ZeroProdigy Posted November 1, 2017 Share Posted November 1, 2017 I am trying save my merged mod in CK that i merged days ago so that i can put the Navmeshs back in the mods that i merged into one. I been reading online on some websites that when you merge some mods out there they sometimes break meaning some content is missing from the mods when they were merged and that you need to save it in CK to get it back in the merged mod to fix the merged mod. The problem is when i click save i get to this window in CK i don't know what to do next. I tried to save over the merged mod and it just gives me errors. Anyone have advice? and Thanks in advance. I'm editing my post here because I found this info on a website that I'm putting down below. Delete the NAVI info from each mod before merge then load/save in the CK afterwards it'll automatically regenerate it. That guide specifically refers to the merge plugins script which is out of date compared to merge plugins standalone app which may not even allow navmeshes to be merged at all in which case you'd have to remove all navmesh and NAVI records from all mods, merge, then add navmesh back afterwards and then let the CK regenerate NAVI. You only need to unpack BSA's if there are more than one BSA for all the mods you're merging in which case unpack then repack together. Otherwise rename it to whatever you're calling your merged .esp. As for the rest,don't worry about it Here's a link where i got that info. https://www.reddit.com/r/skyrimmods/comments/6mru57/rebuilding_navi_in_ck_for_a_merged_plugin/ So basically I need to just delete the NAVI info from each mod before I merge them. Is that correct? Link to comment
AWP3RATOR Posted November 1, 2017 Share Posted November 1, 2017 I used Merged Plungins for this scenario and haven't issues with it. You said you were puttin navmeshes into a merge you created - how did you create that merge? If you did that in CK or TES5Edit, it's entirely possible these tools missed something you need as they could be orphaned records not associated with your merged master or child mods. Link to comment
ZeroProdigy Posted November 1, 2017 Author Share Posted November 1, 2017 I'm basically using Merged Plugins to merge and TES5Edit for fixing errors in some mods so that i can merge it with the other mods. I use Merge Plugins first to see what mods are OK to merge and I check the color code on the mods that I'm about to merge between the green and red colors of the mods. if one of the mods is showing a red color I use TES5Edit to fix the errors or clean the mod that I'm trying to merge with the other mods and I save the the fix or clean mods. Then I reopen Merged Plugins and all the mods are in the green zone and I then try to merged my mods. Here's the listed of mods I'm about to merge But when I finished the merging of the mods I get this message below. But then I found this link today about town/house mods being merge with problems and how to fix it and I am bassiclly trying to merge town/house mods that show problems. But I am new with CK so i don't know what to do with somethings in CK. https://www.reddit.com/r/skyrimmods/comments/6mru57/rebuilding_navi_in_ck_for_a_merged_plugin/ Link to comment
AWP3RATOR Posted November 2, 2017 Share Posted November 2, 2017 How many mods are in your load order? Generally merging mods is only really necessary if you're at/near the 255 plugin limit. Also, it looks like you're merging mods with existing merges - I've never had success with this approach. Finally, it looks like your merging mods that do different things. Like RS Children with Weather mods. It's not impossible, but from an organizational stand-point, it's difficult to maintain/keep track of. I try to merge mods that do similar things in sets like so: Armor/clothing Weapons/addons Magic effects/shouts Worldspace/weather etc. and so on Definitely check out the comments listed in Merge Plugins from other users as so to whether or not that mod merged properly and/or performed as expected afterwards. Back to the mod limit point, if you have only 100 plugins in your load order, Merged Plugins isn't required and would only serve to make things a bit more organized in your mod organizer of choice. Link to comment
Lodakai Posted November 2, 2017 Share Posted November 2, 2017 You have mods in there such as legacy of the dragonborn and caranthir tower. These have scripts. You should not merge them. ESPECIALLY not legacy... it will create a rift in the time space continuum. Link to comment
ZeroProdigy Posted November 2, 2017 Author Share Posted November 2, 2017 Ok had around 255 mods... but uninstalled some mods at the moment so that I can work with the merging of some of the mods that I want to get out of the way before i install them again. Here's my load-order. Active Plugins 167 Total Plugins 193 This file was automatically generated by Mod Organizer.Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmUnofficial Skyrim Legendary Edition Patch.espSkyrim Project Optimization - Full Version.esmRaceCompatibility.esmApachiiHair.esmApachiiHairFemales.esmBSAssets.esmWM Flora Fixes.espSexLab.esmSexLabAroused.esmDevious Devices - Assets.esmEFFCore.esmSchlongs of Skyrim - Core.esmPubicMeshColorRE.esmRSkyrimChildren.esmSharedSeranaDialogue.esmhdtHighHeel.esmBeeingFemale.esmMonsters-3xall-OBIS-Tame Beast-Nazgul - Merged.espBSHeartland.esmHammetDungeons.esmBBLuxurySuite.esmCampfire.esmZaZAnimationPack.esmDevious Devices - Integration.esmClimatesOfTamriel.esmWeapons and Armor Fixes-34093-5-2 - Merged.espPredatorsLostTribesV1.espFISS.espSkyUI.espComplete Alchemy & Cooking Overhaul.espCustomizable Camera.espIcePenguinWorldMap.espAuto Unequip Ammo.espBSHeartland - Meshes.espBSHeartland - Textures.espBrows.espWetandCold.espCommand Dragon.espHM Marry All.espFollowerCompatibility.espGoToBed - Hearthfire coffins fix.espGoToBed.espGuard Dialogue Overhaul.espGuardAnimationsGDO.espiHUD.espsaLa_Hairs.espSkyXP.esptitkit.espBetter Vampires.espRaceCompatibilityUSKPOverride.espSariaAA.espgodlyfamiliarsalpha.espWondersofWeather.espWetandCold - Ashes.espSchlongs of Skyrim.espBandolier For and NPCs Merged.espEFFDialogue.esptowConversation.espClimatesOfTamriel-Dragonborn-Patch.espClimatesOfTamriel-WinterEdition.espmintylightningmod.espMintyLightningMod_COT_Patch.espUIExtensions.espdD - Realistic Ragdoll Force - High.espRaceMenuMorphsCBBE.espRaceMenu.espRaceMenuPlugin.espSOSRaceMenu.espXPMSE.espHAnimations.esp12FemaleBrows.espAddItemMenu.espAnal Torch.espExtended Slider Colors.espKS Hairdos - HDT.espNPC Body Scale Randomizer.espRailLight.espSexLab_SOS-Stapon.espHDTPhysicsWeaponSling.espHDTTESTEarring.espAzarHairPonyTail 03 - Havok.espHDT Female Hairstyles.espDSerArcheryGameplayOverhaul.espBeeingFemale_RS_Patch.espBeeingFemaleBasicAddOn.espBathing in Skyrim - Main.espBathing In Skyrim - Followers Only.espSexLab Attraction.esmSexLab Cumshot.espSexLabMatchMaker.espMF_SpectatorCrowds.espSLAL_AnimationsByLeito.espSexLab TDF Aggressive Prostitution.espSexLab_PaySexCrime.espSexLab Extra Voices.espSexlabArousalEnhancement.espSexLabSquirtR.espSLPleasure.espSLAnimLoader.espSexLab Warmbodies.espSexlab Release.espHDTSextoys.espSLAnimSpeed.espBFAP v1.3.espSupreme Storms for Climates of Tamriel & mods Merged.espTrue Storms - Thunder and Rain Redone v1.5 Merged.espDemonHunter_Scarf.espDemonHunterV2armor.espBijinAIO-2016_3.1.1_SV.espSerana.espHearthfireMultiKid.espHearthfireMultiKid_LastName.espWeightless Items - Merged.espnew skyrim bosses! dawnguard and dragonborn edition.espHunterborn.espImmersive Patrols II.espHunterborn_CACO_Patch.espFrostfall.espSLPrivacy.espMidas & MasterThetime & Resurrect & Force lightning - Merged.espadcSexlife.espHunterborn_Campfire_Patch.espSexLab-AmorousAdventures.espAndromeda and Folloers - Merged.esproye_thefableofursus.espswordofwolf.esp_BF_Alchemist_CP_seller.espSimply Stronger Dragons.espyps-ImmersivePiercing.espDevious Deviants.espSexLab Romance.espFNISSexyMove.espFNIS_PCEA2.espInteractiveWashBasinsAllHFHomes.espFNIS.espAllFemaleGuards.espBathing in Skyrim - Interactive Wash Basins For Hearthfire.espBathing in Skyrim - SRLE Extended LOTD Patch.espCACO_Bathing in Skyrim.espRealisticRoomRental-Basic.espRichMerchants.espVL No AoE Drain.espWeightless Soulgems and Fragments.espthe tool of the gray fox quest.espMorning Fogs.espDaywalkers.espSOS - Shop And More mods - Merged.espFlyableDragons.espVariousGuardReplacer.espThorald GreyMane.espCat_mount.espTropicalIsland.espBooksOfSkyrim.espStar Wars 74-Z Speeder Bike & Mods - Merged.espRSChildren - Merged.espLoversComfort.espFNISspells.espApachiiHelmetWigs.espOpen Cities Skyrim.espAlternate Start - Live Another Life.espImmersive Citizens - AI Overhaul.espRelationship Dialogue Overhaul.espRDO - USLEEP Patch.espHammetDungeonPacks_v1.20 & Locations - Merged.espLegacyoftheDragonborn.espWizzard's Tower - Updated.espBetterDGEntrance.espPoint The Way.espMoria_MM.espDoomstoneKeep.espsolstheim castle Tweaked.espWinter Snow and Ice Spells.espUniqueBorderGates-All.espDarkwater Lodge.espSarumansTower.espWinterHoldPlayerHouse1a.espShowersInInns.espCaranthirTowerReborn.espcommunitycollege.espStarterCave.espDimension Gate Mod.espAirCastle001M7.espFree Mine.espSpawn Dragons Tower 2.espUniqueBorderGates-All-BetterDGEntrance.espAAAZZDarkwaterCrossingDungeon.espUniqueBorderGates-All-PointTheWay.espBBLuxurySuiteENM.esp Anyways the Moria_MM.esp is the mod named Mines of Moria Revised and Expanded mod and it is linked to Monster Mod 4.01. I merged Monster Mod 4.01 to other mods that is now Monster Mod to Monsters-3xall-OBIS-Tame Beast-Nazgul - Merged. But i forgot about having Moria_MM.esp in my load-order and Moria needed it's master mod Monster Mod so I just used Tes5edit & changed the master from Monster Mod to Monsters-3xall-OBIS-Tame Beast-Nazgul - Merged So that Moria_MM.esp would stop showing errors messages about missing master Monster Mod 4.01. But I high lighted the mods that I was going to merge and I didn't merge with the Merged mod Monsters-3xall-OBIS-Tame Beast-Nazgul - Merged it just needed it to be there for the Moria_MM.esp. the next window in merge plugins gave me the options to what I wanted to merge and I left out Merged mod Monsters-3xall-OBIS-Tame Beast-Nazgul - Merged.esp. Also The only mods I see in the new merge list that could be a problem are communitycollege.esp and Winter Snow and Ice Spells.esp. But those 2 mods have structures in them meaning town/house base stuff. The RS Children and Weather mods are separate merges. There not merged together. Take a look at some screenshots of the merged RS Children and Weather mods. RS Children Weather mods I may have done something wrong but as far as the RS Children and Weather mods I think they are all good. What do you think? And thanks again. Thanks I'll leave out the legacy of the dragonborn and caranthir tower. Maybe that's the issues I'm having. Link to comment
ZeroProdigy Posted November 3, 2017 Author Share Posted November 3, 2017 OK... I know whats going on now and I was successful somewhat. This is what I did first I opened up mergeplugins and I checked the mods for errors if I saw any mod in a red color I just close the program. Then I would open up Tes5edit and I would removed the errors or clean the mods that needed cleaning. The next step is while your in Tes5edit and this is for merging town/house base mods only and don't merge scripts based mods. In tes5edit Remove all NAVI records from all the mods you are about to merge. the NAVI records are in Navigation Mesh Info Map. I right clicked on the code and removed it completely. Look at the Screenshot. Then I re-opened mergeplugins again and selected the mods i wanted to merge. If all mods are green they should be OK to merge. But because some mods have scripts they can't be merged i guess. Thank you Lodakai... that info about scripted mods that was helpful. But I do have a question for you Lodakai. That info about the scripted mods does that apply to all scripted mods. The reason why i ask is because I merged some other mods in the past that do have scripts and I didn't notice anything or any errors in the game at all. Anyways here's some screenshots of the merge After the merge you will get an error message that says you need to open CK to regain the navi files lost during the merge. I had another error message when closing Mergeplugins I just did an ctrl alt delete and closed the program. I'm not sure why the problem was acting like that but the mod was put in MO's overwrite folder. Now open CK and you might get a error message say something about SNAM_ID in form TES4_IDselect it's about the merged mod you just merged. Just click on the yes to all button if you don't want to see all the messages. Now go to files at the top corner and select data, then find the merged mod you merged and tick it and set to active and Click the OK button. Now let it load and click yes to all if you get popup messages. Now you save your merged mod and if your trying save the merged mod and a window pops up asking you where to save it, It didn't work and the merge mod is bad. Anyways after your done saving in CK open up tes5edit again and remove the SNAM ID in the File header of the merged mod. that will get rid of the Snam errors. I just read somewhere that the snam id errors are nothing to worry about. Check in game to see if anything wrong. As you can see the Tower building is there. I didn't have a building at all when i first made the merge. So I followed the steps of what I just mentioned on how to merge Town/House base mods and got the tower building back. I hope this helps someone else that might have trouble. Thanks for all your help. One more thing if your merging a esm mod with esp mods. After your all done with the stuff i mentioned open up wrye Smash and find the merged mod and right click and find esmify and click on it. That will put back the merged mod back into esm's category. Editing my post. OK just an update I had to remove Hammet Dungeon Packs from the merge. That mod was giving me problems so I'm just giving a heads up if anybody wants to try and merge that mod. Link to comment
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