exploiteddna Posted July 20, 2013 Posted July 20, 2013 another tool for conflicts is tes5view. simply make a copy of your tes5edit executable and rename it tes5view.exe and youre good to go. I dont have much experience using it, but i know its main purpose is conflict resolution (IIRC). also, i believe tes5edit has a few scripts that you can run on whatever mods are loaded up that will generate a conflict report and save it to you install directory.. im pretty sure.
Mator Posted December 25, 2013 Posted December 25, 2013 version 1.4 released! It's better. A lot better.
phazer11 Posted December 25, 2013 Posted December 25, 2013 Awesome so this comes with an out of the box smart merger?
MilesTeg Posted December 25, 2013 Posted December 25, 2013 wow! that's really cool! So you can simply pick the "green" merging suggestions from the nexus thread and start merging with TES5Edit? That's exactly what I was hoping for :) I wouldn't even have considered using TES5Edit because of the amount of time it would take, but now... thx for this great piece of code :) Does the script also clean the mods? Or do you still have to do this by hand?
DoYouEvenModBro Posted February 15, 2014 Posted February 15, 2014 What is the difference between making a merged patch and a compatibility patch? Are merged patches used to combine similar esps in order to reduce the number of esps?
Crimson13 Posted February 15, 2014 Posted February 15, 2014 A bunch of mods in STEP show up in the Merging User Reports forum. Could a guide be made to show what mods are mergable in STEP to cut back on the .esp's?
Barthanes Posted February 15, 2014 Posted February 15, 2014 A lot of mods can be merged but I think STEP policy is to get permission of the authors before any official STEP merges are done into the various patches. What one does on their own however is between them and their computer. I can tell you that I personally merge many of the mods & have had no issues after some necessary minor edits. Also that plugin script is fantastic for merging weapon and armor mods & also compatibility patches for mods such as Realistic Needs & Diseases. It's not always perfect though, you still need to open any merged esp you've made and double check it against the original esp's to make sure there are no errors or missing data. It's definitely one of the most useful tools out right now.
egocarib Posted March 3, 2014 Posted March 3, 2014 Wow, mator really outdid himself now. This is so cool. Info about latest update: Almost everything can now be merged with the new Two-Pass merging method. Asset copying is no longer case sensitive. UI updated. etc. Another update! Why so fast? You might be wondering...Well, we have found a way to merge mods with Navigational Data intact. YES. FINALLY. You can now merge your player home mods without fear of NPCs getting stuck in the door! You can even merge your dungeon, city, IMMERSIVE SETTLEMENTS, etc. mods without fear of getting CTDs! This is it folks. The update you've all been waiting for. Almost everything merges now. YEP. Almost everything.This is all thanks to to the user Ablaze. He shared with me how he had found a way to manually merge mods with NAVM/NAVI records without deleting or otherwise compromising the navmeshes. And I automated it. And it worked. And there was cheese. LOTS OF CHEESE. So yeah. Have fun you guys. Just avoid ESPs created or affected by third party tools (SkyRe patchers, SUM, AutomaticVariants, TESVSnip) like the plague, and your merges should work like magic!
gollemodder Posted March 8, 2014 Posted March 8, 2014 (edited) Quick question. I did a test on something I was pretty sure wouldn't mess up the save I'm running now with,+Ancient LoadScreens v15-22638-1-5+3D Loadscreens-23418-1-1+Lore-Based Loading Screens 1 1 Releaseand ending with +Ancient 3D loadscreens mergedas the name of the new mod andLoadScreens Merged.espWhat I noticed was that the filetree from Ancient LoadScreens v15-22638-1-5 wasn't carried over to the new merged mod.Now my question is mainly just what is the best way to proceed?Should I copy the filetree over to the new mod and completely disable the other two from the install order or should I keep them checked above the new merged mod and simply deactivate the other esps?What I really want to do is, for the sake of clutter reduction, is to copy the filetree over, add a docs folder into the new mod, move all documents from the other install folders into it and create a new doc inside reminding myself what I had merged and giving credit to the mod makers where it is due, not for any other reason than to remind me what I merged and whos work I had just combined just for the sake of tidiness.Oh, and one more thing. Did I miss something in the process that would have copied that over to start with?I run MO from C/Games/MO and I run Tess5edit from C/Games/Tess5edit. If the script has the capability to move the filetree as well I assume the problem lies therein somewhere. I do run Tess5edit from MO. As an aside I know that previous saves with the merge I did will be wonky and I can provide this about the merge of these loadscreens. The game loads a lot faster. So fast you can barelly read any of the things on the loadscreens.Edit: It appears that hard saves load faster than usual with the loadscreens but zoneing and auto or quick saves give no loadscreen except smoke and the usual expected loading times. Edited March 8, 2014 by gollemodder
Kelmych Posted March 9, 2014 Posted March 9, 2014 The TES5Edit merge script only merges the plugins (esp). You need to merge any file folders (e.g., meshes and textures) and their contents as well as any individual files in the mods yourself.
gollemodder Posted March 9, 2014 Posted March 9, 2014 The TES5Edit merge script only merges the plugins (esp). You need to merge any file folders (e.g., meshes and textures) and their contents as well as any individual files in the mods yourself.Thanks.
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