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Beginner Question: Merging two Mods or Porting

merging mods skyre apocalypse porting mod interaction oldrim

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#1
skaybestrog

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Dear people of Nexus,

 

I have a problem and am not sure how to go about fixing it. This is my issue: I am doing a complete revamp of Skyrim (Oldrim). As a base for my mod I am using two mods, since they already do a lot of the things I intended: Skyrim Redone, Apocalypse: Magic of Skyrim. 

 

What I want to do is to modify the Perk Trees as they are in SkyRe, add new Perks and modify existing ones, and then set SkyRe Main Module as my active file and overwrite the Main Module with my changes. That should work, no? Pretty basic stuff.

 

But I also want spells that are not in the base game, nor in SkyRe to be available via Perks. Do I need to port the spells (and effects, projectiles, 3d objects etc.) from Apocalypse to my SkyRe.esm, or do I just need to run the compatibility patch and have both mods active at the same time while running the game? A small example so it's easier to understand: I load up both SkyRe MM and Apocalypse in the CK. I add a Perk that does nothing besides giving me the "Volcano" spell that is exclusive to Apocalypse. I set Skyre MM as active file, save to overwrite, and then load up my Skyrim, with both mods enabled. Would the Perk correctly give me the spell, or would it not work, because the spell is not part of the SkyRe MM? I have tried testing this and the game kept crashing..

 

Do I need to create one master file that has all the properties of both mods? Would that work via "Merge Plugins", via TES5EDIT or would that create a lot of errors? Would it work to open both mods (and parents) simultaneously in the Creation Kit and then duplicating all the properties (Magic Effects, Projectiles, etc.) from Apocalypse, then set the SkyRe Main Module as my active file, overwriting the old one? But that would be an insane amount of unnecessary work.

 

Additionall Questions: What would happen if I load up SkyRe Main, Apocalypse, and parents in the CK, then set SkyRe as the active file, and then save? Does it just do nothing? Does it port all the entries from Apocalypse over to the SkyRe Main Module in one big swing? Or do I have to manually duplicate all entries from Apocalypse that I want added to the active file (SkyRe) and then save for the port to work? I am scared to do the former since I don't want to screw all my SkyRe files. Is there a way, in the CK, to show only files/entries that are modded/added, so all the ones different from the vanilla game? 


Edited by skaybestrog, 22 January 2019 - 05:09 PM.


#2
NexusComa

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You should be able to load one as active and the other along with it and save ...

But 1st you need to get permission to use their mods like that or just use it as a personal mod only.



#3
skaybestrog

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It is not possible to load SkyRe, make it the active file and save (thus overwriting it). SkyreMain is a master file and therefore gives me an error message when attempting to do that. I figured out how to merge both of them via Plugin Merger and have used that, along with the official patch for SkyRe and Apo compatibility, and it's worked decently so far.

 

For now I was only planning to use it for myself, but if I ever relase the mod (not sure about that) I will ofc ask for permission!  Thanks for your reply!







Also tagged with one or more of these keywords: merging mods, skyre, apocalypse, porting, mod interaction, oldrim

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