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Need help with merging esps; some questions when using NMM, activation and stuff


el2mador

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Hi all.

Just looking for some tips on merging esps - particularly armor and weapon packs.

I was looking through some videos and understood a bit of what to do, but I wanted to be certain about other things as well.

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For instance, I would like to merge three armor mods into one esp:

Ashara - Steampunk Lady: https://www.nexusmods.com/fallout4/mods/17329?tab=files

Ashara - Under Armors: https://www.nexusmods.com/fallout4/mods/11879?tab=files

Ashara - Cyborg Armor: https://www.nexusmods.com/fallout4/mods/23855?tab=files

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(1) Do I need to have all three installed and activated using NMM first? Or is it okay to just put all three in a folder, unpack, merge them using FO4Edit, and make an esp WITHOUT installing/activating them?

(2) Let's say for example that some files have updates or patches, how do I go about that?

- Do I install the main file > then patch it (overwrite) > and then merge them all afterwards?
- Or do I just put the main .rar file, and the patch .rar file in one folder, unpack them, merge, make esp WITHOUT needing to install?

(3) If I have bodyslide files for armor pieces, will batch build still work even if I'm using a merged esp?

(4) When checking the Weaponsmith Extended page, I saw a video where the authors were using the Archive Extractor from the Creation Kit. Is this better to use than FO4Edit?



(5) Finally, I've heard of a program called Wryebash. I don't exactly know what it does but players who tend to make merged esps seemed to have used it a lot before. Would I ever need it?

Thank you!

 

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ADD:

 

It seems CTRL + Left clicking does nothing to be able to select multiple records.

 

I'm trying to combine 10 Niero/The Kite armors into one esp. https://imgur.com/a/DtWVr

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Okay so I've got a decent amount of experience with merging, so I might be able to help you. I've got a merge of all 10 of DeadPool2099's weapon and another merge of 13 New Vegas weapons by multiple different authors. So here's a step by step of what I would do to get it to work.

If any mods your merging have patches or updates I'd merge those together first. When I did my DeadPool2099 Merge I also used Grease Gun Uses 9mm and Survivalist Rifle Uses 12.7mm. When I did the full merge the data from the 2 updates didn't transfer over properly. Merging them one at a time allowed me to deal with each individually so when I did the complete merge I had the added benefits of both patches.

 

Step 1: Manually download Loose file versions of all 3 mods. (You want to use loose files so that the new .esp will be able to load them.) (If you need to extract .ba2 files I'd recommend using Archive2 that comes with the Creation Kit as it's the only program I've used that doesn't cause error when unpacking or repacking.)

Step 2: Extract all 3 mods to one folder. (This will allow you to centralize all your files for easier installing and uninstalling. Having a single folder allows for better control of patches as well and well be used at the end.)

Step 3: Pack all folders an files into one .rar or .zip. (At this step you can delete the .esp files from the folder but keep everything else)

Step 4: Add mod to NMM and install.

Step 5: Load all 3 .esp's in FO4Edit, wait for files to load.

Step 6: Select all 3 .esp's, Right click and select "Check for Errors." Fix any errors if possible. (If you're unable to fix an error in an .esp I'd recommend excluding it from the merge)

If there's no errors or if you were able to fix the errors I recommend using the Merge Plugins XEdit Script by matortheeternal. I've had the best results using the Script as oppose to the Standalone. I've found that the Standalone usually isn't able to fix most errors, and I'll have to load it up in FO4Edit anyways to fix. Additionally Elianora has a tutorial video on her YouTube channel on how to use "Deep Copy as Override Into" which doesn't require a Script or Standalone.

Step 7: Use preferred method to merge plugins into new file, save as desired name.

Step 8: Exit and Save new plugin.

Step 9: Load new plugin in FO4Edit and check for errors. If no errors exit new plugin.

Step 10: Copy new .esp file into folder containing loose files.

At this point you can use Archive2 to repack the files, however if you repack the meshes you won't be able to use Bodyslide Studio on it as they need to be loose files for BodySlide Studio to update them. If you do repack them remember to repack Materials, Meshes and Scripts as General and save it as "Plugin Name - Main". When you repack Textures repack them as DDS and save as "Plugin Name - Textures". I usually leave the Sounds folder loose as I've had issues with the audio on a lot of the gun be off, quiet or incorrect. Wattz Laser using Machine gun audio instead of Laser audio.

Step 11: Pack everything up into a .rar or .zip file, name it whatever you want, and add you NMM.

You can now uninstall your original file you used for merging and use Merged file as it contains all the necessary data files and folders.

At this point you can also make patches for your new Plugin. I recommend using Pra's FO4Edit Scripts by pra to apply AWKCR, VIS, and Horizon patches.

For my DeadPool2099 All in One plugin I have single patch that adds compatibility for AWKCR, VIS and Visual Reload. If I had to use individual plugins for all his weapons and the compatibility patches it'd be something like 30 plugins, instead I only need 2.

 

The most important part at first is to be patient and if something doesn't work keep trying, It took me about 3 days of messing around to get my Merge Plugin to work properly.

Also if you want to use any mod that require one of the plugins you use, you'll probably to have edit it's Plugin in FO4Edit to get it to work. I had to make an edit of Minutemen NCR Overhaul it it used Assault Rifle and Service Rifle from the Merge plugin instead of needing the individual plugin.

 

I've always like the Niero/The Kite series of Armors, I might have to make a merge of them myself =>.<=

 

Sorry for the super long post, I hope it helps in anyways. And if you have any further questions let me know and I'll try help if I can.

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Thanks for those tips, much appreciated.

 

Right now I'm doing a beginner's approach for it.

 

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The first test I had (after that mishap with the Archiver):

 

- It was to follow the Weaponsmith Extended installation tutorial to the letter - extracting loose files, putting them in one folder, then creating a textures/main ba2 for them.

- It worked nicely, so that's awesome!

 

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Next up, I realized that my plugin count had reached 230+ already. I needed space.

 

So I tried this for the Niero/The Kite armor pieces. I chose 9 plugins - Vault Tec Slave Suit, Health Care Division, Scoopdigger, Taboolicious Brawler, Charred Vault Suit, etc.

 

I followed this tutorial by Gamerpoets using Merge Plugin -

(around 17:00 to 22:00).

 

Now it was going well for the most part, except I encountered something odd towards the end. I built a merged pack and for some reason it was "Niero Kiteset.esp.save" - not just plainly .esp. So I did a noobie guess and just removed the last part so it's plainly a .esp file.

 

I loaded up a save and found that 7 out of the 9 armor sets were working fine. Bodyslide was still okay, no worries; I could still add them via console. I've yet to check the workbenches to see if some errors are there (hopefully none).

 

Unfortunately, two of the armor sets - Tactical Swimsuit and Taboolicious Brawler - had invisible clothing. I'm not sure if it was a problem with the textures or meshes -but- when I did build the merge pack, all the errors had been fixed.

 

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I'm giving it another try to see if the textures would get sorted out.

 

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EDIT:

 

Taboolicious Street Brawler is fixed, no problems.

 

It's only just the Tactical Swimsuit that's causing the issue.

 

I noticed that when I merged esps this time around, a Cross-Swimsuit.Main and Textures ba2 files were created as well. I had these (as well as the other folders in the merged pack) archived, and then activated the rar via NMM.

 

For some reason the Swimsuit ba2 files aren't being "detected"? I guess?

 

The outfit is showing up on bodyslide so it's probably an issue with the esp itself not pointing to the proper assets? Well I'm a newbie so I've no idea.

 

If in any case, I'll probably have the Tactical Swimsuit activated as a separate esp.

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230 is a lot. I've only got 160 Plugins my self. I'd probably be well past 230 if not for all the plugins I've merged together.

 

Alright so the .save at the end of the .esp is part of the Merge Plugin standalone. After you Merge the plugins in the standalone it creates a save plugin. You have to exit the program after Merging for it to convert it over to a normal plugin. Its kind of an annoying feature, but its there in case you make any changes while messing with the plugin.

 

Next up is .ba2 issue you're having. The way the .esp loads a .ba2 is by the name. There's nothing in the .esp telling it to specifically look for this .ba2 or that .ba2. It's only the name. So if you're .esp is name "Niero Kiteset" it'll only look for "Niero Kiteset" .ba2s. If you have a "Cross-Swimsuit - Main.ba2" and "Cross-Swimsuit - Textures.ba2" they wont load with a "Niero Kiteset.esp". You can either unpack the Cross-Swimsuit .ba2s and load them as loose files, or you can unpack everything and repack it. In the end you should have only 3 files. "Niero Kiteset.esp", "Niero Kiteset - Main.ba2" and "Niero Kiteset- Textures.ba2". Also any loose folders you decide not to pack. For me it was Sound. For me I have my 3 DeadPool2099 files, and a sound folder.

 

Lastly, if you still want Bodyslide functionality you'll have to leave the meshes as loose files. Well, actually Bodyslide will just make its own meshes but why have 2 copies of the same files. The loose mesh files generated by Bodyslide will override the packed .ba2 mesh files.

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230 is a lot. I've only got 160 Plugins my self. I'd probably be well past 230 if not for all the plugins I've merged together.

 

Alright so the .save at the end of the .esp is part of the Merge Plugin standalone. After you Merge the plugins in the standalone it creates a save plugin. You have to exit the program after Merging for it to convert it over to a normal plugin. Its kind of an annoying feature, but its there in case you make any changes while messing with the plugin.

 

Next up is .ba2 issue you're having. The way the .esp loads a .ba2 is by the name. There's nothing in the .esp telling it to specifically look for this .ba2 or that .ba2. It's only the name. So if you're .esp is name "Niero Kiteset" it'll only look for "Niero Kiteset" .ba2s. If you have a "Cross-Swimsuit - Main.ba2" and "Cross-Swimsuit - Textures.ba2" they wont load with a "Niero Kiteset.esp". You can either unpack the Cross-Swimsuit .ba2s and load them as loose files, or you can unpack everything and repack it. In the end you should have only 3 files. "Niero Kiteset.esp", "Niero Kiteset - Main.ba2" and "Niero Kiteset- Textures.ba2". Also any loose folders you decide not to pack. For me it was Sound. For me I have my 3 DeadPool2099 files, and a sound folder.

 

Lastly, if you still want Bodyslide functionality you'll have to leave the meshes as loose files. Well, actually Bodyslide will just make its own meshes but why have 2 copies of the same files. The loose mesh files generated by Bodyslide will override the packed .ba2 mesh files.

 

 

Thanks for those tips.

 

I got it to work. I had the Swimsuit ba2 files unpacked using the BA Extractor and plopped them in the merged folder.

 

This is what my merge folder looks like: https://imgur.com/a/wVPzZ

 

All the Kite armors are in those meshes/textures folders, including Taboolicious Streetbrawler and the Cross Swimsuit.

I only have Niero_TheKite.esp activated on NMM. I don't have that separate CrossSwimsuit.esp activated, but the armor set is present.

 

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I would mention that I made a mistake earlier when I said that the Taboolicious Streetbrawler set was working - apparently that was because I had the separate plugin still activated (and thus I had the items from that esp).

 

When I included it in the merge, the textures weren't appearing/armor was invisible. It does not have ba2 files at all, they were all loose texture/meshes files and I had them included in the merged folder already.

 

This was also properly configured and built via bodyslide.

 

The Merge Plugins program also did not spot any errors. I'm not sure what might have caused the issue in that case.

 

Anyway, for now, this is the fourth time I've tried the Kiteset to perfectly work as a merge, I'm okay with this result. 9 armors merged, 1 esp (Taboolicious Streetbrawler) separate. Saves up a lot of space.

 

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I do have a couple more questions:

 

(1) From what I've been doing so far, it does seem a bit time consuming.

 

- I would install the mods via NMM

- I'd use the Merge Plugins program to merge the esps I want

- Once I have them in a merged folder, along with a merged esp, I would double check which ones have ba2 files

- If there are any (ie. Cross Swimsuit), I would then use the BAE (ba2 extractor) to plop those loose files and place them in the merge folder

- Then, I would use Winrar to archive them all - make a merged .rar file

- install that using NMM and test

 

Is there a faster method of merging esps?

 

Something like - just download them, merge them, get them in one folder, and get that merged esp activated without any further issues or using another program to address ba2 file issues?

 

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(2) Is it safe to delete the old/separate rar files?

 

In the past when I played Skyrim and FO4, once I've installed and activated a mod, I kept the rar files in my drive.

 

Now, because I'm doing merges, I'm running out of disk space as well. Is it okay to delete like 9 original rar files once I've merged them all, or will NMM cause issues when it tries to detect them?

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After quite a bit of trial and error for the Niero/The Kite sets - which worked fine for the most part, I thought merging would be smooth-sailing afterwards.

 

Turns out there's another snag. This time with the Karna armor sets - 9 plugins, all with loose files so it should've been no worries.

 

https://imgur.com/a/AzrkA

 

For some reason, even though the Merge Plugins program tells me it's all green, no errors, the moment I build the merge I would either get:

 

- belongs to a file that is not a master to it (no idea what this means, I practically just followed what I did for the Niero merge)

- <merge name>.esp exists already in my Fallout Data folder (even though there's no esp like that in my data folder)

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I'd advice using Archive2 over BA Extractor. When I did my DeadPool2099 merge I had an issue where I'd CTD when selecting weapons in the inventory or shop screen. During the unpacking process it didn't properly unpack the materials file for hologram effect. I was only able to achieve workable results with Archive2.

 

Did the Merge Plugin create the Swimsuit ba2 or what's the deal with that? As long as the CROSS_Swimsuit.esp was included in the Merge esp you can unpack and leave those as loose files. If you leave both the CROSS_Swimsuit.esp and Niero_TheKite.esp files both will try to load the Swimsuit into the game. They'll both have different FormIDs, but it still may cause some issues down the road.

 

And to answer your final questions.

You'll want to extract the .ba2s before you merge the .esps. Merging the esp will be a lot easier if the files are already loose, if they're ba2s you might run into issues even after unpacking them.

The absolutely quickest way to merge a series of plugins is merge plugins that come out of the box as loose files. For example TheKite's Vault Tec-Slave Suit, MilitiaWoman Outfit, Healthcare Division Synth Uniform, Combat Zone Stripper Outfit, DC ScoopDigger Outfit, Charred Vault Suit and Taboolicious StreetBrawler all come as loose files. In which case I'll post a quick step by step for the quickest method.

Step 1: Download and install all 7 Mods with NMM.

Step 2: Load up the plugins with your Preferred merging program. Standalone or FO4Edit.

Step 3: Merge all 7 plugins

Step 4: Make a Winrar Archive with only the merged plugin.

Step 5: Install new Mod Archive with NMM, disable all 7 original plugins. Leave them installed with NMM, just untick the plugins on the side tab.

 

Alright well its super late where I am, so I'm going to bed I'll be back in the morning to assist with anymore questions, if I can. I've attached a picture of my DeadPool2099 Merge Folder. Tomorrow I'll probably do my own merge for TheKite series of armor. Good night

Edited by Rrezz
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I'd advice using Archive2 over BA Extractor. When I did my DeadPool2099 merge I had an issue where I'd CTD when selecting weapons in the inventory or shop screen. During the unpacking process it didn't properly unpack the materials file for hologram effect. I was only able to achieve workable results with Archive2.

 

Did the Merge Plugin create the Swimsuit ba2 or what's the deal with that? As long as the CROSS_Swimsuit.esp was included in the Merge esp you can unpack and leave those as loose files. If you leave both the CROSS_Swimsuit.esp and Niero_TheKite.esp files both will try to load the Swimsuit into the game. They'll both have different FormIDs, but it still may cause some issues down the road.

 

And to answer your final questions.

You'll want to extract the .ba2s before you merge the .esps. Merging the esp will be a lot easier if the files are already loose, if they're ba2s you might run into issues even after unpacking them.

The absolutely quickest way to merge a series of plugins is merge plugins that come out of the box as loose files. For example TheKite's Vault Tec-Slave Suit, MilitiaWoman Outfit, Healthcare Division Synth Uniform, Combat Zone Stripper Outfit, DC ScoopDigger Outfit, Charred Vault Suit and Taboolicious StreetBrawler all come as loose files. In which case I'll post a quick step by step for the quickest method.

Step 1: Download and install all 7 Mods with NMM.

Step 2: Load up the plugins with your Preferred merging program. Standalone or FO4Edit.

Step 3: Merge all 7 plugins

Step 4: Make a Winrar Archive with only the merged plugin.

Step 5: Install new Mod Archive with NMM, disable all 7 original plugins. Leave them installed with NMM, just untick the plugins on the side tab.

 

Alright well its super late where I am, so I'm going to bed I'll be back in the morning to assist with anymore questions, if I can. I've attached a picture of my DeadPool2099 Merge Folder. Tomorrow I'll probably do my own merge for TheKite series of armor. Good night

Hey man thanks a lot for your patience.

 

 

Regarding TheKite/Niero:

 

I have the Swimsuit.esp disabled but it is being loaded by the merged.esp so no problems. What screwed it up earlier was that I didn't realize the swimsuit mod didn't have loose files. I downloaded that and did a new merge. It still (for some reason) created the ba2 files. But I guess as long as the swimsuit.esp is disabled, it probably wouldn't cause an issue.

 

I looked it up on the console and only found 1 set of id anyway (form id starts with the merged esp's load order number).

 

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Regarding Karna5:

 

 

I finally realized what the problem had been. Before I mentioned that FO4Edit was being screwy in that I couldn't ctrl+click multiples in order to merge them. Apparently it was just a problem with my keyboard (wow... yeah).

 

So anyway:

 

All the Karna armors are loose files. I had no idea why the merge kept failing when using the Merge Plugins program itself.

 

So what I did was go back to FO4Edit and use the Merge plugins 1.9 script.

 

None of the individual esps had errors; they were all arranged properly.

Got the process working when suddenly I thought something went wrong -

- the tutorial video says that I should be seeing the new merged files popping up in a folder I specified... but the files weren't there.

 

Apparently what had simply happened was FO4Edit created a merged esp in the Fallout 4 data folder itself.

 

I grabbed that, archived it, installed via NMM, then loaded up a save (with the 9 Karna plugins unticked)... and it worked perfectly, including bodyslide.

 

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Next up would be a ton of Cross (non Kite) armors, Crimsonrider, and pretty much everything else I have. Cheers!

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Well, as someone who's passionate about mod merging I'll do what I can to help a modder learn the joys of merging mods. Merging is a very methodical process, and if done right it's benefits are innumerable.

 

Also I forgot to mention that FO4Edit places the new Esp in the Fallout Data directory.

 

Just keep experimenting. Merging similar mods is always smart. I've got 23 separate weapon mods merged down to 2 plugins. I could have merged them into one, but I really wanted DeadPool2099 to have his own plugin since his work is so good. I also merged by 4 power armor mods. The X-02, X-03 Hellfire, Vault-Tec Power Armor and the Institute Power Armor. I'm really OCD when it comes to Lore friendly mods, and unless it existed in a previous Fallout I wont use it in my load order.

 

Also Merge any patches together you have. I use Valdacil's Item Sorting and you can end up with 30+ Patch Plugins just to add compatibility for all the weapons, armors and items added in with mods. Patches are the easiest to merge as they typical have no loose files or ba2's associated with them. Just a series of plugins that add Tags to file names. So just merge them together, and you're good to go.

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