myrmaad Posted September 19, 2008 Share Posted September 19, 2008 Ok. I am now running about 277 mods bashed together to get to the current max of about 255 (I think it actually stops me at 254 but I don't know, I may have an invisible esp in an omod - heard that might be possible). This is stopping me from testing new mods, and/or adding additional ones I simply want. I have quite a few custom clothes and some custom weapons that I think would be best to add to a single cell, similar to a store, but in this case, I would call it "Meris' Closet" I want to put all of the modded clothing I love best into Meris' Closet, and then turn off the many esps from their original mods. What is the best way to do this? A tutorial would be great, or just any advice you have. Thanks much in advance for any help. Link to comment Share on other sites More sharing options...
ianfreddie07 Posted September 20, 2008 Share Posted September 20, 2008 I think using TES4Gecko to merge those mods might work. Link to comment Share on other sites More sharing options...
Ethre Posted September 20, 2008 Share Posted September 20, 2008 TES4Gecko "Merge Plugins"For the plugins you want, double click in the box under the priority heading. Type "1" for each plugin. Click "Ok"Edit the description and name of your new plugin. Click to continue. I would then recommend looking at the plugin you have created to verify that it is correctly made. Not likely, but there may be a few minor issues depending on the details of the plugins you have merged. Additionally, merging these plugins will result in you loosing any items you have that will be in the new plugin. I think you can use Wrye Bash to fix the dependencies though. Link to comment Share on other sites More sharing options...
myrmaad Posted September 20, 2008 Author Share Posted September 20, 2008 Hey thanks for the tips, but I'm a bit confused. Why would it be better to merge the plugins, rather than to make a new esp? Ok, I'm thinking like the Apachii Goddess Store for example, but for my own use and without having to purchase the stuff I've already made and enchanted. You see what I mean, and also if say I made a new game, I could simply use the new custom plugin "meris' closet" to have all my favorite old things back with their enchantments. I can't imagine having to re-enchant all my favorite stuff with the same enchantments again in a new game-- that would totally suck. Link to comment Share on other sites More sharing options...
humanbean234 Posted September 20, 2008 Share Posted September 20, 2008 Hey thanks for the tips, but I'm a bit confused. Why would it be better to merge the plugins, rather than to make a new esp? Ok, I'm thinking like the Apachii Goddess Store for example, but for my own use and without having to purchase the stuff I've already made and enchanted. You see what I mean, and also if say I made a new game, I could simply use the new custom plugin "meris' closet" to have all my favorite old things back with their enchantments. I can't imagine having to re-enchant all my favorite stuff with the same enchantments again in a new game-- that would totally suck. In TES4Gecko, using the 'Merge Plugins' function creates a new ESP file for the merged plugin, leaving the originals untouched.I HIGHLY recommend you shift the original plugins into another folder for safekeeping while you test-drive your merged version... y'never know what could go glitchy on ya'. Items that you've custom-enchanted are stored in your save-game as a new item, referenced to the appropriate mesh/texture/nif, if I'm not mistaken. Merging plugins with TES4Gecko preserves the associations to the proper meshes & textures, though I've never tried adding in a merged .esp post-enchantment... I don't know if the saved game maintains an itemref to the original location of the item .esp (based on load order) or not. Good luck on that, and when in doubt... make good backups prior to tinkering. :yes: Link to comment Share on other sites More sharing options...
myrmaad Posted September 20, 2008 Author Share Posted September 20, 2008 Hey thanks for the tips, but I'm a bit confused. Why would it be better to merge the plugins, rather than to make a new esp? Ok, I'm thinking like the Apachii Goddess Store for example, but for my own use and without having to purchase the stuff I've already made and enchanted. You see what I mean, and also if say I made a new game, I could simply use the new custom plugin "meris' closet" to have all my favorite old things back with their enchantments. I can't imagine having to re-enchant all my favorite stuff with the same enchantments again in a new game-- that would totally suck. In TES4Gecko, using the 'Merge Plugins' function creates a new ESP file for the merged plugin, leaving the originals untouched.I HIGHLY recommend you shift the original plugins into another folder for safekeeping while you test-drive your merged version... y'never know what could go glitchy on ya'. Items that you've custom-enchanted are stored in your save-game as a new item, referenced to the appropriate mesh/texture/nif, if I'm not mistaken. Merging plugins with TES4Gecko preserves the associations to the proper meshes & textures, though I've never tried adding in a merged .esp post-enchantment... I don't know if the saved game maintains an itemref to the original location of the item .esp (based on load order) or not. Good luck on that, and when in doubt... make good backups prior to tinkering. :yes: Right. Ok that makes sense, I'll give it a go. Link to comment Share on other sites More sharing options...
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