JasonTodd1976 Posted March 25, 2018 Author Share Posted March 25, 2018 Thank You Bill, I am quite new at "Mod Modding" and thought I would do some Load Order maintenance while I am having the Computer in being repaired. So I would just use Merge Plugins and create the merged .esp with the main clothing .esp and simply add the replacer .esp to it? As far as I can see they are all loose files. My goal would be to combine all The Kites range into a single "mega.esp". Link to comment Share on other sites More sharing options...
bill8872 Posted March 28, 2018 Share Posted March 28, 2018 the merge plugin program will create the new .esp for you. With all the correct files needed. If you know you will never need to change the merged mods, you can uninstall them. Other wise just disable the original .esp until you have the merge the way you want it. Link to comment Share on other sites More sharing options...
Bernt Posted March 28, 2018 Share Posted March 28, 2018 Just wondering. Will merging mess with my save games? Unlike - say NV- a lot of info is stored in the saves here. Link to comment Share on other sites More sharing options...
bill8872 Posted March 29, 2018 Share Posted March 29, 2018 Just wondering. Will merging mess with my save games? Unlike - say NV- a lot of info is stored in the saves here.Yes it can. I find armor/clothing, and some weapon mods are simi-safe do make, and/or modify during a play through.If made new during a play through, you will lose everything you merged, and can do odd things. Weapons will bug the hot bar, and weapon racks. Clothing will just be removed, but if it has stats on it, it might be permanently applied to your char. if equipped. The same can to true if modifying a merge during a play through by adding or removing from it. Settlement mods I will never merge during a play through. I learned this the hard way, as it did break my saves, and was forced to start a new game. Link to comment Share on other sites More sharing options...
JasonTodd1976 Posted March 30, 2018 Author Share Posted March 30, 2018 Cheers Bill, So once the New .esp is created in Merge Plugins, It would be a simple case of going into FO4edit and changing the Master in the replacer from say "Kite_VTS.esp" to "Kite_Merge.esp". That correct? Sorry to be annoying Link to comment Share on other sites More sharing options...
bill8872 Posted March 30, 2018 Share Posted March 30, 2018 You name the new .esp when you create the merge pluging. I.E. Armor Merged.esp. Weapons Merged.esp, ECT. My Armor/clothing mods are in one merge. Weapons in another. All required master's will be set when you create the merge. One thing I keep forgetting to do, is if you need to modify the merge, remove the any items you may have equipped, or stored in a weapon, armor rack first. I might bug your char. by removing the item, but keeping the stat changes, and possibly make the storage rack unusable. Link to comment Share on other sites More sharing options...
JasonTodd1976 Posted March 31, 2018 Author Share Posted March 31, 2018 Bill, Yea pretty much what I thought. I was told that merging mods will render their replacer .esp's broken but it looks like its just a case of using FO4edit to re-assign the master, Cool.My P.C. has literally crapped itself so while I build a new one thought I would do a little work to the L.O. (look into merging), Once I get a new one it will be Clean saves all round. Link to comment Share on other sites More sharing options...
bill8872 Posted March 31, 2018 Share Posted March 31, 2018 I do not use FO4Edit to merge my mods, so the .esp's are fine for me.I use this to merge my mods. https://www.nexusmods.com/skyrim/mods/69905?tab=description For me this is much easier to merge my mods with, and dose not mess up the original mod. I have read merging mods with leveled lists might cause problems. I can't say for sure on this, as I don't think I merged any that have them. Link to comment Share on other sites More sharing options...
JasonTodd1976 Posted March 31, 2018 Author Share Posted March 31, 2018 Sorry Mate, I missed your point. I am using Merge Plugins to merge my armor/Clothing mods but some of the clothing mods have independent replacer .esp's by other mod authors, These mods have two masters -Fallout.esm and Kite_VTS.esp(for example). When I use Merge Plugins the two masters become Fallout.esm and New_Merge.esp with the replacer looking for the old Kite_VTS.esp which has been rendered obsolete and removed to free up the slot. I was using FO4Edit to change the replacer mods masters to reflect the new Merged mod rather than the old removed mod. Sorry I sometimes have trouble detailing what I want to say properly. Link to comment Share on other sites More sharing options...
bill8872 Posted March 31, 2018 Share Posted March 31, 2018 Now I understand what your doing. I am using several of his mods. That one included. I merged both the main mod, and the replacer into my armor merge, and it seems to be working fine. At least it dose when I start a new game. You can merge mods that have multiple .esp's into one. Valdacli's item sorting into one .esp, and it will work. I have also found some that do not. If a patch is to make a mod craftable, when the author did not, then I just edit the mod in FO4Edit, and drop the patch. The replacer .esp for the Kite_VTS might do the same thing, but I have not tried that one yet. Or you can just merge those two together, as it would be the same thing. Link to comment Share on other sites More sharing options...
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