RS13 Posted April 24, 2013 Share Posted April 24, 2013 Many armor mods only have an esp. Do we need to do anything with their textures and meshes or are we good? Link to comment Share on other sites More sharing options...
jackowonderful Posted April 24, 2013 Share Posted April 24, 2013 extract them from archives. Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted April 25, 2013 Share Posted April 25, 2013 Kia ora Has anybody gotten away with merging race mods like Ashen and Lunari to save on esp loading? Link to comment Share on other sites More sharing options...
etisvoloch Posted April 25, 2013 Share Posted April 25, 2013 Dunno what problems with script merging you are talking about :/ Already merged 6 mods with scripts into one esp... All you need is deep copy + delete master, oh and unpack scripts from .bsa, thats it and works like wonders O.o Link to comment Share on other sites More sharing options...
Jokerine Posted April 25, 2013 Share Posted April 25, 2013 Thank you for this! I have the habit of keeping one mod where I lump little changes to my personal taste to put less strain on my load order, and I found a mod that gives some nice landscaping to Honeyside so I merged it. Works beautifully! :) Link to comment Share on other sites More sharing options...
Sardonnicus Posted April 25, 2013 Share Posted April 25, 2013 Can anyone offer some advice. I went through the steps outlined on page 1. Didn't seem to have any trouble. Created my new "compilation mod" and activated it. The game crashed when I started it with this new "compilation" mod I created. No sweat, I just disabled it, and looks like I did something wrong and need to try again. I think my error was in the step where you have to go and remove the "masters from the new plugin you create." So let me ask... do you remove all the entries under that plugin's header section or do you need to leave something in the header section? Also... should this new "compilation" plug-in have the main skyrim.esm included in it's header info? The one I created didn't. The header info just pointed to the mods I wanted to merge... and then I removed all the header info from per the instructions. Link to comment Share on other sites More sharing options...
etisvoloch Posted April 26, 2013 Share Posted April 26, 2013 Dont forget that you need to unpack all .bsa files previously associated with plugins you've merged.Seems like you missing some mesh/texture or any other data. Link to comment Share on other sites More sharing options...
neiljwd Posted April 27, 2013 Share Posted April 27, 2013 Can anyone offer some advice. I went through the steps outlined on page 1. Didn't seem to have any trouble. Created my new "compilation mod" and activated it. The game crashed when I started it with this new "compilation" mod I created. No sweat, I just disabled it, and looks like I did something wrong and need to try again. I think my error was in the step where you have to go and remove the "masters from the new plugin you create." So let me ask... do you remove all the entries under that plugin's header section or do you need to leave something in the header section? Also... should this new "compilation" plug-in have the main skyrim.esm included in it's header info? The one I created didn't. The header info just pointed to the mods I wanted to merge... and then I removed all the header info from per the instructions.remove all but the top one, Skyrim.esm Link to comment Share on other sites More sharing options...
Jokerine Posted April 29, 2013 Share Posted April 29, 2013 After I got done with merging some mods, it all works great in game, but if I open the merged mod with the CK, it crashes whenever I try to save any new changes :( Wonder why... Link to comment Share on other sites More sharing options...
TheThirdRace Posted April 30, 2013 Share Posted April 30, 2013 And then for combining files I had to do it one at once. No multiples, just wouldn't work. So I'd RicghtClick 'ArmourModOne' renumber its form Ids to say 111111Then I'd I'd RightClick 'ArmourModTWO' and renumber its form Ids to 111222. Granted I never used Tes5Edit for merging mods, I'm still pretty sure you have the answer to your problem right there. You even spelled it out for yourself, you just couldn't see it... The example says you should renum the form IDs with 6 numbers, the first 2 numbers should be your load order to make them "unique". When you renum the first mod with 111111 and the second mod with 111222, you basically limit the first mod to have less than 111 forms... Anything that goes over that 111 limit and s#*! hit the fan.... The more complex the mod, the more form IDs there will be and the more you need to use number that have bigger difference between them. Using 110000 for the first mod and 120000 for the second would probably solve your problem. Link to comment Share on other sites More sharing options...
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