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mod mergers?


SirDanest

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Merging mods is... tricky. I've found the xEdit "Merge .esp" script does a decent job, but there's always a lot of cleanup that needs to be done manually after-the-fact, and the merged-mod itself is usually only useful when starting a completely new playthrough.
Reason-for-that is that there's nearly-always some FormID records in every mod that are identical (xx0000whatever-whatever) and in merging 2+ mods together, the 2nd-and-subsequent mods being squashed into the merge get a lot of ther FormID numbers changed. Thus, if you try installing a merged-mod midway-thru a playthrough to replace previous mods, it borks-up your Save... items disappear, NPC's start behaving strangely (since their schedule-package FormID#'s have changed, but their previous records are 'baked' into the saved-game, etc.)

What mods are you trying to merge together, and for what game?

For-what-it's worth, I'm actually pretty good on this subject. https://www.nexusmods.com/skyrim/mods/87871

Edited by humanbean234
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This is the kingdom come forum, so...
Pretty sure kingdom come doesn't use esps of any kind. Everything I've read so far are badly broken mod mergers.
I like the blood and iron mod, but it contains so many components that it's hard to re-engineer something like it for my own game. I like some parts of it, but not all. It's just too huge a project to try to download the two dozen mods components individually I like and merge them without the two mods that I don't want. It'd be a huge mess, I'd barely know what I was doing.

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I think I'm just so spoiled by mod organizer. With that it's instantly clear when one mod is overwriting another, and the load order can be shifted in an instant. Going back to "the old day" of just dumping a dozen or more files into a single mod folder and hoping for the best... ugh. I'd forgotten how much more complex it was compared to the instant information available with mod organizer

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