AirostheTiger Posted February 6, 2013 Share Posted February 6, 2013 This is awesome, thank you. Now, for a noobish question; how can I tell if a mod has scripts so I can avoid merging that particular esp? Link to comment Share on other sites More sharing options...
MTichenor Posted February 6, 2013 Author Share Posted February 6, 2013 Good question. One really easy way to tell if it does if if there's a "scripts" folder that comes along with the mod. However, that only tells you that it does have scripts. There's no easy way to tell if a script doesn't have scripts, except to go through every single form in a given mod using TES5Edit and check if any of those forms has a Virtual Machine entry (that's what it calls a script entry). Link to comment Share on other sites More sharing options...
GSJ1977 Posted February 6, 2013 Share Posted February 6, 2013 Am I right in thinking that doing the "deep copy" into an existing esp is ok if you're certain there are no duplicate form IDs? Link to comment Share on other sites More sharing options...
GSJ1977 Posted February 6, 2013 Share Posted February 6, 2013 I just followed the tut and merged about a dozen mods into a single new esp. One of the mods had a script, and the virtual machine stuff seems to have been copied into the new esp just fine! Link to comment Share on other sites More sharing options...
MTichenor Posted February 6, 2013 Author Share Posted February 6, 2013 (edited) If you're certain there are no duplicate FormIDs then there shouldn't be a problem. If you copied an ESP with script data, I'd recommend opening up your merged mod in the Creation Kit and checking that form's script properties just in case. I found that in many cases it would only appear that the script information had been successfully copied, but inspecting in the creation kit showed that all the properties had been filled with "None". I think this may be because TES5Edit doesn't change the FormID information in the Virtual Machine entry, so it's trying to load a FormID that no longer exists. Edited February 6, 2013 by MTichenor Link to comment Share on other sites More sharing options...
GSJ1977 Posted February 7, 2013 Share Posted February 7, 2013 (edited) The creation kit can't open the new mod, but I tested it in game and you're right - the script isn't working, despite everything looking fine in TES5Edit. Edited February 7, 2013 by GSJ1977 Link to comment Share on other sites More sharing options...
Amalurian Posted February 7, 2013 Share Posted February 7, 2013 I just select all the mods I want to merge (including .esm files), right-click, "create merged patch", and its done, never found one bug or problem or anything wrong. Link to comment Share on other sites More sharing options...
MTichenor Posted February 9, 2013 Author Share Posted February 9, 2013 The merged patch function simply merges leveled lists together. If you go into TES5Edit and use Create Merged Patch, and check out the newly created mod, you'll see that it usually contains only Leveled Item entries. More importantly, it doesn't merge the ones you've selected; it merges all the leveled item changes in all the mods you have loaded with TES5Edit. This topic is about merging entire mods, complete with: weapons, armor, items, npcs, cell edits, potions, actor value info, recipes, container edits, combat styles, encounter zones, imagespaces, enchantments perk changes, quests, races, and more. Link to comment Share on other sites More sharing options...
Mookeylama Posted February 9, 2013 Share Posted February 9, 2013 The merged patch function simply merges leveled lists together. If you go into TES5Edit and use Create Merged Patch, and check out the newly created mod, you'll see that it usually contains only Leveled Item entries. More importantly, it doesn't merge the ones you've selected; it merges all the leveled item changes in all the mods you have loaded with TES5Edit. This topic is about merging entire mods, complete with: weapons, armor, items, npcs, cell edits, potions, actor value info, recipes, container edits, combat styles, encounter zones, imagespaces, enchantments perk changes, quests, races, and more. hmm, that might explain things. i''ve tried the right click "create merged patch" method quite a few times trying to get Skytest and Monster Mod to work together, but the created patches never seem to make any difference. i still crash at same spots w/ both those. (skytest is the most problematic as it still ctds occasionally on it's own, while momod doesn't). and strangely i sometimes show different masters after making the patches even tho the load is same and i'm choosing same mods. could i have damaged the mods during the save (like u mention in 1st post)? so would this method work on multiple clothing/armor mods, better than the "create merged patch" way? and i've not unpacked the bsas in Momod or Skytest, but i'm guessing as complex as they both are, that they both probably have scripts. so u think this method would work for merging those 2? Link to comment Share on other sites More sharing options...
MTichenor Posted February 10, 2013 Author Share Posted February 10, 2013 I'm not sure if you've damage the mods...You can always use NMM to uninstall and reinstall them to get them back to their default state. This method works best on multiple clothing and armor mods, since they usually don't have scripts. I know for a fact that this won't work on MoMod or SkyTEST, since they have scripts that break when you merge them...I've tried. Link to comment Share on other sites More sharing options...
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