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How To Merge Multiple Mods with Multiple Master Files


MTichenor

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@AirostheTiger

 

The reason for changing the FormIDs is to prevent conflicts during the merge process. If you have items with the same FormID being copied into a mod, the results are undefined. It will probably renumber the FormIDs automatically during the merge, but I wouldn't want to rely on that.

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From my experience if you copy as overrides is dosen't matter if there are identical FormIDs since when you change the forms in the new merged mod, they change with it. I think it only really matters if you copy as new records without the override.

 

 

I merge mods in almost the exact same way as the tut, but I've never changed FormIDs until after I have merged my mods since I use Overrides to prevent missing information that tends to be lost when using new records.

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If I already changed parts of several mods (.esp files), then merge them, will the changes that I made transfer to the new "combined" mod, or will it resort back to the default .ESP values?

 

For example, I used the TERA Armors mod because it adds 40 armors to the game. All I did was change some of the meshes and texture files with other modded Armors...Huntress armor, Triss Armor, Field Mage Armor...so I can assign several female NPCs with the new armors. So instead of having 40 separate .ESP in my game, now I just have 1. So if I make Ysolda wear the Huntress outfit before I merge the files, will she still wear it after the merge, or do I have to go back and reassign every NPC again?

 

If I have to reassign them, I'll wait on doing this. I already spent over 100 hours modding several armor, and race mods so every predominant male and female NPC wears a unique outfit. Plus all female enemies...forsworn, vampires, bandits, witches, hags, mages...have unique body meshes and different body tattoos. Just wish I knew about his earlier.

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If you did it in game with a specific ESP active, yes, you will need to give her the outfit again, however if you did it in the ESP, no you won't have to re-do the change since it's part of the ESP file. Just make sure no other ESPs you are merging make a change to the same NPC, or I don't know what would happen.

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Create your merged mod file, then create a merged patch (Right Click, Other, Create Merged Patch), that should copy both changes into a single record, then just use the patched record and overwrite your actual merged file records with it.

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Hey, great tutorial. Merged all my armor and weapons, and got them working nicely together (thanks for the skyrim.ini resources tip, that did the trick).

A got a question about scripted mods: Would merging with CK Version Control work for them? If so, could anyone please post a link for more complete guide on how to work with VC? Thanks!

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Would a Oblivion merge app work with Skyrim ..I tend to think not but Im not an expert in such matters.

http://oblivion.nexu....com/mods/43277

 

But the fact is this app is very indepth and shame only has use with one game version.

 

With (rumor) Fallout4 coming and I'd bet it will use the same engine as Skyrim, be nice if we had our ducks lined up.

Edited by Sirropoo
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No, Gecko for Oblivion won't work with Skyrim files, however, they are working on a Gecko version for Skyrim, it just doesn't have the merge feature yet unfortunately. It should at some point, but not yet, so it's manual all the way for now.

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Hi, your tutorial is really precious! Thanks a lot!
I only have one question about the second-last entry:
"Remove the mods you're merging from the master file list etc....".

I have to remove ALL files from that list in the window on the right

 

 

p.s. What about if some mods have conflicting content? For example, if I try to merge 2 mods that edits some animal behaviors.

Edited by Siegfriedm
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