TheRichPoorMan Posted March 21, 2014 Share Posted March 21, 2014 I've just installed ADAM, but i have an issue as the mod uses so many plugins. currently i'm running 131 plugin files, getting close to my games 146 file limit, and ADAM's using about 5 of these, an esp for each individual armour, which is really unnecessary, they could all be merged down into one esp. But here's the issue, the project nevada compatability patch lists 3 of the esps as masters. I want to merge all the esps down into one file, including the PN patch but doing this will cause a "missing master" crash on startup. if anyone knows much about a files master list, and whether or not there is a way to clear a master list of mods that have been merged into the plugin, I could use your help. i've merged mods together before successfully and have fixed conflicts in FNVedit also, so i have some knowledge of what i could do, but i've read in other threads that deleting masters from the plugins masterlist causes NULL issues. ADAM as it looks in my load order in the spoiler, ADAM is currently last until i have resolved this ADAM - MAIN.esp=1ADAM - HH.esp=1ADAM - LR.esp=1ADAM - Outcast Ranger Armour.esp=1ADAM - Project Nevada Patch.esp=1 (requires ADAM - MAIN.esp, ADAM - HH.esp, ADAM - Outcast Ranger Armour.esp) Link to comment Share on other sites More sharing options...
irswat Posted March 21, 2014 Share Posted March 21, 2014 use FNV Plugin to merge plugins? Link to comment Share on other sites More sharing options...
RoyBatterian Posted March 22, 2014 Share Posted March 22, 2014 (edited) You need to "Borg" the plugins in order to merge them properly. I have done this myself. I believe JustinOther helped someone to do this on bethesda forums, someone gave me a link to it *searching* I can't find the post because Google isn't a search engine anymore... it's a profiler... so here a copy/paste of the 2 posts which I saved locally. If you follow this procedure and make sure you don't have any conflicts when merging,the PN patch will work fine with the other masters removed... or better yet just merge the PN patch into it too manually. Remember to do one plugin at a time when merging them up so the ID's remain correct. I am unsure if the training manual was updated with proper information on how to do this as he said in this post it was out of date. But you can check the training manual and see if it's current for some visual help. Keep in mind that FNVEdit was not intended for this purpose as far as I know... JustinOther:The manual has it wrong, crap. Not sure where Miax has been, but I'd rewritten the merge chapter and it's not in there. Sorry, but I wasn't aware the revision hadn't been added.The assimilator mod should definitely be loading before all of the plugins it's to merge.Say we've just [bORG].ESM and Enterprise.esp:Load both with [bORG].ESM loading before Enterprise.esp, so you've[00] [bORG].ESM[01] Enterprise.espIf [bORG].ESM is not a master of Enterprise.esp, R-Click Enterprise.esp, "Add Master", [bORG].ESM.Expand Enterprise.esp (Ctrl+*), then multiselect all of its forms (as many as possible at a time), then R-Click and "Change FormID to..." [bORG].ESM. This will change the FormIDs from Enterprise.esp's range, [01], to [bORG].ESM's, [00] while updating the reference information (save VMAD, currently). The forms should be italicized indicating they are injecting into [bORG].ESM.When and only when every single [01] FormID has been changed to [00], Enterprise.esp is ready to be assimilated via R-Clicking its groups and "Deep copy as override into..." [bORG].ESM. From there, just save [bORG].ESM on your way out and the Enterprise.esp will be left intact.Reload, assimilate Klingon Warbird.esp, etc...Is there dialogue? If so, the plot thickens as you'll NOT want to change their FormIDs or the new FormIDs won't match the loose files. Instead, you'd want to "Compare To" and ensure the dialogue and INFO FormIDs are free by renumbering forms in the masterfile (where necessary), then copying in a separate session that the last six digits of all the INFOs' FormIDs aren't altered. From there, you can just move the FUZs from one plugin's Sound\Voices\ folder to the destination plugin's and all will still work. Edited March 22, 2014 by RoyBatterian Link to comment Share on other sites More sharing options...
Sharlikran Posted January 20, 2015 Share Posted January 20, 2015 That post is here. Link to comment Share on other sites More sharing options...
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