shaggy08251993 Posted March 6, 2020 Share Posted March 6, 2020 Hey guys, I've been slowly building my magnum opus over the course of a year or two. I have 240 mods all condensed into a single.rar file, and it runs great. I almost never get crashes or freezes. This work because I copied the records of every single mod into a new 'master' esp file, which is what dictates the records that make it into the game. In terms of load order, everything else is a master to it (so it loads last), but in terms of in-game, it is the ring to rule them all. Recently I've been trying to condense all of my esp's into a single file. I've done this by once again copy all records from the existing mods (minus the master esp) into a new esp. Then I copied the records from the master esp to the new esp (with overwriting). Then I went through and tried to delete all references by shift+clicking and removing all entries from the mod esps, so that in xEdit, there's be no dependencies. (Of course I didn't save changes to those files, but it was temprorary).This worked to remove quite a few, but there are still about 80 mods left that are required as masters. I'm wondering if anyone knows how I could finish removing dependencies. Or, if I was to upload the new esp, if someone might take a look at it for me? Thanks Link to comment Share on other sites More sharing options...
Deleted48339873User Posted March 7, 2020 Share Posted March 7, 2020 Hello. i don't know this system, so i don't understand how all those mods are going to combine to a new esp. if a mod need some other mod, so the game can run stable, the new esp is a merge mod ? How is possible all those mods can run together, if a mod need one another mod and don't need the other 238. Sorry but i don't understand this system. if i knew it, maybe i use it and add in the game, more than 300 or 350 or 400 mods. Well, this is my opinion.Maybe some other, can help. All i know is, that a merge mod, can have mods at one category / armor / guns / weightless / clothing and more.That's all. Thanks. Link to comment Share on other sites More sharing options...
VIitS Posted March 7, 2020 Share Posted March 7, 2020 If you are trying to merge the original plugins into your mega-patch, you would have to just use Copy as new Record and change referencing record a lot. It is likely to be very painful. If you are going the other way, and your mega-merged plugin is being made master to the plugin you are getting rid of before you get rid of it, then things are much easier. You can just: 1) Assign the mega-mod as master to the plugin you are merging into it2) Right click on the plugin name -> Inject Forms Into Master* (if the mega-mod isn't already a master to the mega-patch, it should prompt you to add it)3) Copy as Override (with Overwrite)** into the mega-mod4) Run Clean Masters on the mega-patch to remove the reliance on the old plugin 5) Save and repeat for the other plugins.6) After merging all your plugins into one you can then copy as override with overwriting your mega-patch into your mega-mod * This changes the formIDs of all new records in that plugin to unused formIDs in the targeted master** Or just Copy as Override, depending on if the version of a record you want in the mega-mod is the one from the plugin you are merging or from a different mod That said, what possible reason could you have to try and do this? There is no advantage to performance/stability to merge all your plugins, and if a single one of those mods updates and you decide you want things the update adds, you are basically out of luck, unless you want manually recreate the changes in your mega-mod after comparing the old and new versions of the mod in question. And if any of those mods have files in a .ba2, you would have to extract them all and figure out which version of a file (mesh, texture, script, etc...) you want to win and make sure you extract things in the right order so that happens. Link to comment Share on other sites More sharing options...
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