Hishy had the idea of making a little tool to allow us to merge mods with scripts - it takes the merge maps that are produced when you merge something, grabs all the scripts and LODGen files from you active mod list (BSAs included) and replaces the old plugin name and formIDs with the new plugin name and formIDs.
We all know what a fantastic tool Merge Plugins is. However there are certain mods which cannot be merged due to the use of certain scripting functions which are called on the original plugin name. Functions including GetFormFromFile, GetModByName, checkModPresence, and IsPluginLoaded look for specific .esp names. When you create a merge the original .esp name(s) no longer exists (unless you rename the merged plugin back to one of the original plugin names but this in itself can cause problems including broken MCM menus and is therefore not ideal) and therefore any function call looking for them will no longer trigger. These functions can be called by one of the scripts included in the mod being merged, or by scripts from other mods outside the merge.
A prime example of this is how the 'self-patching' in Legacy of the Dragonborn works by looking for the existence of a whole host of plugin names and activating the various additional displays if the mods are loaded. ReLinker actually came about out of a conversation regarding merging the four BadGremlins treasure hunt mods and patching the LotD activator script to make sure all four displays were still activated.
ReLinker is run outside ModOrganizer and runs on whichever profile you last had open before closing out of MO. It scans your load order looking for merges, and for every merge it finds it reads the contents of plugins and map .txt files and creates a reference list of the original plugin names and the new merged plugin name, along with the original and renumbered FormIDs. It then scans every script in your load order looking for any of those functions mentioned above and editing the scripts to reflect the new plugin names and formIDs. So in the example above once we've merged all four treasure hunts into Treasure Hunts.esp and run ReLinker, the DBM script will now look for Treasure Hunts.esp four times and activate all four displays. Likewise if you were to merge a mod like Sneak Tools whose scripts contain numerous Sneak Tools.esp lookups, ReLinker would then edit all of the Sneak Tools scripts in the merge itself to ensure they now look for the new merged plugin name and renumbered formIDs instead.
ReLinker works on both loose files (if you unpack your BSAs) and on scripts within BSAs. It directly edits the .pex files, doing away with the need to decompile and recompile the scripts which has greatly sped up the process over in the release version.
Instructions:
Make sure you have the profile you want to ReLink active in Mod Organizer and that you have completed and activated all of your merges.
Exit Mod Organizer
Run ReLinker and follow the on screen instructions to specify the required paths.
Check on screen output to ensure ReLinker has completed successfully.
Close the ReLinker window and open Mod Organizer.
Scroll to the bottom of the left pane and locate the new ReLinker Output mod.
Activate ReLinker Output and leave it at the bottom of the left pane to ensure the new ReLinked scripts have priority over the originals.
That's it, there is no 8
If you add/remove/update any mods or create any new merges and want to ReLink again then simply remove the existing ReLinker Output mod completely, exit MO and repeat the process again.
Prerequisites:
Mod Organizer - does not work with other managers;
Do not remove the merge folder after completing a merge.
Download it here. The tool will ask you for some things and will try to guess them properly. If the values between square brackets are correct, simply press ENTER without inputting any value. The output scripts and LODGen files will be stored in a new mod folder named "ReLinker Output". To revert the changes from this tool simply disable or delete the folder.
Good Practices:
ReLinker will run with the latest profile used in MO;
Close MO before running it.
By default, the following BSA's are ignored to speed up the process and because they don't contain any scripts with the functions that are affected:
Skyrim - Misc.bsa
Skyrim - Shaders.bsa
Skyrim - Textures.bsa
Skyrim - Interface.bsa
Skyrim - Animations.bsa
Skyrim - Meshes.bsa
Skyrim - Sounds.bsa
Skyrim - Voices.bsa
Skyrim - VoicesExtra.bsa
Update.bsa
Dawnguard.bsa
HearthFires.bsa
Dragonborn.bsa
HighResTexturePack01.bsa
HighResTexturePack02.bsa
HighResTexturePack03.bsa
Unofficial Skyrim Legendary Edition Patch.bsa
Falskaar.bsa
Wyrmstooth.bsa
If you have specific issues or suggestions post it directly to the this topic. I'm always happy to receive questions and feedback. Happy merging!
EDIT: Thanks dunc for the much better description!
Question
Ganda
ReLinker
Hishy had the idea of making a little tool to allow us to merge mods with scripts - it takes the merge maps that are produced when you merge something, grabs all the scripts and LODGen files from you active mod list (BSAs included) and replaces the old plugin name and formIDs with the new plugin name and formIDs.
We all know what a fantastic tool Merge Plugins is. However there are certain mods which cannot be merged due to the use of certain scripting functions which are called on the original plugin name. Functions including GetFormFromFile, GetModByName, checkModPresence, and IsPluginLoaded look for specific .esp names. When you create a merge the original .esp name(s) no longer exists (unless you rename the merged plugin back to one of the original plugin names but this in itself can cause problems including broken MCM menus and is therefore not ideal) and therefore any function call looking for them will no longer trigger. These functions can be called by one of the scripts included in the mod being merged, or by scripts from other mods outside the merge.
A prime example of this is how the 'self-patching' in Legacy of the Dragonborn works by looking for the existence of a whole host of plugin names and activating the various additional displays if the mods are loaded. ReLinker actually came about out of a conversation regarding merging the four BadGremlins treasure hunt mods and patching the LotD activator script to make sure all four displays were still activated.
ReLinker is run outside ModOrganizer and runs on whichever profile you last had open before closing out of MO. It scans your load order looking for merges, and for every merge it finds it reads the contents of plugins and map .txt files and creates a reference list of the original plugin names and the new merged plugin name, along with the original and renumbered FormIDs. It then scans every script in your load order looking for any of those functions mentioned above and editing the scripts to reflect the new plugin names and formIDs. So in the example above once we've merged all four treasure hunts into Treasure Hunts.esp and run ReLinker, the DBM script will now look for Treasure Hunts.esp four times and activate all four displays. Likewise if you were to merge a mod like Sneak Tools whose scripts contain numerous Sneak Tools.esp lookups, ReLinker would then edit all of the Sneak Tools scripts in the merge itself to ensure they now look for the new merged plugin name and renumbered formIDs instead.
ReLinker works on both loose files (if you unpack your BSAs) and on scripts within BSAs. It directly edits the .pex files, doing away with the need to decompile and recompile the scripts which has greatly sped up the process over in the release version.
Instructions:
If you add/remove/update any mods or create any new merges and want to ReLink again then simply remove the existing ReLinker Output mod completely, exit MO and repeat the process again.
Prerequisites:
Download it here. The tool will ask you for some things and will try to guess them properly. If the values between square brackets are correct, simply press ENTER without inputting any value. The output scripts and LODGen files will be stored in a new mod folder named "ReLinker Output". To revert the changes from this tool simply disable or delete the folder.
Good Practices:
By default, the following BSA's are ignored to speed up the process and because they don't contain any scripts with the functions that are affected:
If you have specific issues or suggestions post it directly to the this topic. I'm always happy to receive questions and feedback. Happy merging!
EDIT: Thanks dunc for the much better description!
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Ganda
ReLinker Hishy had the idea of making a little tool to allow us to merge mods with scripts - it takes the merge maps that are produced when you merge something, grabs all the scripts and LODGen files
dunc001
I'm not sure this entirely explains it. Take the example of the Treasure Hunts merge for the five treasure hunt mods which integrate into Legacy of the Dragonborn. For the displays to be enabled the
Ganda
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