add to my houses are all unique named versions. That way your not accidentally adding your new gear to every footlocker in the Mojave. Link to comment
astymma Posted January 12, 2013 Share Posted January 12, 2013 great idea Kainschilde' date=' though I find the Geck the least intuitive and most annoying software I have ever used. I am amazed by people who do world building, the camera controls alone were enough to make me pull out hair =)[/quote'] Well, if you use one of my mods, or any existing simple house mod (avoid anything with inventory sorters, those things get confusing), the only GECK work you need to do is adding your weapons and armor to the houses containers. I personally always make sure containers I add to my houses are all unique named versions. That way your not accidentally adding your new gear to every footlocker in the Mojave. Speaking of containers... one of the few items where the GECK is a superior tool for using. If you need to put say 50 items in one container, the GECK is by far the simplest tool to use hehe Doing that task with FNVEdit is a disaster... Link to comment
Whacked Posted January 12, 2013 Share Posted January 12, 2013 Yea, Geck is pretty nice with containers. The fist time I added something to a container I thought for sure I messed it up since it didn't take me forever, =). I picked up your Lonewolf Radio Kainschilde, will start using that while I'm working on merging everything. Thanks for the help Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.