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Making private mod pack


shamiro1

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Hello guys could you please guide me to a tutorial where I could learn how to compress 10 mods into 1esp so I'm not as quickly limited to 255 active plugin threshold?
I don't know the exact terminology for this but I hope you understand what I mean. It does not matter which mod managing framework it uses, but I'd prefer it to be vortex since I wanted to give it a shot in a near future. Thanks in advance

Plus I would only add things like 10 weapons into single.esp or 10 armor so it would not brake the game

Edited by shamiro1
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I'm very interested in this as well.

 

I do so manually for adding some outfits on Fallout 4 but usually just only do those without any armor workbench customization or none that matters to me. I simply made a blank plugin then setup new armor & armor addon records to point to the armor's models that I wanted, to keep vanilla friendly stats I just duplicate from a suitable base vanilla object. But this doesn't automatically retain the customizations. For mods such as Endor's Custom Combat Armor that depend heavily on customization I simply don't do it through my own plugin and just use their ESP. Merging would be the way around this, I think to retain the customization, any dynamic script setups the author may have done like seen with CROSS outfits where a lot happens "behind the scenes" to tweak outfits. Niero's Mojave Manhunter coat modifies itself based on if you have the chest piece on or not to avoid any possible clipping, among other things & Institute Explorer Suit/Courser Strigidae seem to do similar things. I have to imagine that similar likely happens on Skyrim, given that there is not the same kind of armor modifications here. I think there is just improving armor/weapon to boost stats, you can't really pick 10 options in 10 categories. Script on equip with a menu (like how IEX has it to allow changing suit style whenever) would be one way to have similar functionality on Skyrim. My impression is that merging is a pretty crucial skill in Skyrim modding, unlike on Fallout 4 where I've gotten by without doing merges(though I've had to pass on some weapon mods that edit cells/leveled list/etc and keep it to only a few of them).

 

With Skyrim SE I've actually never used the CK for it or original Skyrim so I'd be pretty interested to hear about how it works here. I've only used Oblivion Construction Set & Fallout 4 CK. Haven't fully gotten into SSE yet but will do so when needing a break from Fallout 4, which might be after some projects. At least I do feel that by waiting some more that SSE will be even better, Luxor is showing some really awesome stuff on Image Share. I think he might retexture the whole game, for both SSE & Fallout 4! Plus there is a lot to learn, even as someone coming from other Bethesda games. I feel like it's going to be really important to get very comfortable with SSE Edit, and then either Mod Organizer 2 or Vortex.

 

For a general starting point this seems to be basically S.T.E.P. for SSE: Tech's Skyrim Special Edition Guidev2

 

Baseline knowledge/skillset for SSE seems to be as follows:

  1. Reading the guide in its entirety
  2. Choosing MO2 or Vortex, both have some video guides out there like Gopher's for Vortex and I think I've seen some for MO2. I'm not sure which way I'll go, I planned on MO2 since that's what the guide uses but have started to see some of the known people around Nexus recommending Vortex so it does seem like it might not be "early days" for it anymore.
  3. Creation Kit(64 Bit) Basics, from just knowing about how Skyrim handles things up to Merging Plugins
  4. Base game balance seemed really poor from what I recall, so I think the Bashed Patch & Leveled Lists will be a lot more important
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