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How To Merge Multiple Mods with Multiple Master Files


MTichenor

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How To Merge Multiple Mods with Multiple Master Files


by MTichenor

WARNING: Back up the mods in your Data Directory before beginning this process. It is possible to ACCIDENTALLY DESTROY ALL INSTALLED MODS WHILE SAVING if you do not de-select them when saving.

http://static-1.nexusmods.com/15/mods/110/images/30959-1-1359925876.png

 

http://static-1.nexusmods.com/15/mods/110/images/30959-2-1359925877.png

 

http://static-1.nexusmods.com/15/mods/110/images/30959-3-1359925877.png

 

http://static-1.nexusmods.com/15/mods/110/images/30959-4-1359925878.png

http://static-1.nexusmods.com/15/mods/110/images/30959-5-1359925878.png

http://static-1.nexusmods.com/15/mods/110/images/30959-1-1359925933.png

http://static-1.nexusmods.com/15/mods/110/images/30959-2-1359925933.png

http://static-1.nexusmods.com/15/mods/110/images/30959-3-1359925934.png

http://static-1.nexusmods.com/15/mods/110/images/30959-4-1359925934.png

http://static-1.nexusmods.com/15/mods/110/images/30959-5-1359925935.png

Edited by MTichenor
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http://static-1.nexusmods.com/15/mods/110/images/30959-4-1359926038.png

Enjoy. :smile:

Edited by MTichenor
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I didn't realise changing the form id would help. I thought two separate mods had different numbers because of the load order. That fixed an issue I was having, thanks. Now all I need is a 'tes5 script for dummies' and all your mods are belong to me.
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Oh my.

 

If this works as I think it does, you man are going to receive a pile o' kudos in a day or two.

Also, this DEMANDS to get sticky'ed!

 

 

Ooh dear, it works exactly like I hoped.

 

Only issue now is that SkyRe autopatcher doesn't want to work with the newly created .esp file.. No idea why.

Seems that it's only one of the weapon mods (from the mods that I combined) which causes the issue, so no fear fellow SkyRe Users!

Just to clarify:

I combined quite a lot mods.

Oreyn helmet, wanderer armor, armonizer, my own armor pack, and some others. So no miracle that it happened :whistling:

I just need to re-pack and test it until I find the reason.

 

Edit:

I'm getting too excited about this.

Making some packs for my own use. Combined mods of same sorts.

 

> Armor mods

> Weapon mods

> Child mods

> Race mods

 

Really makes it easier to handle them. plus editing them in CK is not so much pain now, and compatibility is no longer issue.

> Grimoas beast feet + Ethereal elven overhaul + Skyrim race pack = Awesome

 

And seems to be working perfectly.

 

Managed to fix Skyproc issue. It was because Armonizer uses .esm file and .esp to distribute armors.

Apparently if I "Espify" the esm at the same time by combining it into single .esp, problems occur.

However, 5 .esp files less so it doesn't matter if I still need to run Armonizer.esm

Edited by Guest
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Aye, noticed it myself as well when I combined the said SkyRe - Races, plantigrade feet and EEO.

 

But everything without scripts should be easily combinable.

 

As said, I tried this with many mods and it did work flawlessly. (Minus the script part)

 

But just wondering, if I'd want to combine, let's say, five mods, and only one of these mods has scripts in it, wouldn't it be possible to combine all these mods into the one with the scripts?

(As you said, it might be related to changing ID's.)

However, if original ID's aren't changed, there ain't scripts that would break?

 

> Renumber ID's of the mods 2; 3; 4. and 5.

> Deep copy into mod 1.

 

Save on/in/into mod 1.

 

ID's of the mod 1. won't get changed, but 2; 3; 4. and 5. get renumbered, thus mods shouldn't collide?

 

I am not sure, but I could believe it might work.. IF the script properties are lost because of ID changing.

I might give it a try myself later today.

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As long as the mod that you're copying stuff INTO is the one with the scripts, it'll work fine...Just don't try to change the FormIDs of the mod you're copying stuff into.

 

And if you DO need to copy another scripted mod's data into a new mod, you can even go and fill in the script property values again via the Creation Kit, provided you know what those values are supposed to be, or if the script properties are named based on EditorIDs of the stuff they're intended to be using.

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