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Merge Plugins TES5Edit Script


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#71
hlp

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In response to post #8400589. #8401878, #8401999, #8402309, #8402339, #8402484, #8402592, #8402677 are all replies on the same post.

You are not copying as override, otherwise you could not remove the Master reference after the copy.

As I also wanted to handle updating a merged master, I am renaming FormID as injection rather than as local FormID if the master has a lower load order.

It was working fine until I reached NPC records, then BOOM a giant Assertion Failure!
I'll confirm it is still working properly as originally planned and I will PM it to you.

I will have to debug why NPC_ don't react like other records so far.

#72
hlp

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In response to post #8400589. #8401878, #8401999, #8402309, #8402339, #8402484, #8402592, #8402677, #8402926 are all replies on the same post.
 

I stand corrected, this is a copy as override and the FormID are not changed during the copy, so yes you can have problem!

Also, I am getting the Assertion for NPC_ with your untouched script and 3.0.30 ! Can you merge NPC_ ?

 

Nevermind, it works with 3.0.30. I just have to use the proper icon in the task bar :)

So I am good for debugging what changed between 3.0.30 and the future 3.0.31



#73
matortheeternal

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In response to post #8400589. #8401878, #8401999, #8402309, #8402339, #8402484, #8402592, #8402677, #8402926, #8403091 are all replies on the same post.

Odd that you're getting an assertion error with copying NPC records. I can confirm that I have successfully merged mods with NPC_ records without error in TES5Edit 3.0.30 (Immersive Armors with other armor mods).

Glad you got it working.

I don't have a problem with copying as override unless the FormIDs aren't renumbered. And they are renumbered, so there is no problem. The only problem is with the references in child groups.

However... I tested RecordCount and RecordByIndex and they work perfectly in TES5Edit 3.0.30. So the next update will use those so the records in childgroups will have their FormIDs renumbered properly.

To users who are concerned about whether or not they will have to re-merge given this new update:
If your merged file is working you obviously don't have to make it again. You can use TES5Edit's check for errors if you want to be certain.

I'll release the update sometime later today (or tomorrow).


-Mator


EDIT: hlp, I started a messaging conversation on Bethesda forums with you.

Edited by matortheeternal, 06 July 2013 - 08:59 PM.


#74
Shadowjin

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Works great!
I have custom .esp that combines maybe 20-30 armor/weapon/equipment mods into one package of awesomeness and lethality.
*Roar*

I started this "project" by manually merging, but you can guess how painful it gets when it suddenly stopped working and I had to re-do whole thing.
*Sobs*
Now it ain't that bad, but luckily it seemed to work on my current mod combination! :D

#75
matortheeternal

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In response to post #8403317.

Glad it worked for you Shadowjin! :)

#76
Restutitor Orbis

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In response to post #8396454. #8396528, #8396661, #8396893, #8397467, #8397568, #8397711, #8397757, #8399150, #8399725, #8401960 are all replies on the same post.

Okay, so let me see if I follow this procedure: I am merging Mod1.esp with Mod2.esp, and each of them has an associated BSA called Mod1.bsa and Mod2.bsa respectively. I should merge the ESP files into one called MergedMod.esp, then rename the BSA files to MergedMod-001.bsa and MergedMod-002.bsa respectively, rather than trying to combine them into a single BSA called MergedMod.bsa (using BSAopt or something like that). Is that correct?

#77
matortheeternal

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In response to post #8396454. #8396528, #8396661, #8396893, #8397467, #8397568, #8397711, #8397757, #8399150, #8399725, #8401960, #8404489 are all replies on the same post.

you could combine them into a single BSA instead if you wanted, but it's less work to rename as suggested.

and yes, everything you said made sense. you've got it right. try it out.

#78
bla08

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Hi matortheeternal!

Another great mod man!
Thanks a lot :D!

One question i aways had even with FMO.

How exactly this option works?
7. When prompted to type the name of an existing file leave the window blank and click OK.

I aways type the name of my old ESP but the script never finds the ESP.
It just keeps saying "The file [...] was not found"

Edited by bla08, 07 July 2013 - 02:27 AM.


#79
matortheeternal

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In response to post #8405048.

You need to include the extension. So instead of typing

OldEspName

you type

OldEspName.esp

It says in the window that you should include the file extension, I think. That's what the .esp is.

I could try to fix that. wouldn't be hard.

#80
insaneplumber

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Great job with this script.

EDIT UPDATE

@matortheeternal

Thank you for the update.

oklaski.gif
So far I was able to successfully merge:

MERGED
===========================================================================
Atlas Map Markers.esp         v1.64   Scripts present
Atlas Blackreach.esp            v1.0   
Atlas Dawnguard.esp           v1.23   Scripts present
Atlas Dragonborn.esp          v1.0     Scripts present

 

Merged file Test:

Merged file name: Atlas Map MarkersM.esp-->Atlas Map Markers.esp

TES5Edit Apply Script - Check for errors   = :D

Playing on an existing save                       = :D

New game save                                         = :D
===========================================================================

Warburg's 3D Paper World Map - Texture 3.esp       v3.3

Warburg's 3D Paper World Map - Dawnguard.esp
Warburg's 3D Paper World Map - Dragonborn.esp

 

BSA

Warburg's 3D Paper World Map - Texture 3.bsa  (no player marker)

Warburg's 3D Paper World Map - Dragonb.bsa

Merged in one file xxx.bsa with BSAopt 64bit

rename to Warburg's 3D Paper World Map - Texture 3.bsa

 

Personally I always unpack BSA from mods, people often pack a lot of junk out there: *.db *.txt ...

 

I do not Unpack BSA from "Warburg's 3D Paper World Map" as loose files.
This applies only to this particular modification.
In the BSA, there is a terrible mess. nearly 90 percent of the content of the BSA is not used by modification.

Unfortunately, because of the mess in the BSA
It is difficult to get what is needed and what is not. (
and the modification does not work properly)

 

Merged file Test:

Merged file name: Warburg's 3D Paper World Map - Texture 3M.esp-->Warburg's 3D Paper World Map - Texture 3.esp (Load Order ALWAYS ON THE VERY END, Even after Bashed Patch, 0.esp, Reprocer.esp etc...)

TES5Edit Apply Script - Check for errors   = :D

Playing on an existing save                       = :D

New game save                                         = :D

===========================================================================

Supreme Storms 1.2

Supreme and Volumetric Fog 2.0

 

Option 1

Supreme Fog.esp

Supreme Storms.esp

Merged file name: SupremeFogAndStormsMERGED.esp (Load Order above ClimatesOfTamriel-Sound.esp)

 

Option 2

Supreme Fog - CoT.esp

Supreme Storms - Cot Version.esp

Merged file name: SupremeFogAndStormsCoTMERGED.esp (Load Order after ClimatesOfTamriel-Sound.esp)

 

Option 3

Supreme Fog.esp

Supreme Fog - CoT.esp

Supreme Storms.esp

Supreme Storms - Cot Version.esp

Merged file name: SupremeFogAndStormsCoTMERGED.esp (Load Order after ClimatesOfTamriel-Sound.esp)

 

Merged file Test: (all option)

TES5Edit Apply Script - Check for errors   = :D

Playing on an existing save                       = Currently testing.

New game save                                         = Currently testing.

===========================================================================

Cloaks of Skyrim v1.2

Cloaks.esp

Cloaks - Dawnguard.esp

 

Merged file Test:

Merged file name: CloaksM.esp-->Cloaks.esp (Load Order the same as the Cloaks.esp)

TES5Edit Apply Script - Check for errors   = :D

Playing on an existing save                       = Currently testing.

New game save                                         = Currently testing.

===========================================================================

Improved Closefaced Helmets v0.9

imp_helm.esp

imp_helm_dawn.esp
imp_helm_night.esp
 

File imp_helm.esp contains errors (I do not know whether they are the result of error or deliberate action)

 

[00:00] Checking for Errors in [03] imp_helm.esp
[00:00]         Weight slider - Female -> <Unknown: 2>
[00:00]       Above errors were found in : DNAM - Data
[00:00]     Above errors were found in : DwarvenHelmetOrc [ARMA:030096A3]
[00:00]         Weight slider - Male -> <Unknown: 0>
[00:00]       Above errors were found in : DNAM - Data
[00:00]     Above errors were found in : DaedricHelmetAA [ARMA:00098BB2]
[00:00]         Weight slider - Female -> <Unknown: 2>
[00:00]         Weight slider - Male -> <Unknown: 2>
[00:00]       Above errors were found in : DNAM - Data
[00:00]     Above errors were found in : DwarvenHelmet [ARMA:0003F7FF]
[00:00]   Above errors were found in : GRUP Top "ARMA"
[00:00] Above errors were found in : [03] imp_helm.esp

 

cleaned errors

qwvs.png

 

Merged file Test:

Merged file name: imp_helmM.esp-->imp_helm.esp (Load Order the same as the imp_helm.esp)

TES5Edit Apply Script - Check for errors   = :D

Playing on an existing save                       = :D

New game save                                         = :D

===========================================================================

I noticed that after the merge
Purewaters.esp                         v4.4
PurewatersDG.esp                    v4.3
PurewatersDB.esp                     v4.3

(optional if you use RND)
RND_PureWaters-Patch.esp     v1.9.5

 

3jg.png

Not everything was ok, but merge files only from Purewaters works ok.
The same is true for both versions of the script.

Merging without script produces the same results.

Edited these records manually.

 

Merged file Test:

Merged file name: Purewaters.esp,PurewatersDG.esp,PurewatersDB.esp,RND_PureWaters-Patch.esp

(Load Order the same as the Purewaters.esp
)

TES5Edit Apply Script - Check for errors   = :D

Playing on an existing save                       = :D

New game save                                         = :D

===========================================================================

It would be good to put info on the main page in the "Tutorial",
after loading the files to TES5Edit check first "check for errors"
(the script can check
loaded files for the presence of bugs (errors)?)

 

sorry for the wall of text :D


Edited by insaneplumber, 30 August 2013 - 06:27 PM.





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