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-
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.
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.
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?
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
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?
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
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?
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.
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I am afraid to merging mods and then the leveled lists are broken
https://forums.nexusmods.com/index.php?/forum/3505-fallout-4-mod-talk/
Only issue: Navmesh on objects can't be merged
When I have some Mods merged, can I deactivate them and only activate the new Mod or do I still need all of them ?
Can we uninstall the mods we've merged, or do they still need to be installed (though deactivated)?
What if it's just like a %chance tweaking mod?
Unless it uses added scripts.
But anyway uncheck the .esp
Just check some of the objects you placed, just in case.
It's a matter of "file logistics" in the end.
Just put your files in folder like "meshes/modname , textures/modname". Makes it easier
See link:
video