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Question Regarding Combining Pieces of Mods


songofstars

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Hello!

 

I am fairly new to Skyrim and the modding community (just started playing last December), but I understand there are rules. Please let me know if this question is out of line. I was wondering how to package several mods into a single stand-alone mod. I've tried googling the answer, but pretty much all the solutions I found are centered around creating followers. What I want to do is take reindeer51's amazing Ultimate NPC Overhaul II and package it into a stand-alone mod FOR PERSONAL USE ONLY. I would not upload it anywhere, as the reason reindeer51 did not create a stand-alone mod is lack of permissions, so I do not have theirs and I do not have reindeer51's (and it doesn't look like she has been active in over a year). I wouldn't violate the rules of uploading without permissions, here or anywhere else. However, the use of so many hairs is just...it's a lot.

 

So what I want to know, if it's alright to do this, is how to make this mod into the stand-alone that I'm looking for. My best guess was so sift through the TES5Edit data, write down all the hairs and eyes I would need, copy them into a folder and place them into the Ultimate NPC Overhaul II's mod for organization purposes, and then...I realized that the .esp requires all of those other mods to be active, too, and that if I simply made the files available, that doesn't mean it would use them. And then I wasn't sure what to do.

 

So if anyone could point me in the right direction, I would really appreciate it! Like I said, this is for personal use only, just because I don't want to clog up my racemenu options with over 1000 hairs and additional .esps but I think their work is really stellar. And if this is simply beyond a noob like me, then that is also good to know so I will stop trying to figure it out!

 

Anyway, thanks for your time!

Edited by rayne3
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It's possible but also a little bit tricky and there are different approaches to achieve this.

 

You are right that TESVEdit is the tool you have to use. You have to load all of the required plugins along with Ultimate NPC Overhaul in TESVEdit. If you don't want your racemenu cluttered with all the options of Apachii Hair etc. you must delete all records but the ones that are needed for Ultimate NPC Overhaul. And that is the time-consuming part.

 

If you have managed editing the .esp/.esm you still need the corresponding meshes and textures. Here you have two options:

1. You could simply copy ALL meshes and textures of the required mods into the main folder of Ultimate NPC Overhaul. The files won't do any harm and they won't show up ingame. They just waste diskspace.

2. Or if you want to do it thoroughly you delete all files but the ones that are required by Ultimate NPC Overhaul. You can see which ones are required via TES5Edit and by opening the meshes with Nifskope. But this isn't anything for beginners.

 

And if you are annoyed by the additional .esps you can merge them with TES5Edit. There are lots of tutorials how to do this available. But if I remember right the plugin for Apachii is an .esm (not .esp). So at first you would have to convert the Apachii.esm to an .esp (there also tutorials for doing this available). If your newly created .esp plugin says it needs masters to be loaded before you simply remove those dependancies with TES5Edit.

 

Finally you create a new archive containing Ultimate NPC Overhaul with the added meshes and textures of the other mods AND your new .esp plugin and install this with a mod manager.

Edited by Novem99
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Thank you very much for your response! I definitely want to be able to use some hair mods (right now, it actually is Apachii Hair), I just didn't want to have KS's 600 options and Lovely Hairs and SG in there with them. I'm one of those people who likes to change my character's hairstyles for various occasions and if I can do it fast enough in racemenu, I won't have to disable useofallocations in Crash Fixes. >_> Oh, maybe I should mention that I'm a mod organizer user?

 

So at the simplest approach (and forgive me if I got this wrong, I'm pretty new to it), if I copy all the meshes and textures of the required mods into Ultimate NPC Overhaul...and then merge the require mods' .esps into Ultimate NPC OVerhaul (after converting Apachii's .esm into an .esp, of course), then it will read the files in Ultimate NPC Overhaul while allowing me to keep the hair mods I do want active in tact? Repeating it, I'm thinking...I still got it wrong. Maybe this is a bit over my head.

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Generally

 

 

So at the simplest approach (and forgive me if I got this wrong, I'm pretty new to it), if I copy all the meshes and textures of the required mods into Ultimate NPC Overhaul...and then merge the require mods' .esps into Ultimate NPC OVerhaul (after converting Apachii's .esm into an .esp, of course), then it will read the files in Ultimate NPC Overhaul while allowing me to keep the hair mods I do want active in tact? Repeating it, I'm thinking...I still got it wrong. Maybe this is a bit over my head.

 

Generally speaking yes this is how it works. You just have to be careful when deleting the records with TESVEdit so you don't accidentally delete the hair styles you want to use.

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