QuantumBios Posted March 30, 2018 Share Posted March 30, 2018 I've got about 15 mods that add new settlements. Some add one, some add multiple, all different locations. I want to merge them all into "NewSettlementMerge.esp". Using Merge Plugins, some of the mods come back with errors. When I go to fix them, the program hangs about 3/4 of the way through the progress bar. I am therefore unable to use Merge Plugins to create the merge. Should I just merge them all using FOEdit, copying the data into a new file, then deleting the masters from the merge? Any advice is greatly appreciated. Link to comment Share on other sites More sharing options...
Deleytje Posted May 6, 2018 Share Posted May 6, 2018 I having the same problem I to woud want some help on the matter Link to comment Share on other sites More sharing options...
JimmyRJump Posted May 7, 2018 Share Posted May 7, 2018 Merging settlement mods isn't the best of ideas for reasons of compatibility. Each and every separate settlement plug-in has very specific information tied to the respective Workshop and implementation area. The hardest part for a modder to make all-in-ones work is to see to it there's no errors with map markers and locale versus Workshops. Also, a lot depends on what is included in the separate settlement mods in terms of how much changes have been made to the cells the settlements are in. Is it a cell that has been edited because of an area that has spawns? Encounters with dialogue tied to them? etc. You have to remember that you are merging intricate information from ten to fifteen separate plug-ins into one single plug-in. Some of that information may be contradictory or eliminate other changes made by another plug-in. When not really a modder, better leave settlements alone and look for other plugs to merge. Link to comment Share on other sites More sharing options...
Recommended Posts