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El Ha

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Zorkaz

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  1. Zorkaz
    Zorkaz
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    Sticky
    Merge Plugins (Program) here: https://www.nexusmods.com/skyrim/mods/69905
  2. xyzman
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    Hi !
    When I have some Mods merged, can I deactivate them and only activate the new Mod or do I still need all of them ?
    1. Zorkaz
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      Yes you can deactivate the old ones.
    2. LucidLady
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      Hi there, i'm a little -extra- stupid.
      Can we uninstall the mods we've merged, or do they still need to be installed (though deactivated)?
    3. Zorkaz
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      For clarification: You can disable the esps / esls. But you need the textures/meshes so don't uninstall the complete mod itself.
    4. LucidLady
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      What if the mod doesn't use any meshes or textures?
      What if it's just like a %chance tweaking mod?
    5. Zorkaz
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      Yeah, then uninstall it if you want to.
      Unless it uses added scripts.

      But anyway uncheck the .esp
  3. slewis65
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    I noticed when I loaded my game save, it still said that the mods I had in the previous were missing (the ones I merged); but when I just went ahead and loaded the mods appeared to still be working and unaffected; I suppose the game save just stated that because I had changed the configuration of the load (by merging)? I did just disable the ones I merged, and not uninstall them; and then enabled the new merge that was created.-just curious why the save gave that warning-
    1. Zorkaz
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      It's a standard procedure since Morrowind
    2. slewis65
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      Ok; so the game save alert was just a reminder then, not a problem really as long as the mods were still actually there? Just wanted to be sure. I definitely didn't want to have to start a new game over just because of merging mods (that would kind of defeat the purpose of merging them in the first place). Thanks much for your quick response! The tutorial was really helpful.
    3. Zorkaz
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      It mostly doesn't matter. In some rare cases (E.g.: Mods that add settlements) it does however.
      Just check some of the objects you placed, just in case.
  4. slewis65
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    Thank you; this was very helpful!
  5. Korunks
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    Having read the instructions everything seems pretty straightforward except the part about packaging for redistribution. How would you ensure all the loose files get packed in the new plugin?
    1. Zorkaz
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      I have a separate mod folder where I put the individual textures, meshes, etc.. ., as well as the esps. Then I'm putting it in a zip format.
      It's a matter of "file logistics" in the end.
      Just put your files in folder like "meshes/modname , textures/modname". Makes it easier
  6. User_63275801
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    Thanks for this. I just turned 11 small edits into 1 esp :) I tried to merge some weapons in another esp but the textures didn't show up on a few of them. Any tips on how to fix that?
    1. Ninphea
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      If you get purple textures or invisible objects you may need to change the texture path of the weapon nif. For example, some time ago I had an invisible gun, I opened the nif model in Nifskope to discover that the texture path under the NiNode > BsTriShape > BSLightingShaderProperty was completely wrong. Once I fixed that I noticed that there were still invisible rifles, then I remembered that unlike Skyrim Fallout 4 uses an additional format for textures: the material file (BGSM format). To open and/or edit BGSM files you can use this tool https://www.nexusmods.com/fallout4/mods/3635/ . Open the BGSM file you want to modify, go to "Material" section and check if the first 3 lines point to the right path for the diffuse (d.dds), normal (n.dds) and specular (s.dds) files. If everything is correct save and exit. P.S: If the original mod you want to merge in another plugin comes with a ba2 file you have to extract the meshes/textures/materials in it, and to do so you can use this tool https://www.nexusmods.com/fallout4/mods/78 . I hope I helped with your problem and I apologize if I made any grammar mistakes, English is not my first language
    2. User_63275801
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      Thank you for your help! I was curious about the Ba2 files. I avoided mods with additional files for my first merge because I was confused by this. So I extract the Ba2 files, then place the extracted files in the game folder where they would normally go, then delete the ba2 and old esps?
    3. Ninphea
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      Yes, after the merge you can delete the ba2s and old esps, even if I usually keep them in the Data folder anyways because I can't remember what I have actually merged and what I still have to merge . The important thing is that you disable them before continuing your game, or you will have tons of duplicates.
    4. User_63275801
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      It works! A dozen weapons in one! I think next is clothes. Good timez! This made my day. Oh and your English typing is great :)
  7. denzel4444
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    Hey Hey, This is also the same but Visual/Video explanation.
    See link:
    video
  8. User_6850917
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    I've been using zEdit which comes with zMerge. It's by the same guy who made merge plugins. It's tons easier and better. I'd suggest trying it out.
  9. FireStar999
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    Nice but there's already a new merge plugins made by the same guy who made the first one (mator) search for zMerge.
    1. BiRaitBec
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      Mator Smash breaks with fallout 4 modding.
    2. warhammerempire
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      zMerge is newer and different than Mator Smash.
  10. BiRaitBec
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    So basically you took the description of Merge Plugins and what it is in the info there and you made your own "tutorial" about it? You just said what the program does on its basics.

    I find this really insulting to download your file with not even saying it in the description to just read the same infos that you find in the official tool page and that all people working with it yet know absolutely and easily.

    You could have just Named Merge Plugins with a link to it on other pages instead of doing this one honestly.
  11. bajs11
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    I have about 340 plugins with over a hundred of them being ESL
    is it better if I merge them instead of keep adding ESL plugins?
    1. Zorkaz
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      Depends on what you have.
      -The bad thing about esls is their load order. That makes them susceptible against bugs. (If they are complex mods, that change quests or make huge gameplay changes)

      -The bad thing about merging mods is that mod updates are difficult to include afterwards.


      So maybe merge old mods together that don't get updates anymore. That's really for you to decide.
      I'd suggest mods that are about decorational objects.
    2. bajs11
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      yeah. thats what I have discovered as well.
      I previously merged a lot of outfit mods but found it a huge pain in the rear when the authors decide to update them.
      I just recently reinstalled everything and just convert all the outfit mods that I have to ESL, yep thats about 100 of them :D
      So i guess merging mods wouldn't make my game run smoother.
      It's weird because I have only two better texture mods: FlaconOil 2K and NMC very high both with esp and BA2 files
      and yet I experience a lot of stutters whenever I enter a new zone
      I only play the game at 1080p with VOGUE ENB - Realism because it says to work best with the Vivid Weathers mod running on 4790K 16gb GTX1080 500GB SSD
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