VitaminZeth Posted March 21, 2019 Share Posted March 21, 2019 Debrief: Hi Nexus, I've been following this guide, and have installed many New Lands / Dungeon Mods (Will Provide load order). And am finally finished! - I just need to install Beyond Skyrim: Bruma Now!I also do these three steps after each of the installations I do: 1. Check if it needs cleaning with the latest 4.0.x TES5Edit- If a new mod needed cleaning... I run it in "QAC" mode 2. Use Wrye Smash for a Bashed Patch 3. Do memory edits in my ini's if stuttering occurs (I do have an enb installed): - Edit the "CustomMemoryBlockTotalSizeMb=" parameter in my "CrashFixPlugin.ini" or - the "ReservedMemorySizeMb=" parameter in my "enblocal.ini". As for the Stability of my game I did most of the steps mentioned in the same authors "Stability" Section of his Graphics Guide before all of this came together.(Note: I plan on adding textures and weapons / scripted gameplay changes and such later on). So with all that nonsense outta the way, I want to merge the plugins I have to lower the count. I have watched this video by GamerPoets, but I'm worried how plan this... List of questions: Would one big merge be safe? - My entire load order (Excluding any masters)- … -----------> -OneBigAss.esp- … Could I do multiple merges and merge those merges together? ex: After merging all Falskaar related mods, patches and addons in a single merged esp, Could I also merge that esp into another one without conflicts? - mergedfalskaar.esp - mergedwyrmstooth.esp ------------> -SingleNewLands.esp - mergedmoonpathtoelsweyr.esp When it comes to scripted mods... I did follow the GamerPoets Guide and have all the necessary stuff like the "Papyrus Compiler" and "Champollion" installed and located by the program, my one worry is if It might break the mods like "Forgotten City" if I merge it with other scripted Dungeon/New Lands mods? So I was wondering if I could get suggestions, what to consider and what to watch out for when planning a merge. This would help for future reference when I start merging mods in their specific categories; "Gameplay", "Graphics" and "UI" overhauls. Current Load Order From NMM: GameMode=SkyrimSkyrim.esm=1Update.esm=1Dawnguard.esm=1HearthFires.esm=1Dragonborn.esm=1Unofficial Skyrim Legendary Edition Patch.esp=1Falskaar.esm=1Wyrmstooth.esp=1Unofficial Skyrim City Patch Modified.esm=1Skyrim Supplemental Patch.esp=1WM Flora Fixes.esp=1Unofficial Falskaar Patch.esp=1TESV - MiddleEarth.esm=1DwarvenIsland.esm=1ORS_SolitudeGate.esm=1notice board.esp=1ORS_MorthalPain.esm=1mannyDragonhead.esm=1moonpath.esm=1Gray Fox Cowl.esm=1MolagBalsInferno.esm=1Weapons & Armor Fixes_Remade.esp=1Clothing & Clutter Fixes.esp=1iHUD.esp=1Extended UI.esp=1Complete Crafting Overhaul_Remade.esp=1Tes Arena - Skyrim Frontier Fortress.esp=1Forgotten DungeonsAll.esp=1Helgen Reborn.esp=1DwarvenIslandUpdate.esp=1MIHAILDAGON.esp=1LC_BuildYourNobleHouse.esp=1Solstheim - The Lost Levels.esp=1TES Blackmoor.esp=1Tes Arena NorthKeep.esp=1Tes Pagran Village.esp=1Clockwork.esp=1AuroraVillage.esp=1MoonAndStar_MAS.esp=1Undeath.esp=1SkyrimSewers.esp=1Inconsequential NPCs.esp=1Tes Arena Nimalten.esp=1The Haven From The Cold And Dark.esp=1Atlas Legendary.esp=1Skyrim Particle Patch for ENB - Flame Atronach Fix.esp=1Modern Brawl Bug Fix.esp=1Weapons & Armor_TrueWeaponsLvlLists.esp=1Better Harvesting (for Wisemans Flora Fixes).esp=1Auto Unequip Ammo.esp=1TreaclemanFalskaarPatch.esp=1Falskaar Wildlife.esp=1Tes Sunguard.esp=1Dwarfsphere.esp=1TreaclemanMoonpathPatch.esp=1Wyrmstooth - Craftable Sets.esp=1Wyrmstooth - Realistic Ownership.esp=1Wyrmstooth - Notice Board - New Armor Sets - RO Comp.esp=1ORS1_AdeptPatch.esp=1ORS2_AdeptPatch.esp=1WMFF_Wyrmstooth.esp=1SkyUI.esp=1Gray Fox Cowl - Alternative to Clairvoyance Spell puzzle.esp=1Gray Fox Flora Overhaul.esp=1TreaclemanTGCONPatch.esp=1Undeath Immersive Lichdom V3.esp=1Wyrmstooth - Typo Fix.esp=1Wyrmstooth - Follower Tweaks.esp=1Wyrmstooth - Quest Tweaks - No Main Vanilla Quest Req.esp=1Wyrmstooth - Radiant Encounter Tweaks.esp=1Heimfeigr.esp=1TSR_TeldrynSerious.esp=1notice board - dragonborn patch.esp=1Falskaar - Notice Board.esp=1Forgotten DungeonsDLC.esp=1HammetDungeons.esp=1ORS_ChaptersLinker.esp=1TES Arena Amol.esp=1Tes Dunparwall.esp=1Tes Vernim Wood.esp=1moonpath_questdata.esp=1moonpathimproved.esp=1Moonpath to Elsweyr - Patch.esp=1NorthernCardinal.esp=1Falskaar Huntsman's Hut.esp=1TES DunstadGrove.esp=1Skooming Skyrim by BigBizkit.esp=1konahrik_accoutrements.esp=1Tes Granite Hall.esp=1AgentOfRighteousMight.esp=1Agent of Righteous Might - Chapel + Fixes.esp=1Broken Sky Cottage.esp=1Tes Heralchen Creek.esp=1Vigilant.esp=1MoonAndStar_AuroraPatch.esp=1Dreamborne Islands.esp=1DwarvenIslandAddon02.esp=1Oblivion.esp=1Tools of Kagrenac.esp=1HHoS Secluded Grotto.esp=1Darkend.esp=1ForgottenCity.esp=1Agent of Righteous Might - Typo Fix.esp=1HHoS Sundered Mountain Peak.esp=1HHoS Glacial Rift.esp=1HHoS Maintenance Vestibule.esp=1ApotheosisDemo.esp=1HHoS River Inlet.esp=1HHoS Subterranean Hot Spring.esp=1RabbitHole.esp=1HHoS Deserted Outpost.esp=1The Paarthurnax Dilemma.esp=1konahrik_accoutrements_db.esp=1HHoS Flooded Cellar.esp=1HHoS Overgrown Temple.esp=1summersetisles.esp=1HHoS Bottomless Sinkhole.esp=1HHoS Mountainside Crevice.esp=1HHoS Marooned Cargo Ship.esp=1MzarkWonders.esp=1Frontier Fortress Notice Boards.esp=1HHoS Underground Pit.esp=1HHoS Hollow Tree Stump.esp=1HHoS Windswept Alcove.esp=1Ravengate.esp=1Agent of Righteous Might - Notice Board Start - Chapel Comp - Lvl Req.esp=1MoonAndStar_Undeath_compat.esp=1ORS_DremoraUpdate.esp=1ORS2 Gatekeeper Patch.esp=1Vigilant Voiced.esp=1Paper World Map - Lighting Edit.esp=1Paper World Map - Solstheim.esp=1Paper World Map - The Gray Cowl.esp=1Paper World Map - Darkend.esp=1Paper World Map - Wyrmstooth.esp=1Paper World Map - Bruma.esp=0 <---- Don't worry about this... as of right now, Beyond Skyrim: Bruma is not installed just yet until I figure out what to do when merging plugins.HHoS Seaside Cove.esp=1ApprenticeOfThuum.esp=1TreaclemanDarkendPatch.esp=1HHoS Abandoned Wolf Den.esp=1HHoS Collapsed Mine.esp=1HHoS Ransacked Catacomb.esp=1PP_WindcallerPass.esp=1FalskaarFastTravel.esp=1Paper World Map - Falskaar.esp=1HHoS Empty Well.esp=1HHoS Ancient Shrine.esp=1Dragonhead fix.esp=1Alternate Start - Live Another Life.esp=1Alternate Start -- New Beginnings.esp=1Warburg's 3D Paper World Map - Texture 2.esp=1Bashed Patch, 0.esp=1 Link to comment Share on other sites More sharing options...
NexusComa Posted March 21, 2019 Share Posted March 21, 2019 I use Merge Plugins from here on the Nexus. Link to comment Share on other sites More sharing options...
DarkRudra Posted March 21, 2019 Share Posted March 21, 2019 Would one big merge be safe?No, that's a very bad idea. Expect it to break a lot of stuff. Could I do multiple merges and merge those merges together? Potentially, yes. One thing I tend to do is merge mods that are only esps or where I don't want to copy assets (like say the extra esps in Weapons and Armor Remade), then include that merged file in a larger merge that includes asset copying. When it comes to scripted mods... I did follow the GamerPoets Guide and have all the necessary stuff like the "Papyrus Compiler" and "Champollion" installed and located by the program, my one worry is if It might break the mods like "Forgotten City" if I merge it with other scripted Dungeon/New Lands mods? So I was wondering if I could get suggestions, what to consider and what to watch out for when planning a merge. This would help for future reference when I start merging mods in their specific categories; "Gameplay", "Graphics" and "UI" overhauls.One problem with scripts is that some scripts will use the functions GetFormFromFile() or GetModByName(). These allow a script to look for the existence of certain esp files and possibly pull information from those files by looking up the form id in the esp. As far as I know, Merge Plugins can't or doesn't handle changing those scripts - especially if they're in mods you aren't merging. For example, I know from past checks that some mods reference Falskaar.esm and notice board.esp like this. If you use those mods and include those two files in merges, then those mods looking for those files will be broken in some way. Unfortunately I don't know of any reference that lists mods that shouldn't be merged due to this, other than the Dictionary in Merge Plugins. Link to comment Share on other sites More sharing options...
VitaminZeth Posted March 22, 2019 Author Share Posted March 22, 2019 (edited) Unfortunately I don't know of any reference that lists mods that shouldn't be merged due to this, other than the Dictionary in Merge Plugins. *Only quoted this to keep my reply short* Thanks so much for the very well detailed answer! I will checkout this "Dictionary"(I honestly didn't know it existed. I guess it's what I get for not reading some files and documentation :pinch:). I'll keep note of what you have said and try my luck at it I guess! Edited March 22, 2019 by VitaminZeth Link to comment Share on other sites More sharing options...
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