RedSarge Posted July 10, 2016 Share Posted July 10, 2016 So I used FNVPlugin (the Jave enabled one) to quick merge some plugins with the same master file. It appears that when using FNVPlugin, it will merge ok, but all the weapon mods disappear from the world space! I've gone over the file in TESNIP again and again, but I must be missing something.. The mods im merging include the AKS (with mods) and the Rhino with mods, all the weapon mods disappeared upon merging and then playing the game.... uhg... im staying up too late for this sh*t. lol Link to comment Share on other sites More sharing options...
dubiousintent Posted July 10, 2016 Share Posted July 10, 2016 I suggest you read the S.T.E.P. "Guide: Merging Plugins". Among other things it covers that very point. -Dubious- Link to comment Share on other sites More sharing options...
RedSarge Posted July 10, 2016 Author Share Posted July 10, 2016 I suggest you read the S.T.E.P. "Guide: Merging Plugins". Among other things it covers that very point. -Dubious-I read that entire page, and am now reading the FNVEdit Manual... so far none of the information has answered a simple question I have. A merged patch ".esp" from FNVEdit is fine, not what I'm looking for in terms of decreasing my load order (currently over 133 mods).All of these tutorials and guides avoid the simply answer, of why DESPITE the same form ids, the weapon mods are disappearing. I'll continue to look into this, as it appears those who already know, can't be bothered. Suum cuique. Link to comment Share on other sites More sharing options...
Thenryb Posted July 10, 2016 Share Posted July 10, 2016 (edited) I cannot answer the question you posed about what happens to your stuff after merging plugins with the java enabled FNVPlugin mod. I have used that mod, but have had better success merging mods using the Skyrim tool developed by Matortheeternal. Although, FNV is not supported by him, this tool works very well with FNVEdit, assuming you have the latest version. It can be found at this address along with good instructions as well as a video on how to use it. http://www.nexusmods.com/skyrim/mods/37981/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D37981%26preview%3D&pUp=1 He also has a "standalone version" but I have not tried to use that. I have merged a lot of mods using this tool and have never lost any gear as you have described. Edited July 10, 2016 by Thenryb Link to comment Share on other sites More sharing options...
dubiousintent Posted July 10, 2016 Share Posted July 10, 2016 (edited) I've only used Mator's Standalone version. It was released Dec 2015, and according to him is the successor to his script because it enables him to do more. I do know that it has an option to enable/disable renumbering Form-IDs so it is under your contrl. I have no idea if the Java FNVPlugin tool does, but one of the problems with automated tools is that you often don't know everything that is going on if the author doesn't tell you. That tool's description is "minimalist" to say the least. To the best of my (limited) knowledge, you lose items out of inventory when merging because their Form-ID was changed (deliberately or not). If you are not happy with that explanation, then keep searching. FNVPlugin is old (last update Jul 2011). Mator at least felt the older tools didn't fill the need well enough. Note the purpose of a "merge patch" is to replace existing records with modified, conflicting ones. In the case of merging a patch into a master file (which is a "conflict"), you need to use a "merge up" process so it preserves the Form-IDs. "Merging down" will break the patch of a master file. Even Mator's Standalone tool uses a "merge down" approach. The only description of the "merge up" process outside of a "bashed patch" type of "merged patch" file (of many mods' conflicting records) that I am aware of is the PDF Gribbleshnibit8's Merge Up Guide (MUG). So I suggest you try again using that as your guide, with 'xEdit' (FNVEdit) as the tool. There are issues with TESSnip. As for merging non-conflicting plugins to reduce the number of active ones, I found it necessary to supplement the STEP Guide, which is documented here. There is an important distinction between a "merge patch" (which replaces conflict "winning" record fields to get a different result; and the STEP Guide doesn't use Mator's script or Standalone tool for that purpose) and a "merge of plugins" which are non-conflicting and simply to reduce the number of active plugins. My supplement is focused upon the latter, simpler issues. -Dubious- Edited July 10, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
RoyBatterian Posted July 15, 2016 Share Posted July 15, 2016 Yep, merging down is just a bad idea especially with mods that have a lot of patches for them, it will render them useless. You *have* to renumber unique formid's in a plugin in order to merge, they cannot stay the same. Only overridden or injected records can remain unchanged with any stability. The FNVEdit training manual also explains merging up near the end of it. zilav has added functions to xEdit to make merging up much easier when you also have your patches loaded while merging. It will automatically renumber the formid's for overrides in later plugins if you desire. What this means is you can merge your mods and the patches for them can be updated at the same time so that they still work. Throw TESnip in the trash and don't use it, it's a broken tool which will just corrupt your plugins. Link to comment Share on other sites More sharing options...
sykoholic001 Posted July 21, 2016 Share Posted July 21, 2016 (edited) After merging the esms/esps into a new file, did you un-install the originals from the game? If so, you also inadvertently un-installed all the meshes, textures, animations, sounds, etc that went with them. As a result, your new "compilation mod" is looking for files that are no longer present. You'll need to re-install them manually. Edited July 21, 2016 by sykoholic001 Link to comment Share on other sites More sharing options...
RedSarge Posted July 26, 2016 Author Share Posted July 26, 2016 I cannot answer the question you posed about what happens to your stuff after merging plugins with the java enabled FNVPlugin mod. I have used that mod, but have had better success merging mods using the Skyrim tool developed by Matortheeternal. Although, FNV is not supported by him, this tool works very well with FNVEdit, assuming you have the latest version. It can be found at this address along with good instructions as well as a video on how to use it. http://www.nexusmods.com/skyrim/mods/37981/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D37981%26preview%3D&pUp=1 He also has a "standalone version" but I have not tried to use that. I have merged a lot of mods using this tool and have never lost any gear as you have described. Yes that worked, I followed the tutorial on the mod page and was able to merge weapon mods without losing the... "weapon mods".. there's no better way to put it. Link to comment Share on other sites More sharing options...
rickerhk Posted July 30, 2016 Share Posted July 30, 2016 I merge 'up' manually, using FNVEdit. Then if there are navmesh merges to be made, FNVPlugin works great. It will add/update/delete NAVM records and update the NAVI record accordingly (make sure all navmeshes are finalized before merge). Link to comment Share on other sites More sharing options...
sykoholic001 Posted August 3, 2016 Share Posted August 3, 2016 Merge up... merge down... ? Could someone please elaborate on exactly what these mean? Link to comment Share on other sites More sharing options...
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