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[MergePluggins] Any suggestions / methods when merging ESP's?


VitaminZeth

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Debrief:

 

Hi Nexus,

 

I've been following this guide, and have installed many New Lands / Dungeon Mods (Will Provide load order).

 

And am finally finished! - I just need to install Beyond Skyrim: Bruma Now!

I also do these three steps after each of the installations I do:

 

1. Check if it needs cleaning with the latest 4.0.x TES5Edit

- If a new mod needed cleaning... I run it in "QAC" mode

 

2. Use Wrye Smash for a Bashed Patch

 

3. Do memory edits in my ini's if stuttering occurs (I do have an enb installed):

- Edit the "CustomMemoryBlockTotalSizeMb=" parameter in my "CrashFixPlugin.ini"

or

- the "ReservedMemorySizeMb=" parameter in my "enblocal.ini".

 

As for the Stability of my game I did most of the steps mentioned in the same authors "Stability" Section of his Graphics Guide before all of this came together.

(Note: I plan on adding textures and weapons / scripted gameplay changes and such later on).

 

So with all that nonsense outta the way, I want to merge the plugins I have to lower the count. I have watched this video by GamerPoets, but I'm worried how plan this...

 

List of questions:

 

Would one big merge be safe?

 

- My entire load order (Excluding any masters)

- … -----------> -OneBigAss.esp

- …

 

Could I do multiple merges and merge those merges together?

 

ex: After merging all Falskaar related mods, patches and addons in a single merged esp, Could I also merge that esp into another one without conflicts?

 

- mergedfalskaar.esp

- mergedwyrmstooth.esp ------------> -SingleNewLands.esp

- mergedmoonpathtoelsweyr.esp

 

When it comes to scripted mods... I did follow the GamerPoets Guide and have all the necessary stuff like the "Papyrus Compiler" and "Champollion" installed and located by the program, my one worry is if It might break the mods like "Forgotten City" if I merge it with other scripted Dungeon/New Lands mods?

 

So I was wondering if I could get suggestions, what to consider and what to watch out for when planning a merge. This would help for future reference when I start merging mods in their specific categories; "Gameplay", "Graphics" and "UI" overhauls.

 

Current Load Order From NMM:

 

 

GameMode=Skyrim
Skyrim.esm=1
Update.esm=1
Dawnguard.esm=1
HearthFires.esm=1
Dragonborn.esm=1
Unofficial Skyrim Legendary Edition Patch.esp=1
Falskaar.esm=1
Wyrmstooth.esp=1
Unofficial Skyrim City Patch Modified.esm=1
Skyrim Supplemental Patch.esp=1
WM Flora Fixes.esp=1
Unofficial Falskaar Patch.esp=1
TESV - MiddleEarth.esm=1
DwarvenIsland.esm=1
ORS_SolitudeGate.esm=1
notice board.esp=1
ORS_MorthalPain.esm=1
mannyDragonhead.esm=1
moonpath.esm=1
Gray Fox Cowl.esm=1
MolagBalsInferno.esm=1
Weapons & Armor Fixes_Remade.esp=1
Clothing & Clutter Fixes.esp=1
iHUD.esp=1
Extended UI.esp=1
Complete Crafting Overhaul_Remade.esp=1
Tes Arena - Skyrim Frontier Fortress.esp=1
Forgotten DungeonsAll.esp=1
Helgen Reborn.esp=1
DwarvenIslandUpdate.esp=1
MIHAILDAGON.esp=1
LC_BuildYourNobleHouse.esp=1
Solstheim - The Lost Levels.esp=1
TES Blackmoor.esp=1
Tes Arena NorthKeep.esp=1
Tes Pagran Village.esp=1
Clockwork.esp=1
AuroraVillage.esp=1
MoonAndStar_MAS.esp=1
Undeath.esp=1
SkyrimSewers.esp=1
Inconsequential NPCs.esp=1
Tes Arena Nimalten.esp=1
The Haven From The Cold And Dark.esp=1
Atlas Legendary.esp=1
Skyrim Particle Patch for ENB - Flame Atronach Fix.esp=1
Modern Brawl Bug Fix.esp=1
Weapons & Armor_TrueWeaponsLvlLists.esp=1
Better Harvesting (for Wisemans Flora Fixes).esp=1
Auto Unequip Ammo.esp=1
TreaclemanFalskaarPatch.esp=1
Falskaar Wildlife.esp=1
Tes Sunguard.esp=1
Dwarfsphere.esp=1
TreaclemanMoonpathPatch.esp=1
Wyrmstooth - Craftable Sets.esp=1
Wyrmstooth - Realistic Ownership.esp=1
Wyrmstooth - Notice Board - New Armor Sets - RO Comp.esp=1
ORS1_AdeptPatch.esp=1
ORS2_AdeptPatch.esp=1
WMFF_Wyrmstooth.esp=1
SkyUI.esp=1
Gray Fox Cowl - Alternative to Clairvoyance Spell puzzle.esp=1
Gray Fox Flora Overhaul.esp=1
TreaclemanTGCONPatch.esp=1
Undeath Immersive Lichdom V3.esp=1
Wyrmstooth - Typo Fix.esp=1
Wyrmstooth - Follower Tweaks.esp=1
Wyrmstooth - Quest Tweaks - No Main Vanilla Quest Req.esp=1
Wyrmstooth - Radiant Encounter Tweaks.esp=1
Heimfeigr.esp=1
TSR_TeldrynSerious.esp=1
notice board - dragonborn patch.esp=1
Falskaar - Notice Board.esp=1
Forgotten DungeonsDLC.esp=1
HammetDungeons.esp=1
ORS_ChaptersLinker.esp=1
TES Arena Amol.esp=1
Tes Dunparwall.esp=1
Tes Vernim Wood.esp=1
moonpath_questdata.esp=1
moonpathimproved.esp=1
Moonpath to Elsweyr - Patch.esp=1
NorthernCardinal.esp=1
Falskaar Huntsman's Hut.esp=1
TES DunstadGrove.esp=1
Skooming Skyrim by BigBizkit.esp=1
konahrik_accoutrements.esp=1
Tes Granite Hall.esp=1
AgentOfRighteousMight.esp=1
Agent of Righteous Might - Chapel + Fixes.esp=1
Broken Sky Cottage.esp=1
Tes Heralchen Creek.esp=1
Vigilant.esp=1
MoonAndStar_AuroraPatch.esp=1
Dreamborne Islands.esp=1
DwarvenIslandAddon02.esp=1
Oblivion.esp=1
Tools of Kagrenac.esp=1
HHoS Secluded Grotto.esp=1
Darkend.esp=1
ForgottenCity.esp=1
Agent of Righteous Might - Typo Fix.esp=1
HHoS Sundered Mountain Peak.esp=1
HHoS Glacial Rift.esp=1
HHoS Maintenance Vestibule.esp=1
ApotheosisDemo.esp=1
HHoS River Inlet.esp=1
HHoS Subterranean Hot Spring.esp=1
RabbitHole.esp=1
HHoS Deserted Outpost.esp=1
The Paarthurnax Dilemma.esp=1
konahrik_accoutrements_db.esp=1
HHoS Flooded Cellar.esp=1
HHoS Overgrown Temple.esp=1
summersetisles.esp=1
HHoS Bottomless Sinkhole.esp=1
HHoS Mountainside Crevice.esp=1
HHoS Marooned Cargo Ship.esp=1
MzarkWonders.esp=1
Frontier Fortress Notice Boards.esp=1
HHoS Underground Pit.esp=1
HHoS Hollow Tree Stump.esp=1
HHoS Windswept Alcove.esp=1
Ravengate.esp=1
Agent of Righteous Might - Notice Board Start - Chapel Comp - Lvl Req.esp=1
MoonAndStar_Undeath_compat.esp=1
ORS_DremoraUpdate.esp=1
ORS2 Gatekeeper Patch.esp=1
Vigilant Voiced.esp=1
Paper World Map - Lighting Edit.esp=1
Paper World Map - Solstheim.esp=1
Paper World Map - The Gray Cowl.esp=1
Paper World Map - Darkend.esp=1
Paper World Map - Wyrmstooth.esp=1
Paper World Map - Bruma.esp=0 <---- Don't worry about this... as of right now, Beyond Skyrim: Bruma is not installed just yet until I figure out what to do when merging plugins.
HHoS Seaside Cove.esp=1
ApprenticeOfThuum.esp=1
TreaclemanDarkendPatch.esp=1
HHoS Abandoned Wolf Den.esp=1
HHoS Collapsed Mine.esp=1
HHoS Ransacked Catacomb.esp=1
PP_WindcallerPass.esp=1
FalskaarFastTravel.esp=1
Paper World Map - Falskaar.esp=1
HHoS Empty Well.esp=1
HHoS Ancient Shrine.esp=1
Dragonhead fix.esp=1
Alternate Start - Live Another Life.esp=1
Alternate Start -- New Beginnings.esp=1
Warburg's 3D Paper World Map - Texture 2.esp=1
Bashed Patch, 0.esp=1

 

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Would one big merge be safe?

No, that's a very bad idea. Expect it to break a lot of stuff.

 

Could I do multiple merges and merge those merges together?

 

Potentially, yes. One thing I tend to do is merge mods that are only esps or where I don't want to copy assets (like say the extra esps in Weapons and Armor Remade), then include that merged file in a larger merge that includes asset copying.

 

When it comes to scripted mods... I did follow the GamerPoets Guide and have all the necessary stuff like the "Papyrus Compiler" and "Champollion" installed and located by the program, my one worry is if It might break the mods like "Forgotten City" if I merge it with other scripted Dungeon/New Lands mods?

 

So I was wondering if I could get suggestions, what to consider and what to watch out for when planning a merge. This would help for future reference when I start merging mods in their specific categories; "Gameplay", "Graphics" and "UI" overhauls.

One problem with scripts is that some scripts will use the functions GetFormFromFile() or GetModByName(). These allow a script to look for the existence of certain esp files and possibly pull information from those files by looking up the form id in the esp. As far as I know, Merge Plugins can't or doesn't handle changing those scripts - especially if they're in mods you aren't merging. For example, I know from past checks that some mods reference Falskaar.esm and notice board.esp like this. If you use those mods and include those two files in merges, then those mods looking for those files will be broken in some way.

 

Unfortunately I don't know of any reference that lists mods that shouldn't be merged due to this, other than the Dictionary in Merge Plugins.

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Unfortunately I don't know of any reference that lists mods that shouldn't be merged due to this, other than the Dictionary in Merge Plugins.

 

*Only quoted this to keep my reply short*

 

Thanks so much for the very well detailed answer! I will checkout this "Dictionary"

(I honestly didn't know it existed. I guess it's what I get for not reading some files and documentation :pinch:).

 

I'll keep note of what you have said and try my luck at it I guess!

Edited by VitaminZeth
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