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[WIP] Merge Plugins Standalone {PUBLIC BETA}


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Posted
  On 10/9/2015 at 1:51 AM, Cameron9428 said:

Firs of all thank you for your hardwork on this great tool.

 

I have a question, though - Is Champollion PEX To Papyrus Decompiler still required? If so, how does one go about installing it / where should it be installed? 

Its only required if you want to handle script fragments.

You can set the paths so it doesn't matter where you stick it because you can set the paths in MP. x64 or x86 it doesnt matter which version.

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Posted
  On 10/9/2015 at 1:57 AM, hishutup said:

Its only required if you want to handle script fragments.

You can set the paths so it doesn't matter where you stick it because you can set the paths in MP. x64 or x86 it doesnt matter which version.

Okay, thanks a lot hishutup, you're super helpful :)

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Posted
  On 10/7/2015 at 6:55 PM, darkside said:

Thank you very much. There is no missing masters. LOOT sorted the load order.

You do realize that I have 0 faith in LOOT and think it's an unreliable tool, right?

 

I'm not talking about missing masters so much as out-of-order masters.  Anywho, I'll try to look into this merge tonight if I can find the time.  So busy.

 

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Posted

If you are talking about the initial startup screen for MP then that "profile" screen has nothing to do with MO, that should be the game directory.

For the MO integrations, you just point it the folder that the exe is in and MP will autofill some of the paths

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Posted (edited)

hey Metor I get a constant warning saying that the english.lang file is missing everytime I run Merge plugin standalone through MO i have checked and it is there i have even reinstalled twice and i get the warn everytime.

 

edit never mind the file wasn't in the lang folder for some reason fixed now

Edited by Darth_mathias
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Posted (edited)
  On 10/12/2015 at 8:47 PM, Darth_mathias said:

hey Metor I get a constant warning saying that the english.lang file is missing everytime I run Merge plugin standalone through MO i have checked and it is there i have even reinstalled twice and i get the warn everytime.

 

edit never mind the file wasn't in the lang folder for some reason fixed now

Glad you got it fixed.

 

Unfortunately, an issue with how the program installs updates for itself caused errors around the english.lang file.  In future updates it (and other files that will be distributed with program updates) will be guaranteed to get installed correctly.  There was just some confusion between me and the API I was using for extracting ZIP archives.

Edited by Mator
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Posted

I have a small problem with the program. I setup the integrations tab with the location of my Mod Organizer path (which is on an HDD) and with the location of the Mod Organizer mods path (which is on an SSD). When I created a merge it put the resulting merged mod folder in a "mods" folder in the HDD Mod Organizer path vs. the mods directory on the SSD.

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Posted
  On 10/13/2015 at 5:42 AM, Kelmych said:

I have a small problem with the program. I setup the integrations tab with the location of my Mod Organizer path (which is on an HDD) and with the location of the Mod Organizer mods path (which is on an SSD). When I created a merge it put the resulting merged mod folder in a "mods" folder in the HDD Mod Organizer path vs. the mods directory on the SSD.

You have to change your Merge Destination Directory on the Merges tab of the Options Window.

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Posted (edited)

Some merges are constantly failing for me. Sometimes I get an access violation when checking the plugins included in the merge for errors. Sometimes the merge finishes but when checking the merge some plugins are missing for it. I am trying to merge my own patches which works with the merge script. Some pquestions:

 

1) does the merge plugin standalone have a problem with long filenames?

 

2) does it have a problem with merging 20 or more plugins?

 

3) does it have a problem with long plugin lists, even though being under 255 plugins?

Edited by dreadflopp
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Posted (edited)
  On 10/13/2015 at 6:18 AM, dreadflopp said:

Some merges are constantly failing for me. Sometimes I get an access violation when checking the plugins included in the merge for errors. Sometimes the merge finishes but when checking the merge some plugins are missing for it. I am trying to merge my own patches which works with the merge script. Some pquestions:

 

1) does the merge plugin standalone have a problem with long filenames?

 

2) does it have a problem with merging 20 or more plugins?

 

3) does it have a problem with long plugin lists, even though being under 255 plugins?

Is this a new issue as of the latest build (2.0.2.37), or has this been around for you for awhile?

 

1) not as far as I'm aware, but windows has a limitation for paths

 

2) no, there's no arbitrary problem with that as far as I'm aware.  I've done big merges with it just fine.  I test merges with it regularly (not ingame so much as just with the application and examination in TES5Edit afterwards).

 

3) no, absolutely not.

 

 

 

What it does have a problem with:

 

1) Building a merge, and then building it again in the same session (fixed in 2.0.2.37).

 

2) Cancelling a merge while it's building, and then building it in the same session (to be fixed in the next build).

 

3) Initialization exceptions didn't lock down the application quite properly as of 2.0.2.1, but this was fixed in 2.0.2.37.

Edited by Mator
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Posted

This was with the last build, 2.0.2.1 but I just updated and the error persists. This might be an error on my part since no one else is reporting this. The error message:
 
https://www.dropbox.com/s/mdh9xm8cvh7e0dm/Skärmklipp%202015-10-13%2010.40.09.png?dl=0
 
The log:

 

  Reveal hidden contents

 

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Posted

@dreadflopp:
This occurs during an error check?  Does it happen when it's checking a specific plugin for errors?

 

The error checking code is lifted directly from TES5Edit, so... yeah.

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Posted
  On 10/13/2015 at 3:44 PM, darkside said:

Mator,

The new version fixed my reported errors. Thank you very much.

Glad to hear it, though I don't know why it fixed them.  Haha.  >_>'

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