Faceshifter Posted May 25, 2011 Share Posted May 25, 2011 I've browsed the net, and found only the utility Mark Mergeable, which only allows .esps without any new cells or worlds to be mergeable, I think.I just do not understand it. If anyone can tell me a way to do so, please respond. :psyduck: this was too funny not to post :psyduck: Link to comment Share on other sites More sharing options...
MichikoUnknownFox Posted May 25, 2011 Share Posted May 25, 2011 Wait, why are you trying to merge an .esp with an .esm? More likely than not, you're going to end up with a very buggy mod. Or if you're modifying an .esm that's a master of other mods, you could break those mods as well. But you shouldn't really merge an .esp into an .esm by yourself. It doesn't even make sense. Loading the .esp after the .esm, which is the only way you can do it anyway since you can't load an .esp before .esm files, will make it automatically override any values it changes, so there's no need to merge. The most you should be doing is making a new .esm, which will be reliant on the other .esm. Explain what you're trying to do and we may come up with alternatives that will solve your problem. Link to comment Share on other sites More sharing options...
Faceshifter Posted May 26, 2011 Author Share Posted May 26, 2011 I thought that was the best option for working with two or more people at the same file. That's the end goal. Link to comment Share on other sites More sharing options...
MichikoUnknownFox Posted May 26, 2011 Share Posted May 26, 2011 In that case, you should make your plugin dependent on whatever it needs to be dependent on. It doesn't always have to be dependent on an esm (example: patch mods), but it depends on what you're trying to do really. :dance: Link to comment Share on other sites More sharing options...
razorpony Posted May 26, 2011 Share Posted May 26, 2011 Wrye makes a patch that 'merges' information from multiple mods and attempts to get them to play nice with one another. If you want to physically add the contents of the .esp to the .esm, then TES4Gecko is the utility you need. Although I admit I don't understand what you mean about 'working with 2 or more people at the same file'. Also, DO NOT merge things with the oblivion.esm. That would be bad. Razorpony Link to comment Share on other sites More sharing options...
MichikoUnknownFox Posted May 26, 2011 Share Posted May 26, 2011 Yeah I think he's trying to make a mod with some other people, and they want to be working with the same master file. He probably wants to use the changes he made in his esp and let the other guys work with the same changes as well, hence merging into the esm. At least, that's how I understand it. D: Link to comment Share on other sites More sharing options...
Faceshifter Posted May 26, 2011 Author Share Posted May 26, 2011 You hit the jackpot there, UNKNOWNYMOUS. It wouldn't be the same mod if you work on seperate files. My brother wants to make interiors, and I would do the quests and some interiors. But as the quests involve both of our work, I'll need to fuse our .esps so that I can work on it. That is our main problem, some other stuff, like an already made .esp needs to be in the main file, so merging it would be the best option. I've tried to install TES4Gecko, but I can't seem to get it working. I suspect I need some other scripting or something. Can this be explained to me? I downloaded TES4Gecko 15.2 . Link to comment Share on other sites More sharing options...
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