Skyrim

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matortheeternal

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matortheeternal

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  1. matortheeternal
    matortheeternal
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    [size=7]{ Merge Plugins Standalone }[/size]

    Merge Plugins Standalone has been officially released.
    I will no longer be providing support or updates for the Merge Plugins Script.
    Please use Merge Plugins Standalone instead!

    (And don't post about Merge Plugins Standalone here, post about it in the comments thread for Merge Plugins Standalone).

    Thank you,
    -Mator
  2. matortheeternal
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    When asking for assistance be sure to include a link to a paste of your merge log. This is very easy to do, just copy the text from the log corresponding to the merge you performed from
    "Edit Scripts\mp\logs\merge_<date>_<time>.txt"
    into a new paste on Pastebin. This will help me (and others) to evaluate your problem and provide you with assistance. Providing a message log will also help me to improve the script in the future. Failure to provide a message log may result in your post being ignored or removed.

    Example message log: http://pastebin.com/k2mmVJ9m
  3. matortheeternal
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    Do you know a language other than english?
    Do you like the Merge Plugins Script and want to support it?
    Come and help me translate it into your native tongue!

    See the Translators Wanted thread in the forums tab or at the link below:
    Translators Wanted!
  4. SkeletonParade
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    Merge failed.  Exception: Load order FileID [0B] can not be mapped to file FileID for file "Bijin Warmaidens.esp" error. How can i get around this? Here's the entire log....

    https://drive.google.com/file/d/19wxIeSGEro1g8Y3YyXRkUEfjqUaH9EJE/view?usp=drive_link
  5. cursedfinger
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    what wanna make sure it doesnt say it does so i assume it doesnt, but does it work with sse edit?
    1. IamTT
      IamTT
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      yessir it does
  6. BlazeStryker
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    I know that standalone has FO4 support, does the script? Standalone won't recognize (legally) obtained Cashcow plugins and I really want all those .ba2 slots back so merging the plugins seriously appeals to me.
  7. RatchetthelastLombax
    RatchetthelastLombax
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    I tried to merge two plugin and I kept getting this error
    I am not sure what to do with that plugin it has to be something in there
    1. gofftiddums
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      This only happens with the newer mteFunctions.pas file. You need to edit Merge plugins v1.9.pas and replace this line:

      ConstructOkCancelButtons(frm, frm, cmbFiles.Top + 50);

      with this:

      cModal(frm, frm, cmbFiles.Top + 50);
  8. MurderClan
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    Hi, Mator.

    I was just wondering if there's any chance you might have an updated Merged Plugin Manager script? As far I can tell, 1.2 doesn't work with SE mods. It would get me out of a bind if you did. 

    Thanks a lot.

    Edit: Never mind, it was the mod that was the issue, not the script. Figured it out in the end. Thanks.
  9. GiulerPowerGamer
    GiulerPowerGamer
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    great mod dude really great!!! Just one thing that I had. When I merged a bunch of follower all of them worked fine but one of them with a costum voice didn't talk. I checkt the files and I saw that in the voice section it created a Folder with the same name that I gave the merged esp. So of course it could not read the files. So I cut them out and placed them in the folder abouve (Voice) and now everything works.

    And mergeing replacer, brings some problems too. When you merge them the folders dawnguard.esm, skyrim.esm, dragonborn.esm and so on get deleted that results to the brown/black face bug, well because the facegendata is missing.... just copy them from the original mods and place them in the facegeom and the facetint folder and everything should work now.

    Also mergeing a mod with a "seq" Folder wont work. The mod doesn't work after mergeing. Like the follower Sofia... she doesnt talk after the mergeing.
    1. Mookeylama
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      heres a quote from mator years back around 2015, about getting seq files. ya basically goota make a new seq for your new merge mod name...

      "How are they not working, exactly? Are they just not active ingame? If that is the case, you probably just need to create a new SEQ file so the game "boots" them up when it starts.

      Right click on the merged plugin in TES5Edit, go to Other -> Create SEQ File. And that's it. Make sure the SEQ file is packaged with the merged plugin wherever it is, and you're good to go.

      The way the game works with FormIDs is it loads ALL of them into memory (assuming it doesn't find a critical error or thinks there's no more FormIDs in a file before it's done loading them). So there's no reasonable way (that I'm aware of) to have a valid plugin file not be loaded into memory. The SEQ file should do the trick for you."

      this has worked well for me. easy to make w xedit. i just have to remember to make it lol
  10. MadGAD
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    Is it possible to avoid auto FormID list creation when merging two mods?
  11. Myst42
    Myst42
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    Wrong. Thread.
  12. ntblood
    ntblood
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    When you merge a mod will xEdit and the merge script see and use the loose meshes update for one of the patch/plugins which was installed in MO2 or do I still need to still use that meshe only patch? Any idea..
    Thanks
  13. gracebilibiliyu
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    Why it always said couldn't detect mod organizer's file path? I'm sure I entired the right derecterty.