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Need abit of help with Merging


WardenAI

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Hi so I have been trying to merge vtaw 1, 4, 6, 7, 8 + Scientist esp into one big esp, I tried to use merger (https://www.nexusmods.com/skyrim/mods/69905?tab=posts) and sure while it merged all it still made me need to use the other esps as master which made the merge kind of useless.

I do have packed all assets of them into one Main.ba2 and Textures.ba2 but I cannot make them work alone under one esp... why is it so hard to get records into a esp without masters? I mean what does deep override even mean if it does'nt do just that in xedit?

 

Is there any kind soul who could help me with this endevour? I clearly cannot make it work with scripts, merger, clean masters etc, even made the change form id script to it but it still makes it use the damn .esp as masters, hence make a merge redundant since it will only add one more esp instead of removing the use of 5.

 

Anyone know how or could make it please?

 

 

And also need to get rid of picket pence from the game, like changing nif or something so that no records are removed but so you cant physically touch them or interract with them nor to show up visibly.

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Heyas Warden :smile:

I really love some of the designs and creations that the VTAW project have come up with. They are some really awesome mods.

However, yeah. The fact that there's so many of those plugins, isn't exactly load friendly :sad:

 

Ok so the only way that I know of (NOT saying that there isn't a better way, but that this is the way that I know) of trying to merge without a master, is to replicate all the required files in the .esp files... manually. :rolleyes: :yucky:

 

In essence, pick one of the mod files, and use it.

Load it up, along with all of the others in Xedit. (Make your backups before starting this long, tedious process. Especially because it IS a long, tedious process so there's a lot of room for error!)

After loading them up, and choosing which one you want to use, you will need to go into the Left Side panel, and start creating new file entries. You can name them exactly the same as those from the other .esp files.

Once you have one of those created, you can then use the CTRL + Click method to open that file, and the matching file from the other side, and use the Compare function from the Right Click menu.

 

Over in the Right side panel, you then drag and drop all the information in the original mod, into your new blank slate. No real editing needed, just all drag and drop. Tho double check to just to make sure that everything copied over.

Rinse and repeat. Alllllll the way down the list.

I honestly recommend doing this, only two mods at a time. To avoid confusion in your editing, to simplify the work flow, and to test things out, when you get the first one copied over into the original merger mod.

 

I do not however, know how this affects ba2 based files. I've heard there can be some problems. You may end up having to unpack them and use loose files. But again... I dunno for sure. :sad:

 

 

PS: Oh, by the way.... :wink:

Still waiting to hear back from you about those invisible lasers and laser "Beam" autofire :wink:

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Heyas Warden :smile:

I really love some of the designs and creations that the VTAW project have come up with. They are some really awesome mods.

However, yeah. The fact that there's so many of those plugins, isn't exactly load friendly :sad:

 

Ok so the only way that I know of (NOT saying that there isn't a better way, but that this is the way that I know) of trying to merge without a master, is to replicate all the required files in the .esp files... manually. :rolleyes: :yucky:

 

In essence, pick one of the mod files, and use it.

Load it up, along with all of the others in Xedit. (Make your backups before starting this long, tedious process. Especially because it IS a long, tedious process so there's a lot of room for error!)

After loading them up, and choosing which one you want to use, you will need to go into the Left Side panel, and start creating new file entries. You can name them exactly the same as those from the other .esp files.

Once you have one of those created, you can then use the CTRL + Click method to open that file, and the matching file from the other side, and use the Compare function from the Right Click menu.

 

Over in the Right side panel, you then drag and drop all the information in the original mod, into your new blank slate. No real editing needed, just all drag and drop. Tho double check to just to make sure that everything copied over.

Rinse and repeat. Alllllll the way down the list.

I honestly recommend doing this, only two mods at a time. To avoid confusion in your editing, to simplify the work flow, and to test things out, when you get the first one copied over into the original merger mod.

 

I do not however, know how this affects ba2 based files. I've heard there can be some problems. You may end up having to unpack them and use loose files. But again... I dunno for sure. :sad:

 

 

PS: Oh, by the way.... :wink:

Still waiting to hear back from you about those invisible lasers and laser "Beam" autofire :wink:

 

Oh Hi mate, yea I thought it would be abit tricky, parhaps it works better if I turn them into esl files instead, not sure how esl handle that large files tho? Do you know its limits? I already packed all those files into Main and Texture BA2s, mainly just need to get the esp merged, its abit frustrating why there is'nt an easy way to merge master esps together more easily, feels like there would be an easy script to remake formIDs and name ID so that it counts as own edits without tagging the original file as master. Not sure I have the time to do all those edits, especially that tedious XD

 

As for lasers I still has it, just paused abit since I remade the whole fallout to mudout, burnt and darker than before with alot of photoshop done to textures :P

got to 12th of december to finish up all I want to do before I have to pay for photoshop XD not sure I want to pay 62euro a month for editiing textures casually so using trial time atm.

 

But I am abit messy and distracted with alot of project I take on, but it will be released soon, unless I decide to continue doing Winter version after this while I still got time :P

still has abit to do with some mods to the lasers just before I can release it, and someone wanted plasma too but I could just type what to edit to them anyway ;)

 

talk to you later mate ;)

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Heyas Warden :)

Yeah, tbh... it would be a lot simpler to convert them to esp lite files. Which are .esp files with the .esl flag on them. There's tutes on how to do that, if you need to look up the process.

 

There is a limit on the .esl files themselves. Not that they won't run, but over-stepping the limit means deep tihs for save games. The limit for a .esl file is 2048 records.

 

The documentation is that if you exceed THAT, you get formID bleed over. And can potentially corrupt a save. Here's a quickie on the subject. https://www.nexusmods.com/skyrimspecialedition/mods/21618

 

Take note of what Obscene wrote about straight up .esl files not adhering to LO. That's why I recommend lite .esp files instead. ;)

 

UUUUUGH.... Time Trials :( I feel you on that one bro. Seriously!

So yeah, going the conversion route would most definitely take considerably less time, and a lot less effort that you need, for doing that texturing work.

And yeah... Photoshop is damned bloody expensive. :mad: And by switching over to that whole monthly subscription, they really get ya by the got ya! :mad: :mad: :mad:

Here's advice on that. If you want to invest in it, and don't want to go the monthly route. Check on ebay, amazon, whatever site you use/prefer for Photoshop CS 6 or even 5. Those older versions are simply pay once. And sometimes you can see a good deal on a used copy... as long as it has an authentic key. Definitely check the seller's feedback before investing!

 

No hurry, it's not urgent, and you've clearly got a deadline ;)

Whenever you can get to it mate :)

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