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xEdit + Merge Plugins script


devonapple

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I've been successfully combining .esps with xEdit and the Merge Plugins script.

 

In the first tutorial video I saw about the technique, I recall the wonderful person who provided the tutorial explained that one needed to keep the disabled .esp files in their original (relative) load order, below the new and activated merged .esp.

In other places, that bit isn't actually mentioned, which would imply that one could safely archive those .esps and clean them out of the mods directory entirely (unless needed later).

 

Keeping the disabled .esps around may have been a misunderstanding on my part, or maybe I extrapolated from the instruction to keep them in their load order before engaging xEdit.

 

Anyone know for sure whether or not one can safely relocate the original .esps after merging?

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Originals can be archived for future reference but if you merged properly and the script had no errors you have replaced the originals with the merged esp. NOTE: Merge script was based on skyrim definitions and seems to handle a lot of FO4 stuff but there ARE areas that will have problems. Check your results carefully for missing data. I usually keep the original mods for reference and just fire up the game to check things. XEdit > Right click > Check for errors on the new esp should be your FIRST test. Mator has moved to a standalone merge tool that will eventually support FO4 and should prove a godsend for many.

 

Robert

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