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How To Merge Multiple Mods with Multiple Master Files


MTichenor

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Where can I find info on fixing specific errors found using tes5edit?

 

If you can't find it in the FNV documentation then it's probably an error created by a third party program. Depending on the error TES5Edit will not allow you to fix the error.

 

What is the error? Oh and by the way "record [XXXX] contains unexpected (or out of order) subrecord" can't be fixed in TES5Edit.

Edited by Sharlikran
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I am deeply grateful for this guide and its simplicity.

I have used it quite a bit in the last few days, and seem to still be experiencing issues with gameplay.

I seem to be having the worst time attempting to play skyrim the way I want it really....

I've been trying to combine a plethora of mods to make it under the mod limit, and although it has returned no errors, I still crash within about 15-20 minutes of playing.

I have tested all possible conflictions (which took days to even do) and made sure I had necessary compatibilities where applicable.

My computer is a beast, and I have no problems running all of the graphic enhancing beauties.

So now I'm wondering, besides the physical mod limit, does skyrim impose any other unsaid limitations that merging plugins cannot help?

The merged plugins don't seem to be the issue, I have not merged any esp.s to esm.s or anything weird.

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@Phayzon:

 

What, specifically, did you merge?

 

Just to make certain it's the merge responsible and not other mods you have, try running Skyrim with just your merged mod file.

After looking at it with a clearer head, it seems my main issue was in trying to merge the Unofficial Patches, even after copying over the missed files (or attempting too, I cannot say with confidence that I was successful) it was a disaster.

Now it seems I cant load any of my previously merged patches.

Even simple mods that combine minor graphical changes are giving me issues.

I noticed script conflicts have been mentioned before, how exactly can I tell if that is an issue?

More or less, how do I know which scripts belong to what mod?

I apologize for being noobish, but after having great success merging mods in FNV, I'm more than a little frustrated with my countless problems in Skyrim.

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After looking at it with a clearer head, it seems my main issue was in trying to merge the Unofficial Patches, even after copying over the missed files (or attempting too, I cannot say with confidence that I was successful) it was a disaster.

Now it seems I cant load any of my previously merged patches.

Even simple mods that combine minor graphical changes are giving me issues.

I noticed script conflicts have been mentioned before, how exactly can I tell if that is an issue?

More or less, how do I know which scripts belong to what mod?

I apologize for being noobish, but after having great success merging mods in FNV, I'm more than a little frustrated with my countless problems in Skyrim.

 

 

Skyrim mods can be tricky, generally speaking.

 

You don't want to merge the unofficial patches. I've done it before (and my game was ok-ish), but it's not easy and really not a good idea (remembering back, I only merged the DLC patches, the main one was impossible to merge).

 

Are you doing things manually by the tutorial or using TES5Edit scripts? Might be relevant, at least to some extent.

 

.pex scripts and other similar extensions to Skyrim (e.g. MCMs) cannot be merged properly. This is due to a variety of reasons, which I won't go into (most of it is hypothetical musings, not all that interesting). You can tell if a mod has scripts through a few simple methods:

 

1. Common sense. Does the mod add quests? It has scripts. Does the mod do anything extremely extensive in Skyrim (overhauls, player homes)? If so, it probably has scripts.

2. Check if the archive which holds the mod files has a "Scripts" folder. If this folder is present for a given mod, that mod has (you guessed it) scripts.

3. Check records for VMAD elements in TES5Edit.

 

Again it'd be useful for you to give a precise list of what you're trying to merge so I can see if anything leaps out at me as unmergeable. Also, if you haven't already heard of it, you should check out the merging script I made (and the related merging user reports thread). http://skyrim.nexusmods.com/mods/37981

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After looking at it with a clearer head, it seems my main issue was in trying to merge the Unofficial Patches, even after copying over the missed files (or attempting too, I cannot say with confidence that I was successful) it was a disaster.

Now it seems I cant load any of my previously merged patches.

Even simple mods that combine minor graphical changes are giving me issues.

I noticed script conflicts have been mentioned before, how exactly can I tell if that is an issue?

More or less, how do I know which scripts belong to what mod?

I apologize for being noobish, but after having great success merging mods in FNV, I'm more than a little frustrated with my countless problems in Skyrim.

 

 

Skyrim mods can be tricky, generally speaking.

 

You don't want to merge the unofficial patches. I've done it before (and my game was ok-ish), but it's not easy and really not a good idea (remembering back, I only merged the DLC patches, the main one was impossible to merge).

 

Are you doing things manually by the tutorial or using TES5Edit scripts? Might be relevant, at least to some extent.

 

.pex scripts and other similar extensions to Skyrim (e.g. MCMs) cannot be merged properly. This is due to a variety of reasons, which I won't go into (most of it is hypothetical musings, not all that interesting). You can tell if a mod has scripts through a few simple methods:

 

1. Common sense. Does the mod add quests? It has scripts. Does the mod do anything extremely extensive in Skyrim (overhauls, player homes)? If so, it probably has scripts.

2. Check if the archive which holds the mod files has a "Scripts" folder. If this folder is present for a given mod, that mod has (you guessed it) scripts.

3. Check records for VMAD elements in TES5Edit.

 

Again it'd be useful for you to give a precise list of what you're trying to merge so I can see if anything leaps out at me as unmergeable. Also, if you haven't already heard of it, you should check out the merging script I made (and the related merging user reports thread). http://skyrim.nexusmods.com/mods/37981

 

I appreciate the link.

I was previously attempting it manually by the tutorial.

Besides the Unofficial Patches I also attempted to merge:

Climates of Tamriel (excluding the ESM)

Many graphic changes (Static Mesh Improvements, Splash of Rain, Deadly Spell Impacts, Real Clouds, Skyrim Flora Overhaul) This merge seemed to be stable, however it didn't improve the in-game visuals.

Miscellaneous things (Jiub Quest Markers, Berenziah Quest Markers, Sell Those Elder Scrolls, Spouse to Custom Home, Fixed Eye Adaptation, My Home is Your Home) Much like the previous, though stable, the in-game effects were non-existent.

All of the Immersive Patrol type of mods (I wish I could understand why these can't be merged, they take up so much space)

All of the Immersive Settlements (Excluding Whiterun)

 

Which your mod, I did successfully merge many armors and weapons mods. Sometimes a few npcs would appear... near invisible, but that was honestly few and far between.

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Invisible NPCs stuff occurs if you don't extract the BSAs for the mods you merged. Gotta do that.

Yes, you're right.

I must have been so happy that it worked, that I forgot the simplest of tasks.

I've had quite a bit of success merging mods today, with the exception of Sounds of Skyrim, which just refuses to play ball.

Thanks for your help, I appreciate it.

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  • 2 weeks later...

Hi, I can't get tes4gecko to work and tes5edit freezes when loading some esps, and since it needs the whole load order to be loaded so the formids can be renumbered I can't use that either.

 

I was following this tutorial, isn't there a way to do it by only loading the mods you want to merge and not the whole list?

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