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How To Merge Multiple Mods with Multiple Master Files


MTichenor

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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?

 

Yes.

 

You don't have to load the whole list. Whoever said to do that was being overly-cautious. Just open what you want to merge.

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  • 2 weeks later...
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Wow, awesome tutorial!! Tomorrow i'll try to merge some mods. Do you think it is possible to combine, for example, Jaysus Swords with Immersive Weapons? Or Omegared Compilation with Immersive Armors?

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Hello, if I could get some help with this issue it'd be much appreciated :)


I am having trouble with merging plugins following this tutorial. Basically my final merged plugin crashes when it loads, and I am not sure why.


I'm on a mod team and to work on the mod we all have seperate plugins that we work on, and right now we are trying to merge them. The problem is, renumbering the form IDs within tes5edit seems to somehow bug the plugin, because when I load the newly merged plugin in the CK, i get an error that crashes it:




assert


file c:\_skyrim\code\tesv\bscore\bstarray.inl


line 438
invalid index passed to operator[]


I figure it has something to do with renumbering the IDs because if I don't renumber the IDs when I load the plugin, while i have to go through a ton of ID duplicate warnings, I never get the error that crashes it.


Thanks, and great work though :)

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Hello, if I could get some help with this issue it'd be much appreciated :smile:
I am having trouble with merging plugins following this tutorial. Basically my final merged plugin crashes when it loads, and I am not sure why.
I'm on a mod team and to work on the mod we all have seperate plugins that we work on, and right now we are trying to merge them. The problem is, renumbering the form IDs within tes5edit seems to somehow bug the plugin, because when I load the newly merged plugin in the CK, i get an error that crashes it:
assert


file c:\_skyrim\code\tesv\bscore\bstarray.inl


line 438
invalid index passed to operator[]
I figure it has something to do with renumbering the IDs because if I don't renumber the IDs when I load the plugin, while i have to go through a ton of ID duplicate warnings, I never get the error that crashes it.
Thanks, and great work though :smile:

 

 

1. Try using a script. IF this fails, proceed to 2.

2. See if you can establish which esp file is responsible for the error. Once you know this, establish which record group is responsible for the error (by deleting/restoring groups until you find the culprit). From there you can post again about what record group is responsible, and we can figure out a way to resolve the issue.

3. If you don't want to do this, I'm happy to provide the service, either with you sending me the files or me Teamviewing you and providing remote assistance.

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Ok, now I am just confused..

 

So I used the script you linked, and I tried finding out which .esp exactly is causing this.. I have a total of 3 plugins I am trying to merge, so I tried merging 2 of them with different variations, and I found that one combination didn't crash, even though I got the same error that was crashing it when I merge all 3, but in the merged plugin with only 2 of the 3, in the worldspace, the terrain was messed up, and was just completely flat.

 

Also, for the script, I was reading the readme, and it said to check and fix any errors with the plugins, and all 3 had a lot of errors, especially in one where I had deleted a worldspace that was a duplicate, and in tes5edit, there was a huge wall of errors associated with the deleted world.. So I am not sure how to fix the errors, or if it is necessary. (which probably has something to do with another problem I am having, where one worldspace from a plugin that I want ends up being deleted in the newly merged.)

 

I am pretty unfamiliar with tes5edit (just downloaded yesterday) and this technical side of modding in general, so I don't know where to begin in checking the record groups. So if you want to check out the files then that'd be great :D

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Ok, now I am just confused..

 

So I used the script you linked, and I tried finding out which .esp exactly is causing this.. I have a total of 3 plugins I am trying to merge, so I tried merging 2 of them with different variations, and I found that one combination didn't crash, even though I got the same error that was crashing it when I merge all 3, but in the merged plugin with only 2 of the 3, in the worldspace, the terrain was messed up, and was just completely flat.

 

Also, for the script, I was reading the readme, and it said to check and fix any errors with the plugins, and all 3 had a lot of errors, especially in one where I had deleted a worldspace that was a duplicate, and in tes5edit, there was a huge wall of errors associated with the deleted world.. So I am not sure how to fix the errors, or if it is necessary. (which probably has something to do with another problem I am having, where one worldspace from a plugin that I want ends up being deleted in the newly merged.)

 

I am pretty unfamiliar with tes5edit (just downloaded yesterday) and this technical side of modding in general, so I don't know where to begin in checking the record groups. So if you want to check out the files then that'd be great :D

 

Send me a private message with links to the files and I'll go through and clean things as best I can.

 

You may be making the mistake of putting the IsDeleted flag on records that should instead be left unmodified within your plugins. At least, that's what it sounds like to me.

Edited by matortheeternal
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  • 1 month later...

I'm very confused about one thing. The entire point of merging mods is to reduce the number of esps loaded. This means you wouldn't need the esps you merged anymore, only the merged patch. Correct?

 

But by copying as override, no new records are actually created in the new file. They all just link back to the original files, and loading without them should crash it. Does removing the masters somehow force the plugin to recreate those records for itself? I must be misunderstanding something.

 

Edit: seems to be working fine, though I don't quite understand why. The only issue I'm having now is that I am getting conflicts with Dawnguard. I'm trying to merge the main version of my player home with it's Dawnguard addon (for some reason, having them seperate does not work well - the CK is removing the main esp from the addon's master files all the time). Now the merged version has Dawnguard as a master file obviously, but the world edits were done without it installed. TES5Edit lists the following conflicts:

 

- In Woldspace "Tamriel [0000003C]" the entry for "MHDT - Max Height Data" is empty in my merged file, but Dawnguard has a huge string of numbers there. I tried copying the value but only get the first line or so (clipbiard can't handle it?)

- The Cell "<Persisten Worldspace Cell> [00000D74]" has some region entries that my file does not.

 

How bad are these conflicts? I'm guessing any mod created without Dawnguard that does world edits would have these, so I'm wondering if I should even try to fix them. If I should, what can I do about the MHDT entry?

Edited by Saerileth
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  • 3 weeks later...

 

Well I'm back figured it quite a bit. Probs been going for 20 hours - lol @ me.

 

Anyhoo, some mods are just bad. They plain don't work. I've now succesfuly got 23 armour esp's combined into 1 esp, and yet some others just don't play nice and won't merge. Perhaps Cleaning in TES Edit might help - but I can only fail at one problem at once :tongue:

 

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 111111

Then I'd I'd RightClick 'ArmourModTWO' and renumber its form Ids to 111222.

 

Click into their little expansion + symbols, to open up the file subdirectorys, would then show they were all bolded black (meaning edited).

I'd then click any one of these, and press CTRL + A (select all) and it would highlight all of the edits I'd made.

Right clicking on one, select deep copy override.

I'd name the file 'ArmourMergeOne' or such.

Then click the cross to exit, UNTick ArmourModOne and ArmourModTwo, but leave ArmourMergeOne TICKED, so it saves.

 

I'd then start TES Edit up again.

 

And Renumber form ID's of ArmourMerge One.

Then renumber ID's of say ArmourModThree.

Deep copy overrideinto newfile ArmourMergeTwo.

 

And repeat, 1 file at once, into a new esp file each time.

-Not forgetting to remove all master file dependencies from file header bar Skyrim.esm

 

Should be noted it only combines the .esp's! All the texture and meshes you'll need to put together yourself.

 

Hope this helps someone, but I find the process very hit and miss, and not totally guaranteed.

 

many thanks ^^ that bit of information has helped me out more then you know :laugh:

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