Triaxx2 Posted July 23, 2012 Share Posted July 23, 2012 So, in the course of constructing a castle, I screwed up and got it split across two different ESP's. I realize that it's not that problematic for NMM users, but it makes it harder to work with. I'd normally just delete one of the ESP's, but I spent three hours getting the Navmesh rebuilt after adding the entrance, I'd rather not go through that again. Is there anyway I can just merge these two ESP's together? Or do I have to just redo the Navmesh? Link to comment Share on other sites More sharing options...
David Brasher Posted July 23, 2012 Share Posted July 23, 2012 You can manually merge these mods in the CK. Use the one with the navmesh as the base and merge the content from the other one into it. This means that you would load both .esps in the CK at once with the mod with the navmesh as the active file. If you are talking about interior cells needing to be merged, then you can duplicate cells from the passive mod to add them to the active mod. You can cut and paste large groups of objects from one cell to another by selecting them in the render window, copying them, loading a different cell, and then pasting them. If there are things like custom objects and NPCs, be sure to copy them and rename them with a new name so that they will also exist in the mod with the navmesh. If there is a lot of manual work to be done, it can be a bit of a pain merging a mod this way, but it would likely be faster than redoing your navmesh or suffering forever after with your content spread between two mods. Link to comment Share on other sites More sharing options...
Triaxx2 Posted July 23, 2012 Author Share Posted July 23, 2012 The only custom objects are simple name changes, so it's no more effort than deleting those from the original and replacing them. Thanks for the information. Link to comment Share on other sites More sharing options...
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