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Merge plugins


Bernt

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Just wondering: What would be the best tool for merging mods in FNV to get past the 137 mod limit? FNVEdit or the Merge Plugin tool found on the Skyrim page?

I've got some experience uisng FNVEdit for my own mods. But for my whole data folder I could wish for something faster and less cumbersone :)

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Just wondering: What would be the best tool for merging mods in FNV to get past the 137 mod limit? FNVEdit or the Merge Plugin tool found on the Skyrim page?

I've got some experience uisng FNVEdit for my own mods. But for my whole data folder I could wish for something faster and less cumbersone :) ÃÂ

Merge plug-in tool.

 

Fnvedit doesn't "merge" ur mods, it makes a merge patch that makes compatibility better and conflict lesser.

 

Merge plugins is the one ur looking for. It allows u to merge mods.

 

I don't think there is a way past the mod limit. Simply having more than that would make fnv crash a lot. Some say they have 140 mods, but I don't know exactly how they got that limit.

Edited by LabroLEO
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While a few people have been able to successfully play a stable game with more than 140 active plugins simply by installing them, they are the exception and details as to exactly which mods they are using and how they are managing it are scarce to non-existent. Most (all that I have seen) claiming more are using a combination of ghosted files with a Wrye Flash/Bash "Bashed Patch" and/or Mator's standalone "Merge Plugins" tool.

 

As pointed out: merging plugins reduces the plugin count, but does not handle "record level conflicts". For that you have to use the "Bashed Patch", "Mator Smash", and/or FNVEdit.

 

Please see the wiki "Merged Plugin Guidelines for Personal Use" article. Note that not everything can be "merged", and it is not a good idea to try to create one single huge "merged" file. A number of smaller ones mixed in the LO with unmerged where appropriate works better.

I use a mix of all those techniques to handle a combined 250+ mods; with (currently) only 128 "active".

 

-Dubious-

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Thank you both of you. I'm not going to make one huge plugin - or try to. Most probably I'll try to merge plugins of the same kind. Weapons, clothes etc. that I know I will keep. And which probably aren't likely to be updated anymore.

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That is the approach I have had the most success with. My largest merge consists of the stable "game fix" mods that just add one or a couple missing or broken features. (Not major patches like YUP.) About the only time I need to update it is when I add a new "fix" mod.

 

-Dubious-

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Be aware that mods with MCM menus won't have its menu displayed in merged plugins because the menu relies on the plugin having a specific name. (Pretty sure that only the last plugin with a MCM menu will have it appear in game) For some mods this isn't an issue because several mod authors provide an additional config file that allows for tweaking though. I've been merging plugins with the approach of grouping them together based on category for quite some time and have not encountered any issues.

 

It's best to make a backup of the plugins you are trying to merge so you can remake merges in case a mod gets updated so you won't have to install all mods over again.

Edited by AusAllerWelt
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Only in reducing your "active plugin" count. OTOH, merging little mods now means you have more room to add mods that need testing or are going to be either more difficult or impossible to merge later. But don't worry about it. It's common to procrastinate until you are forced to take action.

 

Edit: thinking on it a bit more, it is possible you might speed up getting to the Main Menu a bit due to having fewer plugins to load, but frankly I haven't seen any noticeable impact.

 

-Dubious-

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