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Merging all esps into 1


Naynay

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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

 

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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.

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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.

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  • 3 weeks later...

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).

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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.

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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. :)

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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.

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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.

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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.

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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.

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  • 4 months later...

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.

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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.

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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.

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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 =)

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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.

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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.

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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...

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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

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