*** When you say "Q: Can I merge ESP patches into their master file?"
You mean "ESP and the file they rely on" or "ESP and their ESM ?"
ESP and the file they rely on. In some cases that file is an ESM, in other cases it could be an ESP. ESM is a file of the "Bethesda Master File" type, and is often used as a master for other files in your load order. However, you can use ESP files as masters just as well (as has been demonstrated by innumerable tools).
Ok !
If I wanted to merge Hunterborn.esp, Hunterborn_RND.esp (comp. patch) and Hunterborn_Frostfall.esp (comp. patch) together, it would work ?
Would it cause some problems with the actual RND and Frostfall mods?
Would it cause some problems if the patches are far from their "masters" ?
Exemple :
Hunterborn.esp
[MOOOOOOOOOOOODS]
RND.esp
Frostfall.esp
Hunterborn_RND.esp
Hunterborn_Frostfall.esp
If I follow the FAQ, I would need to put the merged esp at the place of hunterborn (imagine I can't move it because of another mod)
But that wouldn't work.
Is the best bet to merge hunterborn + FF + RND in a huge frenzy merge fest (MCMs, lots of scripts, skyre patches...) ?
You'd probably be best just merging eveything, yeah. Or you could merge just Hunterborn and its patches and put it just below Frostfall, though I'm not sure if that would achieve the desired effect ingame (I'd have to look at the records to make sure). When I say "put the merged plugin at the highest load order position of the plugins you merged", I add the caveat "with respect to masters". So the highest you can put it at while still respecting the files that HAVE to be loaded before it because they're master files for it. So in this case, if you merged Hunterborn and its two patches, you'd have a load order like this:
[MOOOOOOOOOOOODS]
RND.esp
Frostfall.esp
Hunterborn_Merged.esp
That was what I wanted to try in second.
In first, I wanted to try RND + FF + HBorn together, with all their patches between each other, their own SkyRe patches and their own mini bashed patch.
But what drove me off is that you said that MCMs heavy scripted mods merge "not that good" (what does that mean technically ?)
Is it still worth trying ?
*** If I merge 2 mods
Mod_A.esp (version 1)
Mod_B.esp (version 1)
but, Mod A gets updated to v2. I'm pretty sure I should rebuild the merge plugin, right ? But what if v2 just adds 2 new armors. Then, is there a way to merge only the 2 new armors and consider the existing armors of v1 as duplicates or something like that ? (similar ID)
Until v1.7 is released, you'll have to reconstruct the entire Merged Plugin again using the updated ESP. With v1.7 there will be a tool that will let you take a mod out of a Merged Plugin. So you could simply pluck the out-of-date version out of the Merged Plugin, then merge the up-to-date version in.
Ok, since we have to renumber formIDs, it's not possible with the current version I guess. That being said, this 1.7 feature looks very promising !
*** Having 2 mods
MODA
MODB
MODA+Bpatch
Should I try to merge the patch with A or B, or should I try having a 3-way ? (ahem)
Stick all three of them together. Merging more helps you more, so you might as well just stick all of them together. I, and several other users of the Merge Plugins script, choose to just merge all ESPs of a certain category into a single Mega-ESP. That includes all patches, masters, etc. It's nice, because then you can have one ESP/category of mods in your load order.
I really like this idea of "merging more helps you more". Accentuates the feeling of creating our own personnal DLC. Really different in comparison to the oblivion merging days
*** If a mod is used by another mod later in my load order, I shouldn't merge it, right ?
exemple :
Apachi's hair 1.2
Apachi's hair 1.4
Apachi's hair 1.5
A random mod using Apachi's hair 1.4
I can't merge Apachi's hair 1.2, 4 and 5 together ? Is there a way to "redirect" the random mod to use Apachi's hair MERGED instead ? (Mighty Wrye Bash, I invoke your help!)
This is covered in the main thread by noobzor in the comments section several times. There are several ways you could go about doing this.
1. Merge the masters and the mod that uses them into one big ESP, like I mentioned before. The advantage of this is you can just lump a bunch of stuff together and it'll work just fine.
2. Try to merge the masters together without renumbering formIDs, then change the Master reference in TES5Edit to the merged plugin instead of the original file(s). This is a bit more difficult.
Oops, I was tired, I didn't even realise this topic was NOT the main Merge Plugin Script thread !! I didn't even look the comments before posting, my bad
Thanks ! I think I'm gonna have some fun, I have the worst merging/load order possible (frostfall, skyre, CCO, automatic variants and a million of of other replacers at once, each one with millions of patches for each other)
These days Skyrim modding is all about having a bajillion patches to get all of your mods to work together properly. In my opinion, it'd be better if those patches were generated by a single source, e.g. a Bashed Patch, and stuck into a single ESP file. This is totally possible. Heck, it'd be cool if some mods just CONSTRUCTED themselves using a script (TES5Edit script preferably). SkyRe sort of does that, but it uses SkyProc, which is lame (bad definitions, causes corrupted data).
I agree. And while I am still thankful because that enables a very stable game with a lot of modifications (compared to morrowind/oblivion, and the early stages of FO3), that really is a headache to get everything working properly with everything overlapping and interlaced.
I suppose you're referencing your future Smashed patch. I've read about it in the last pages, and it indeed looks promissing. I was already thankful for the SkyProc, but felt it was a shame it only applied to a couple of mods (automatic variants, dual sheath, skyre...)
Anywho, good luck to you.
Thanks, I'll be posting some reports soon probably. First, pen & paper time, to do my plan of battle. And then INTENSIVE testing.
I like to get my game working as intended and stable, and then doing huge playthrough without adding or removing anything, and nothing worse than realising after 100h of gameplay, that you can't do dawnguard or falkreath because of a bad mod conflict, or that Immersive Armors never worked properly because you messed up the leveled lists
Just, one thing I don't understand. You say it is not currently possible to merge an esp with its master, but it is possible to merge a mod with its patches ?