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How To Merge Multiple Mods with Multiple Master Files


MTichenor

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If you try to merge a file with conflicting records, the last one merged will be the one that takes, or at least I think I haven't really checked dispite merging nearly 250 mods all ready. Just create a merged patch and then copy the merged records into your merged ESP and it should be fine.

 

 

As to removing the files from the master list, just move the ESPs you merged to another folder instead of deleting them in-case something goes wrong and you need to re-merge the files. NMM should remove them from the plugin list automatically on it's next load, same with Wrye Bash

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Totally new to the Tes5Edit thing so please bear with me. Is it possible to merge The Realistic Needs and diseases mod with Babettes feast, Drinking fountains of skyrim etc along with all the relevant patches needed for RND into one mega esp which controls all of this?

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Made this How do you make dependency between two mod couple weeks ago. where i have a player home mod and weapons/armors/items mod. and i want to apply Manilla Turtle auto sorting for sorting out all the stuffs that i set by triggering containers from the player home mod.

 

i do already make them both work by mashing them up into one plugin with TES5Edit, how it is done is pretty close as this one. it work but of course there are some part that wont show up in game because the object has same ID which i can easily fix it.

 

the thing is i really wanted for both mod stay as standalone plugin, and i want another plugin to make the auto sorting to work maybe something like merged patch between two mod where the auto sorting configuration is. so i was wondering is it possible by doing your method ?

 

thanks

Edited by ebony_ivory
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@wasimk1

 

Realistic Needs and Diseases uses scripts. So does drinking fountains of skyrim. You'll probably have problems trying to merge them.

 

@ebony_ivory

 

I honestly don't know...I've never used the auto sorting stuff you're talking about. If it uses scripts, you may need to go fill in the script properties for any forms that have attached scripts.

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If you merged them, but changed nothing about them, then the mod(s) you merged were broken all ready. I know I've been fixing several armor and weapon mods after I've merged them due to bad texture paths or missing models.

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ESM merging is tricky if they have ESPs as well, since most ESM files are just there for the records, the ESP is where the actual things are added. So if you want to merge a file that has an ESM you have two choices, first merge the esps and leave the ESMs alone, or merge both into a single file.

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I've been having some problems myself with the merging process too...when I try to update a mod in one of my merged files it messes with everything else. I'm going to try and see if I can find a way to fix it, but if anyone has any ideas I'm open to them. The problem is basicly this, when I want to merge my updated mod into my merged esp after I override the records and add the master many records lose all refrences and TESVEdit throws out errors about it, I don't know the problem since when I haven't done the remerge the file is fine and error free (according to TESVEdit), but after I add the new master, it goes haywire.

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