This thread has been closed because we have had a user-contributed to dictionary file for many months now. A dictionary viewing script/utility will be released in the near future. Until then please continue to submit and check reports in the dictionary through the currently available Merge Plugins scripts.
ESPs merged: Unique Region Names.esp RealisticWaterTwo.esp Mod names: Unique Region Names Realistic Water Two Scripts:no BSAs: no Result: The files merged, and XCLR records from Unique Region Names were added to the majority of the World FormIDs, however the XCLR records did not get added to FormIDs where RWT added a WATER record. Other notes: Merge Plugins 1.9 with renumber conflicting formIDs, copy intelligently, second pass same as first.
I tried adding a compatibility patch ESP at the end of my load order which resolved all conflicts reported by TES5Edit. However Merge Plugins still didn't carry over the Unique Region Names XCLR changes for any records which also contained RWT WATER changes when all 3 ESP files were merged.
Thank you for your reply. Unfortunately, merge plugins xEdit script didn't appear to behave as you described. Instead it completely ignored conflict overrides provided by the compatibility patches I loaded.
As shown in the image below, the merged mod ends up missing the XCLR records that were included in both Unique Region Names and the compatibility patch. In order to create an ESP that is independent of the origional mods, Merge Plugins had to create new IDs for both the new regions and new waters, but was incapable of merging them into the same sub-cell record.
I had merged all 3 ESP's (2 mods + patch) that you see here:
Merged Plugin: Lanterns Of Skyrim - All In One - Main.esm DawnofSolitude.esp DawnofWindhelm.esp DawnofWhiterun.esp DawnofRiften.esp DawnofMarkarth.esp JK's Riverwood - LR.esp JK's Ivarstead.esp JKs Dragon Bridge.esp JK's Rorikstead.esp JK's Falkreath.esp JK's Morthal.esp JK's Dawnstar.esp JK's Winterhold.esp HoldBorderBanners.esp Skyrim Better Roads - Ivarstead.esp Skyrim Better Roads - Solitude.esp Skyrim Better Roads - Whiterun.esp Skyrim Bridges.esp Point The Way.esp BetterDGEntrance.esp UniqueBorderGates-All.esp UniqueBorderGates-All-BetterDGEntrance.esp UniqueBorderGates-All-PointTheWay.esp fallentreebridges.esp theWatchTowers.esp Salmon Shack.esp Falkreath Cottage.esp theMannysOutPost.esp AzuraShrineExtra.esp Markus Home.esp Undercity.esp skycity3.esp elvenwood.esp Chapels Of Skyrim.esp Syerscote.esp
SEEMS TO WORK AT 100 % (BUT NOT SURE ABOUT THE BSA FROM DAWN OF SKYRIM collection , because i dont now if the are new quest in it or something need a script ) the other in the list dont have that in them
Dawn of series adds some NPCs make sure to fix the tint mask folder so it is named the same as your merged ESP or you may notice grey faces/odd locking NPCs
This particular thread (the merging user reports thread) is kind of redundant now that we have a user-built dictionary of reports. The script itself, however, is being constantly maintained and will continue to be maintained until some unknown future date when I no longer think there's anything more I can fix in it/add to it.
I have jsut a question, I see there's a lot of successful mergings with differents armours/weapons mods, but i wonder if once those mods are merged, mod like complete crafting overhaul will handle them properly, i think this is very important
That depends on CCOR's implementation. Patch files - fine if you merge them with the armor/weapon mod. Dynamic weapon/armor loading via script - fine, a merged plugin is a plugin like any other plugin is a plugin. Filename references in papyrus scripts - not fine, will not work.
From what I remember, CCOR is based on recipe conditions which check the state of certain global variables. These are applied to recipes via a patch file. As long as you merge the CCOR patch file with the mod/s they patch, everything will function exactly the same as it did before. If you don't merge the patch file with the mod/s it patches you will end up with a missing master error, and will not be able to use the patch file in your load order. If you use my CCOR Script from Automation Tools, you can generate a CCOR patch for your entire load order all at once, and thus don't need to worry about merging patch files or anything like that.
I have jsut a question, I see there's a lot of successful mergings with differents armours/weapons mods, but i wonder if once those mods are merged, mod like complete crafting overhaul will handle them properly, i think this is very important
Scripts:Yes BSAs:Yes (unpacked) Result:Merged with no issues Other notes:Checked in game, Oblivion gates, signs, hold banners, all roads, bridges and fallen trees are there, and Bear shrine is there as well. Tested rain storm via console, splash of rain and thunder are working as well. I haven't been able to test rainbows and shooting stars, but i did get shooting stars dates at the start of new game.
This will be a post specifically dedicated to user reports regarding the Merge Plugins TES5Edit Script. Whenever you merge a mod successfully/unsuccessfully it would be useful to other users if you post a report here. You can also post reports for mods that have already been tested to confirm what other users have submitted.
Just so it's easier for me to add reports to the main post and keep things organized, here are a few templates:
For Successful merges use this template: ESPs merged: <ESP filenames> Mod names: <Linked names> Scripts: <Yes/no> BSAs: <Yes/no> Result: <id the merge work?> Other notes: <Stuff>
For Semi-Successful merges use this template: ESPs merged: <ESP filenames> Mod names: <Linked names> Scripts: <Yes/no> BSAs: <Yes/no> Result: <id the merge work?> Other notes: <Stuff>
For unsuccessful merges use the template: ESPs merged: <ESP filenames> Mod names: <Linked names> Scripts: <Yes/no> BSAs: <Yes/no> Result: <id the merge work?> Other notes: <Stuff>
ESPs merged: All Personalized Music modules Mod names: Personalized Music Scripts: Not sure. I don't think so. BSAs: No. Result: No issues encountered. Other notes: YouTube video in the merge plugins description.
Scripts: One startup script from IA BSAs: Several. Likely extracted. Result: No issues encountered. Other notes: The majority of Armor mods should merge successfully.
ESPs merged: PureWaters modules Mod names: PureWaters Scripts: No. BSAs: Yes. Result: No issues encountered. Use Check For Errors before merging! Other notes: Has been tested by several users, no errors reported so far. (insaneplumber's Report)
ESPs merged: imp_helm.esp, imp_helm_dawn.esp, imp_helm_night.esp Mod names: Improved Closefaced Helmets Scripts: No. BSAs: No. Result: Appears OK. Untested ingame. Use Check For Errors before merging! Other notes: See insaneplumber's report.
ESPs merged: Cloaks.esp, Cloaks - Dawnguard.esp Mod names: Cloaks of Skyrim Scripts: No. BSAs: No. Result: Appears OK. Untested ingame. Other notes: See insaneplumber's report.
ESPs merged: Ars Metallica modules Mod names: Ars Metallica Scripts: No. BSAs: Yes. Result: No issues encountered. Other notes: See jake sparrow's report.
ESPs merged: WATER.esp, WATER Plants.esp Mod names: Water Scripts: No. BSAs: No. Result: No issues encountered. Other notes: jake sparrow's report. siuan's report
ESPs merged: N/A Mod names: Mods made with the NPC Editor Scripts: No. BSAs: No. Result: Make sure you load them in the CK first as active file and re-save to fix errors! Other notes: See siuan's report. (really, you should, it has a lot of useful information if you want to do this!)
ESPs merged: Night Eye Overhaul modules Mod names: Night Eye Overhaul Scripts: Yes. BSAs: No. Result: No issues encountered. Other notes: See mihzvol wuriar's report.
Scripts: No BSAs: Yes - all extracted Result: Everything merged successfully. Other notes: Starfis: Leveled lists needed some hand editing. Not everything was properly tested ingame, but armors are showing on traders. Helm of Oreyn Bearclaw, Adamantium Helm of Tohan and Mage Backpack have simple quests. I didn't test them yet, but they should work.
Scripts: Not sure. Might be with Personlized music BSAs: No Result: Merge was successful Other notes: slamminuk: No issues found. All sounds and music play.
ESPs merged: Lots of armor and weapon esps from the Nexus and some from Steam Mod names: See above. Scripts: No BSAs: Yes Result: siuan: Merge was successful, renamed FormIDs resulted in having to remake all the armor and weapons, which was annoying, but possible. Some BSAs did not need extracting, but some did. I know for sure Armored Circlets did, and I believe Immersive Armors and Weapons also did. Other notes: siuan: I would not recommend merging JaySuS Swords with everything else if you are planning on using matortheeternal's FMO script, as it does not seem to play nicely with that mod. (I can't remember what exactly happened, though.) Also, obviously you want to use that script AFTER you use this one.
ESPs merged: Personal NPC appearance mods made with the NPC Editor, and a few on the Nexus. Mod names: FalmerBane's Ysolda, Sylgia, and Serana; Hoax's Delphine Makeover, and then I believe the rest were my own from the NPC Editor. There were about ten or twelve of them. Scripts: No BSAs: Yes Result: siuan: Merge was successful after the NPC Editor mods were loaded into the CK, set as active, and then saved to correct the "out of order" record problems. I also re-exported the facegendata because upon loading the first time, Senna had a dark face. I went ahead and did it for everyone. As far as the NPC Editor goes, this makes unpacking the BSAs irrelevant. Other notes: siuan: Maybe I'll finally be able to package my own NPC mods and upload them!
ESPs merged: Dead Body Collision.esp, Moss Rocks.esp, Oblivion Gates v3 without Markers - Skyrim + Dawnguard.esp, PilgrimsDelight.esp, PointtheWay.esp, More Salt Please.esp, More Salt Please - DG, " " DB.esp, SkaalKidAelaCoat.esp, TBBOAv2.esp (Big book of alchemy), Chesko_Step418_SN.esp Mod names: See above. Scripts: No BSAs: No Result: Forteverum: Merge entirely successful, with no errors before or after the merge. Ran around in game - found volumes of alchemy book for sale, found signposts with multiple destinations marked, dead bodies had collision, the shrines on High Hrothgar had Nordic Runes, and the 418th step was in place. Other notes: Forteverum: These are a bunch of mods that do neat things for the game, but the things they do are so minor that they really don't deserve an .esp. Take the 418th step, for example - a whole esp just to change one step on the way up to High Hrothgar, which you might not even see if you're running fast - yet it still makes it so the game accurately reflects a point of history mentioned in books. Being able to easily and quickly combine them all into one not only makes peace with your load order, but it gives you no excuse not to have them when you thought they were cool.
ESPs merged: High Level Enemies - Dawnguard.esp, High Level Enemies - Dragonborn.esp, High Level Enemies - Falskaar.esp, High Level Enemies.esp Mod names: High Level Enemies Scripts: No BSAs: Yes Result: Appears Successful Other notes: Currently being tested. See Maddoc06's report.
ESPs merged: Chesko_LoreBasedLoadingScreens.esp, Ket_3DLoadscreens.esp, Loadscreens Extended.esp, Uncle Sheo.esp Mod names: Lore Based Loading Screens, 3D Loadscreens - 40 Brand New, Loadscreen Extensions, Uncle Sheogorath Scripts: No BSAs: Yes (one) Result: Successful Other notes: No issues so far. See mindw0rk2's report.
ESPs merged: consolecommandsanditemcodesR4.esp, Crafting Soul Gems.esp, JK Crafting Breakdown.esp, The-Great-Book-of-Alchemy.esp, TheBigBookofAlchemy.esp, Chesko_LoreBasedLoadingScreens.esp, DuelCraftableArrows_nonStockOnly.esp, ExplodingArrows.esp, Lexyrex - Magic Arrow.esp, master alchemy book.esp, Explosive Arrows.esp, Crafting Soul Gems.esp Mod names:[/size]Console Commands, Crafting Soul Gems, JKs Crafting Breakdown, The Big Book of Alchemy, The Great Book of Alchemy, Cheskos Lore Based Loading Screens, Duel Craftable Arrows, Explosive Arrows, Lyrex Magic Arrows, Exploding Arrows Scripts: No BSAs: [/size]Y,consolecommandsanditemcodesR4.bsa, Explosive Arrows.bsa Result: OK Other notes: Testing. The-Great-Book-of-Alchemy.esp had unused data error and Explosive Arrows returned errors. Merged Anyway. BSAs renamed and numbered sequentially. Merge appears to be working normally. See Maddoc06's report.
ESPs merged: RND_USKP-Patch.esp, RND_DrinkingFountains-Patch.esp, RND_PureWaters-Patch.esp, RND_Dragonborn-Patch.esp, RND_HearthFires-Patch.esp, RND_Dawnguard-Patch.esp, RND_SkyMoMod-Patch.esp, RND_RWS-Patch.esp, RND_ETaC-Patch.esp Mod names: Patches for Realistic Needs & Diseases mod Scripts:no BSAs:[/size]no Result: Looks good so far Other notes: Mindw0rk2: After merging, I tried to drink from Pure Waters source and take water from Drinking Fontain. Both worked, so I assume other patches work well also. See Mindw0rk2's report. Also see Maddoc06's report.
ESPs merged: BetterQuestObjectives-AlternateStartPatch.esp, BetterQuestObjectives-BetterStealthAIPatch.esp, BetterQuestObjectives-BSaQBPatch.esp, BetterQuestObjectives-Dawnguard.esp, BetterQuestObjectives-PaarDilemmaPatch.esp, BetterQuestObjectives-XFLPatch.esp Mod names:Even Better Quest Objectives Mod Patches Scripts: no BSAs: no Result: Merged OK Other notes: Looks OK. See Maddoc06's report.
ESPs merged: Chesko_WearableLantern.esp, Chesko_WearableLantern_Guards.esp, Chesko_WearableLantern_Candle_DG.esp, Chesko_WearableLantern_Caravaner.esp Mod names:Chesko Wearable lantern & 3 addons Scripts: no BSAs: I merged no BSA version Result: Merged OK Other notes: Everything working fine and lanterns are showing on guards and caravans. Crafting candles works so it would seem a successful merge. Just make sure you clean chesko_wearablelantern.esp with Tes5Edit. See Latze1984's report.
ESPs merged: Blacksmithforge water fix vanilla.esp, Blacksmithforge water fix - Dawnguard.esp, Blacksmithforge water fix - Dragonborn.esp Mod names: Blacksmith forge water fix Scripts:[/size]no BSAs: no Result:Merged successfully, working fine Other notes: See Latze1984's report.
ESPs merged: RealisticWaterTwo - Legendary.esp, RealisticWaterTwo - Falskaar.esp, RealisticWaterTwo - Waves.esp, RealisticWaterTwo - Waves - Dawnguard.esp, RealisticWaterTwo - Waves - Falskaar.esp Mod names: Realistic Water Two Scripts: No BSAs: No Result: Successful Other notes: DO NOT merge RealisticWaterTwo.esp if you dont want to see missing water textures and glitches. See mindw0rk2's report.
ESPs merged: Item Sorting by Saige.esp, Item Sorting HF by Saige.esp, Item Sorting DB by Saige.esp, Item Sorting DG by Saige.esp Mod names: Item Sorting Scripts: No BSAs: No Result: Successful Other notes: Haven't seen any problems. See mindw0rk2's report.
Scripts: No BSAs: No Result: Success Other notes: Just remember when merging Follower Mods, they all reset. IE go back home as if you had never met. See aggressivepassivist's report.
Scripts: No BSAs: Yes, Unpacked. (DragonBone Ebonsteel Armor was invisible, unpacked the rest just in case.) Result: Success Other notes: Just added armor and weapons via crafting, easy merges. I did try to merge Lilith's Tools as well. However, that esp has all kinds of edits, as it includes a quest as well. See aggressivepassivist's report.
Scripts: Yes. BSAs: No. Result: Scripted configuration quests don't seem to work. Other notes: I didn't test the configuration quests before merging. I could have been doing stuff wrong. Some users have been reporting CTDs on Skyrim startup when merging these modules. (slamminuk's report)
ESPs merged: ACE modules Mod names: ACE - Combat Skills Scripts: No. BSAs: Yes. Result: Possible issues? Other notes: Report submitted by Elementroar. Abaddon00 found some problems.
ESPs merged: HeadBomber's Better Sorting ESPs Mod names: HeadBomber's Better Sorting Scripts: No BSAs: No Result: Some modules like Realistic Needs and Diseases won't work at all, but no crash in game Other notes: (Captain Doogul's Report)
ESPs merged: ERSO modules Mod names:ERSO - Erkeil Real Skyrim Overhaul Scripts: Yes. BSAs: Yes. Result: No issues encountered for Elementroar, but Maddoc06 had CTDs. Other notes:Report submitted by Elementroar. Maddoc06 was unable to merge these modules.
ESPs merged: Book Covers Skyrim modules Mod names:Book Covers Skyrim Scripts: No. BSAs: Three extracted. Result: With more up-to-date versions of the script (1.1 and more recent) books may randomly havok to the ground, or you may get CTDs. Other notes: I performed this merge. Also see mihzvol wuriar's report.
ESPs merged: Sneak Tools.esp, Sneak Tools Vanilla Hoods.esp, Sneak Tools Vanilla Masks.esp Mod names:Sneak Tools Scripts: Don't think so... BSAs: No Result: Success/MCM menu broken. Other notes: Just merged optional esp's to the main, no issues. See aggressivepassivist's report. Also see FutureVisions' report.
ESPs merged: Customized ESPs from Mighty Magick and Apocalypse Spell Mods Mod names: Mighty Magick, Apocalypse Scripts: YES. Extremely script heavy. BSAs: Yes. Result: CTDs on startup. Other notes: Attempting to fix dirty edits and extracting BSAs proved fruitless. I doubt any spell mods will merge successfully.
Scripts: Yes. BSAs: Yes. Result: The merging didn't work, it stopped part way through. Other notes: Likely due to a TES5Edit error. Not the script or the mods' fault.
ESPs merged: Immersive Brigands, Immersive Dawnguard, Immersive Dragonborn, Immersive Events, Immersive Factions, Immersive Mercenaries, Immersive Patrols, Immersive Travelers, Immersive Werewolves Mod names: Immersive Patrols Scripts: One overridden Dragonborn record with an attached script. VMAD record shows as Identical to Master, so no visible problem there. BSAs: None Result: CTD at the first save using Alternate Start - Live Another Life Other notes: When I loaded the file in the CK, it gave numerous warnings about references not being where they should be. After saving the CK version and comparing it to the unmerged files, many markers were moved by the CK to the wrong cells. Manually merging the files using this Tutorial worked as far as the CK is concerned but still crashes at the first save.
ESPs merged: EnhancedLightsandFX.esp, ELFX - Exteriors.esp, ELFX - NoBreezehome.esp, ELFX - Dawnguard.esp Mod names: Enhanced Lighting and FX Scripts: No BSAs: No Result: siuan: The merge succeeded, but there was an error that I didn't understand in TES5Edit, and couldn't rectify. (Not the usual "out of order records" error.) When loading a save with this merge ticked in WryeBash, I would get an instant CTD when trying to save my game, no matter what method I used to save it, or how old the save was. Other notes: siuan: The error was something to do with the Soul Cairn in Dawnguard, and ELFX could possibly be merged minus that esp, but I am not sure how well that would work, given the load order issues. Others are welcome to try it.
ESPs merged: RealisticWaterTwo.esp, RealisticWaterTwo - Legendary.esp, RealisticWaterTwo - Falskaar.esp, RealisticWaterTwo - Waves.esp, RealisticWaterTwo - Waves - Dawnguard.esp, RealisticWaterTwo - Waves - Falskaar.esp Mod names: Realistic Water Two Scripts: No BSAs: No Result: Everything working. Other notes: Must set "Don't renumber FormIDs" for this merge to work properly. Used script version 1.8
Merging User Reports (399 comments)
Comments locked
The author has locked this comment topic for the time beingRegards,
-Mator
Unique Region Names.esp
RealisticWaterTwo.esp
Mod names:
Unique Region Names
Realistic Water Two
Scripts: no
BSAs: no
Result: The files merged, and XCLR records from Unique Region Names were added to the majority of the World FormIDs, however the XCLR records did not get added to FormIDs where RWT added a WATER record.
Other notes: Merge Plugins 1.9 with renumber conflicting formIDs, copy intelligently, second pass same as first.
As shown in the image below, the merged mod ends up missing the XCLR records that were included in both Unique Region Names and the compatibility patch. In order to create an ESP that is independent of the origional mods, Merge Plugins had to create new IDs for both the new regions and new waters, but was incapable of merging them into the same sub-cell record.
I had merged all 3 ESP's (2 mods + patch) that you see here:
Lanterns Of Skyrim - All In One - Main.esm
DawnofSolitude.esp
DawnofWindhelm.esp
DawnofWhiterun.esp
DawnofRiften.esp
DawnofMarkarth.esp
JK's Riverwood - LR.esp
JK's Ivarstead.esp
JKs Dragon Bridge.esp
JK's Rorikstead.esp
JK's Falkreath.esp
JK's Morthal.esp
JK's Dawnstar.esp
JK's Winterhold.esp
HoldBorderBanners.esp
Skyrim Better Roads - Ivarstead.esp
Skyrim Better Roads - Solitude.esp
Skyrim Better Roads - Whiterun.esp
Skyrim Bridges.esp
Point The Way.esp
BetterDGEntrance.esp
UniqueBorderGates-All.esp
UniqueBorderGates-All-BetterDGEntrance.esp
UniqueBorderGates-All-PointTheWay.esp
fallentreebridges.esp
theWatchTowers.esp
Salmon Shack.esp
Falkreath Cottage.esp
theMannysOutPost.esp
AzuraShrineExtra.esp
Markus Home.esp
Undercity.esp
skycity3.esp
elvenwood.esp
Chapels Of Skyrim.esp
Syerscote.esp
SEEMS TO WORK AT 100 % (BUT NOT SURE ABOUT THE BSA FROM DAWN OF SKYRIM collection , because i dont now if the are new quest in it or something need a script ) the other in the list dont have that in them
This particular thread (the merging user reports thread) is kind of redundant now that we have a user-built dictionary of reports. The script itself, however, is being constantly maintained and will continue to be maintained until some unknown future date when I no longer think there's anything more I can fix in it/add to it.
^_^
That depends on CCOR's implementation. Patch files - fine if you merge them with the armor/weapon mod. Dynamic weapon/armor loading via script - fine, a merged plugin is a plugin like any other plugin is a plugin. Filename references in papyrus scripts - not fine, will not work.
From what I remember, CCOR is based on recipe conditions which check the state of certain global variables. These are applied to recipes via a patch file. As long as you merge the CCOR patch file with the mod/s they patch, everything will function exactly the same as it did before. If you don't merge the patch file with the mod/s it patches you will end up with a missing master error, and will not be able to use the patch file in your load order. If you use my CCOR Script from Automation Tools, you can generate a CCOR patch for your entire load order all at once, and thus don't need to worry about merging patch files or anything like that.
Scripts: Yes
BSAs: Yes (unpacked)
Result: Merged with no issues
Other notes: Checked in game, Oblivion gates, signs, hold banners, all roads, bridges and fallen trees are there, and Bear shrine is there as well. Tested rain storm via console, splash of rain and thunder are working as well. I haven't been able to test rainbows and shooting stars, but i did get shooting stars dates at the start of new game.
JK's Windhelm.esp
JK's Rorikstead.esp
JK's Solitude.esp
JK's Dawnstar.esp
JK's Winterhold.esp
JK's Riverwood.esp
JK's Whiterun.esp
JK's Riften.esp
JK's Morthal.esp
JK's Markath.esp
JK's Ivarstead.esp
Mod names:
JK's Windhelm
JK's Solitude
JK's Markarth
JK's Riften
JK's Riverwood
JK's Ivarstead
JK's Rorikstead
JK's Falkreath
JK's Morthal
JK's Dawnstar
JK's Winterhold
Scripts: No
BSAs: No
Result: Perfect.
Other notes: Used v1.8
Please VIEW THIS ON THE FORUM
Hi everyone.
This will be a post specifically dedicated to user reports regarding the Merge Plugins TES5Edit Script. Whenever you merge a mod successfully/unsuccessfully it would be useful to other users if you post a report here. You can also post reports for mods that have already been tested to confirm what other users have submitted.
Just so it's easier for me to add reports to the main post and keep things organized, here are a few templates:
For Successful merges use this template:
ESPs merged: <ESP filenames>
Mod names: <Linked names>
Scripts: <Yes/no>
BSAs: <Yes/no>
Result: <id the merge work?>
Other notes: <Stuff>
For Semi-Successful merges use this template:
ESPs merged: <ESP filenames>
Mod names: <Linked names>
Scripts: <Yes/no>
BSAs: <Yes/no>
Result: <id the merge work?>
Other notes: <Stuff>
For unsuccessful merges use the template:
ESPs merged: <ESP filenames>
Mod names: <Linked names>
Scripts: <Yes/no>
BSAs: <Yes/no>
Result: <id the merge work?>
Other notes: <Stuff>
_____________________________________________________________________
SUCCESSFUL MERGES
-------------------------------------------------------------------------------------
ESPs merged: All Personalized Music modules
Mod names: Personalized Music
Scripts: Not sure. I don't think so.
BSAs: No.
Result: No issues encountered.
Other notes: YouTube video in the merge plugins description.
-------------------------------------------------------------------------------------
ESPs merged:
- hothtrooper44_ArmorCompilation.esp
- Dark Elven Thalmor.esp
- SPOAsilverknight.esp
- SPOA_shield.esp
- HeroicDwarven.esp
Mod names:- Immersive Armors
- SPOA Silver Knight Armor
- SPOA Silver Knight Shield
- Dark Elven Thalmor
- Heroic Dwarven Standalone Set
Scripts: One startup script from IABSAs: Several. Likely extracted.
Result: No issues encountered.
Other notes: The majority of Armor mods should merge successfully.
-------------------------------------------------------------------------------------
ESPs merged:
- Insanity's Goldbrand.esp
- Insanity's Chrysamere.esp
- Insanity's Ice Blade of the Monarch.esp
- Insanity's Umbra Sword.esp
Mod names:- Insanity's Goldbrand
- Insanity's Chrysamere
- Insanity's Ice Blade of the Monarch
- Insanity's Umbra Sword
Scripts: No.BSAs: No.
Result: No issues encountered
Other notes: The majority of weapon mods should merge successfully.
-------------------------------------------------------------------------------------
ESPs merged: PureWaters modules
Mod names: PureWaters
Scripts: No.
BSAs: Yes.
Result: No issues encountered. Use Check For Errors before merging!
Other notes: Has been tested by several users, no errors reported so far.
(insaneplumber's Report)
-------------------------------------------------------------------------------------
ESPs merged: Warburgs 3d Paper World Map Modules
Mod names: Warburgs 3d Paper World Map
Scripts: No.
BSAs: BSAs merged.
Result: No issues encountered.
Other notes: See insaneplumber's report.
-------------------------------------------------------------------------------------
ESPs merged:
- Atlas Map Markers.esp
- Atlas Blackreach.esp
- Atlas Dawnguard.esp
- Atlas Dragonborn.esp
Mod names: Atlas Map MarkersScripts: Yes.
BSAs: No.
Result: No issues encountered.
Other notes: See insaneplumber's Report. Also see Maddoc06's report.
-------------------------------------------------------------------------------------
ESPs merged: imp_helm.esp, imp_helm_dawn.esp, imp_helm_night.esp
Mod names: Improved Closefaced Helmets
Scripts: No.
BSAs: No.
Result: Appears OK. Untested ingame. Use Check For Errors before merging!
Other notes: See insaneplumber's report.
-------------------------------------------------------------------------------------
ESPs merged:
- Supreme Fog.esp
- Supreme Fog - CoT.esp
- Supreme Storms.esp
- Supreme Storms - Cot Version.esp
Mod names: Supreme StormsScripts: No.
BSAs: No.
Result: Appears OK. Untested ingame.
Other notes: See insaneplumber's report. Also see Maddoc06's report.
-------------------------------------------------------------------------------------
ESPs merged: Cloaks.esp, Cloaks - Dawnguard.esp
Mod names: Cloaks of Skyrim
Scripts: No.
BSAs: No.
Result: Appears OK. Untested ingame.
Other notes: See insaneplumber's report.
-------------------------------------------------------------------------------------
ESPs merged: CoT modules
Mod names: Climates of Tamriel
Scripts: Yes.
BSAs: Yes.
Result: No issues encountered.
Other notes: Ablaze666's report. Dragonis's report.
-------------------------------------------------------------------------------------
ESPs merged: RLO modules
Mod names: Realistic Lighting Overhaul
Scripts: No.
BSAs: No.
Result: No issues encountered.
Other notes: See Dragonis's report.
-------------------------------------------------------------------------------------
ESPs merged: Ars Metallica modules
Mod names: Ars Metallica
Scripts: No.
BSAs: Yes.
Result: No issues encountered.
Other notes: See jake sparrow's report.
-------------------------------------------------------------------------------------
ESPs merged: WATER.esp, WATER Plants.esp
Mod names: Water
Scripts: No.
BSAs: No.
Result: No issues encountered.
Other notes: jake sparrow's report. siuan's report
-------------------------------------------------------------------------------------
ESPs merged: N/A
Mod names: Mods made with the NPC Editor
Scripts: No.
BSAs: No.
Result: Make sure you load them in the CK first as active file and re-save to fix errors!
Other notes: See siuan's report. (really, you should, it has a lot of useful information if you want to do this!)
-------------------------------------------------------------------------------------
ESPs merged: HighResTexturePack01.esp, HighResTexturePack02.esp, HighResTexturePack03.esp
Mod names: HighRes texture pack DLCs
Scripts: No.
BSAs: Yes.
Result: No issues encountered.
Other notes: See siuan's report.
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ESPs merged: Better Sorting Modules
Mod names: Better Sorting
Scripts: No.
BSAs: No.
Result: No issues encountered.
Other notes: See mihzvol wuriar's report.
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ESPs merged: Night Eye Overhaul modules
Mod names: Night Eye Overhaul
Scripts: Yes.
BSAs: No.
Result: No issues encountered.
Other notes: See mihzvol wuriar's report.
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ESPs merged: R18Pn Armors
Mod names:
- Heilige Mutter Armor
- Eisen Platte Armor
- Leere Armor
- Argent Iron Armor
- Ritter Armor
- Astaroth Suit
- Diano Armor
- Torumekian Armor
Scripts: No.BSAs: No.
Result: No issues encountered.
Other notes: See mihzvol wuriar's report.
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ESPs merged:
- BosmerArmorMATY743.esp
- Brigandage.esp
- ColovianLeather.esp
- Earrings Set1.esp
- imperialrobes.esp
- JehennianLeather.esp
- MageBackpack_byTumbajamba.esp
- OMageReplacer.esp
- PrvtIHelmetTohan.esp
- PrvIBearclawHelm.esp
- StormcloakCuirassEnhanced.esp
- stormcloakrobes.esp
- TBBOAv2.esp
- TravelRobes.esp
- zabswitchhat.esp
- Unique Uniques.esp
Mod names:- Bosmer Armor 1.3
- Brigandage 1.5
- Colovian Leather 1.0
- HN66s Earrings 1.5
- Imperial Robes 2.0
- Jehennian Leather Cuirass 1.0
- Mage Backpack 1.0
- Opulent Outfits - Mage Robes of Winterhold 4.0
- Helm of Oreyn Bearclaw 1.2
- Adamantium Helm of Tohan 1.1
- Extended Stormcloak Armor Variety 2.1
- Stormcloak Robes 1.1
- The Big Book of Alchemy v2
- Travel Robes 1.3
- Zab's Witch Hat
- Unique Uniques 1.4
Scripts: NoBSAs: Yes - all extracted
Result: Everything merged successfully.
Other notes: Starfis: Leveled lists needed some hand editing. Not everything was properly tested ingame, but armors are showing on traders. Helm of Oreyn Bearclaw, Adamantium Helm of Tohan and Mage Backpack have simple quests. I didn't test them yet, but they should work.
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ESPs merged: LIAT - Sounds.esp / AdditionalMusicProject.esp / esisbattlepack.esp / esiscitypack.esp / esisenviropack.esp / PersonalizedMusic_c50.esp
Mod names:
- LIAT - Lively Inns And Taverns
- Additional Music Project
- Elder Scrolls Integrated Soundtrack Battle Pack - From Steam
- Elder Scrolls Integrated Soundtrack Wilderness Pack - From Steam
- Elder Scrolls Integrated Soundtrack City Pack - From Steam
- Personlized Music
Scripts: Not sure. Might be with Personlized musicBSAs: No
Result: Merge was successful
Other notes: slamminuk: No issues found. All sounds and music play.
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ESPs merged: Lots of armor and weapon esps from the Nexus and some from Steam
Mod names: See above.
Scripts: No
BSAs: Yes
Result: siuan: Merge was successful, renamed FormIDs resulted in having to remake all the armor and weapons, which was annoying, but possible. Some BSAs did not need extracting, but some did. I know for sure Armored Circlets did, and I believe Immersive Armors and Weapons also did.
Other notes: siuan: I would not recommend merging JaySuS Swords with everything else if you are planning on using matortheeternal's FMO script, as it does not seem to play nicely with that mod. (I can't remember what exactly happened, though.) Also, obviously you want to use that script AFTER you use this one.
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ESPs merged: Personal NPC appearance mods made with the NPC Editor, and a few on the Nexus.
Mod names: FalmerBane's Ysolda, Sylgia, and Serana; Hoax's Delphine Makeover, and then I believe the rest were my own from the NPC Editor. There were about ten or twelve of them.
Scripts: No
BSAs: Yes
Result: siuan: Merge was successful after the NPC Editor mods were loaded into the CK, set as active, and then saved to correct the "out of order" record problems. I also re-exported the facegendata because upon loading the first time, Senna had a dark face. I went ahead and did it for everyone. As far as the NPC Editor goes, this makes unpacking the BSAs irrelevant.
Other notes: siuan: Maybe I'll finally be able to package my own NPC mods and upload them!
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ESPs merged: Dead Body Collision.esp, Moss Rocks.esp, Oblivion Gates v3 without Markers - Skyrim + Dawnguard.esp, PilgrimsDelight.esp, PointtheWay.esp, More Salt Please.esp, More Salt Please - DG, " " DB.esp, SkaalKidAelaCoat.esp, TBBOAv2.esp (Big book of alchemy), Chesko_Step418_SN.esp
Mod names: See above.
Scripts: No
BSAs: No
Result: Forteverum: Merge entirely successful, with no errors before or after the merge. Ran around in game - found volumes of alchemy book for sale, found signposts with multiple destinations marked, dead bodies had collision, the shrines on High Hrothgar had Nordic Runes, and the 418th step was in place.
Other notes: Forteverum: These are a bunch of mods that do neat things for the game, but the things they do are so minor that they really don't deserve an .esp. Take the 418th step, for example - a whole esp just to change one step on the way up to High Hrothgar, which you might not even see if you're running fast - yet it still makes it so the game accurately reflects a point of history mentioned in books. Being able to easily and quickly combine them all into one not only makes peace with your load order, but it gives you no excuse not to have them when you thought they were cool.
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ESPs merged: High Level Enemies - Dawnguard.esp, High Level Enemies - Dragonborn.esp, High Level Enemies - Falskaar.esp, High Level Enemies.esp
Mod names: High Level Enemies
Scripts: No
BSAs: Yes
Result: Appears Successful
Other notes: Currently being tested. See Maddoc06's report.
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ESPs merged: Chesko_LoreBasedLoadingScreens.esp, Ket_3DLoadscreens.esp, Loadscreens Extended.esp, Uncle Sheo.esp
Mod names: Lore Based Loading Screens, 3D Loadscreens - 40 Brand New, Loadscreen Extensions, Uncle Sheogorath
Scripts: No
BSAs: Yes (one)
Result: Successful
Other notes: No issues so far. See mindw0rk2's report.
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ESPs merged: consolecommandsanditemcodesR4.esp, Crafting Soul Gems.esp, JK Crafting Breakdown.esp, The-Great-Book-of-Alchemy.esp, TheBigBookofAlchemy.esp, Chesko_LoreBasedLoadingScreens.esp, DuelCraftableArrows_nonStockOnly.esp, ExplodingArrows.esp, Lexyrex - Magic Arrow.esp, master alchemy book.esp, Explosive Arrows.esp, Crafting Soul Gems.esp
Mod names:[/size]Console Commands, Crafting Soul Gems, JKs Crafting Breakdown, The Big Book of Alchemy, The Great Book of Alchemy, Cheskos Lore Based Loading Screens, Duel Craftable Arrows, Explosive Arrows, Lyrex Magic Arrows, Exploding Arrows
Scripts: No
BSAs: [/size]Y,consolecommandsanditemcodesR4.bsa, Explosive Arrows.bsa
Result: OK
Other notes: Testing. The-Great-Book-of-Alchemy.esp had unused data error and Explosive Arrows returned errors. Merged Anyway. BSAs renamed and numbered sequentially. Merge appears to be working normally. See Maddoc06's report.
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ESPs merged: RND_USKP-Patch.esp, RND_DrinkingFountains-Patch.esp, RND_PureWaters-Patch.esp, RND_Dragonborn-Patch.esp, RND_HearthFires-Patch.esp, RND_Dawnguard-Patch.esp, RND_SkyMoMod-Patch.esp, RND_RWS-Patch.esp, RND_ETaC-Patch.esp
Mod names: Patches for Realistic Needs & Diseases mod
Scripts:no
BSAs:[/size]no
Result: Looks good so far
Other notes: Mindw0rk2: After merging, I tried to drink from Pure Waters source and take water from Drinking Fontain. Both worked, so I assume other patches work well also. See Mindw0rk2's report. Also see Maddoc06's report.
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ESPs merged: BetterQuestObjectives-AlternateStartPatch.esp, BetterQuestObjectives-BetterStealthAIPatch.esp, BetterQuestObjectives-BSaQBPatch.esp, BetterQuestObjectives-Dawnguard.esp, BetterQuestObjectives-PaarDilemmaPatch.esp, BetterQuestObjectives-XFLPatch.esp
Mod names: Even Better Quest Objectives Mod Patches
Scripts: no
BSAs: no
Result: Merged OK
Other notes: Looks OK. See Maddoc06's report.
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ESPs merged: Chesko_WearableLantern.esp, Chesko_WearableLantern_Guards.esp,
Chesko_WearableLantern_Candle_DG.esp, Chesko_WearableLantern_Caravaner.esp
Mod names: Chesko Wearable lantern & 3 addons
Scripts: no
BSAs: I merged no BSA version
Result: Merged OK
Other notes: Everything working fine and lanterns are showing on guards and caravans. Crafting candles works so it would seem a successful merge. Just make sure you clean chesko_wearablelantern.esp with Tes5Edit. See Latze1984's report.
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ESPs merged: Blacksmithforge water fix vanilla.esp, Blacksmithforge water fix - Dawnguard.esp, Blacksmithforge water fix - Dragonborn.esp
Mod names: Blacksmith forge water fix
Scripts:[/size]no
BSAs: no
Result: Merged successfully, working fine
Other notes: See Latze1984's report.
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ESPs merged: RealisticWaterTwo - Legendary.esp, RealisticWaterTwo - Falskaar.esp, RealisticWaterTwo - Waves.esp, RealisticWaterTwo - Waves - Dawnguard.esp, RealisticWaterTwo - Waves - Falskaar.esp
Mod names: Realistic Water Two
Scripts: No
BSAs: No
Result: Successful
Other notes: DO NOT merge RealisticWaterTwo.esp if you dont want to see missing water textures and glitches. See mindw0rk2's report.
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ESPs merged: Item Sorting by Saige.esp, Item Sorting HF by Saige.esp, Item Sorting DB by Saige.esp, Item Sorting DG by Saige.esp
Mod names: Item Sorting
Scripts: No
BSAs: No
Result: Successful
Other notes: Haven't seen any problems. See mindw0rk2's report.
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ESPs merged: MLFollowers.esp, Kaplan.esp, Miravel.esp, DwarvenCenturianCompanion.esp, WerewolfCompanion.esp, JerryDraugrCompanion.esp, CharusCompanion.esp, Chaconne.esp
Mod names:
- Expanded Follower Pool
- KAPLAN - A Follower
- Miravel Tel-Nar - The Rose of Valenwood
- Alchestbreach Companions - Skyrim Redux (4 Esp's)
- Chaconne Follower
Scripts: NoBSAs: No
Result: Success
Other notes: Just remember when merging Follower Mods, they all reset. IE go back home as if you had never met. See aggressivepassivist's report.
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ESPs merged: HarvestOverhaul.esp. HarvestOverhaulCreaturesDawnguard.esp, HarvestOverhaulDawnguard.esp
Mod names: Harvest Overhaul: http://skyrim.nexusm...m/mods/16553//?
Scripts: No
BSAs: No
Result: Success
Other notes: See aggressivepassivist's report.
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ESPs merged: Daedric_PHelm.esp, DragonboneCrossbow.esp, DragonBoneEbonSteel.esp, SniSiDaedric.esp, LilithsThorn.esp, LilithsHarbinger.esp, SniSiDragonBone.esp, DwarvenSniper-Collection.esp
Mod names:
- Daedric Plate Helm
- Liliths Thorn - Custom Rapier Sword
- Liliths Harbinger - Custom Sword and Greatsword
- Dragonbone Crossbow
- Dragonbone Ebonsteel Armor
- Daedric Wrath - Sniper Sight Bow
- Sniper Sight Dragonbone Bow
- Dwarven Sniper
Scripts: NoBSAs: Yes, Unpacked. (DragonBone Ebonsteel Armor was invisible, unpacked the rest just in case.)
Result: Success
Other notes: Just added armor and weapons via crafting, easy merges. I did try to merge Lilith's Tools as well. However, that esp has all kinds of edits, as it includes a quest as well. See aggressivepassivist's report.
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SEMI-SUCCESSFUL MERGES
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ESPs merged: Sounds of Skyrim mods
Mod names:
- Sounds of Skyrim - The Dungeons
- Sounds of Skyrim - The Wilds
- Sounds of Skyrim - Civilization
Scripts: Yes.BSAs: No.
Result: Scripted configuration quests don't seem to work.
Other notes: I didn't test the configuration quests before merging. I could have been doing stuff wrong. Some users have been reporting CTDs on Skyrim startup when merging these modules. (slamminuk's report)
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ESPs merged: Immersive Settlements modules
Mod names: Immersive Settlements
Scripts: Yes.
BSAs: Yes.
Result: Varied results. Some users have had success, others have not.
Other notes: Needs some more serious testing. Please help test and give reports on merging these modules.
(Osmanli's report) (azwraith25's initial report) (azwraith25's second report) (ElementRoar's report) (siuan's report) (mihzvol wuriar's report)
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ESPs merged: ACE modules
Mod names: ACE - Combat Skills
Scripts: No.
BSAs: Yes.
Result: Possible issues?
Other notes: Report submitted by Elementroar. Abaddon00 found some problems.
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ESPs merged: HeadBomber's Better Sorting ESPs
Mod names: HeadBomber's Better Sorting
Scripts: No
BSAs: No
Result: Some modules like Realistic Needs and Diseases won't work at all, but no crash in game
Other notes: (Captain Doogul's Report)
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ESPs merged: ERSO modules
Mod names: ERSO - Erkeil Real Skyrim Overhaul
Scripts: Yes.
BSAs: Yes.
Result: No issues encountered for Elementroar, but Maddoc06 had CTDs.
Other notes: Report submitted by Elementroar. Maddoc06 was unable to merge these modules.
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ESPs merged: Book Covers Skyrim modules
Mod names: Book Covers Skyrim
Scripts: No.
BSAs: Three extracted.
Result: With more up-to-date versions of the script (1.1 and more recent) books may randomly havok to the ground, or you may get CTDs.
Other notes: I performed this merge. Also see mihzvol wuriar's report.
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ESPs merged: Sneak Tools.esp, Sneak Tools Vanilla Hoods.esp, Sneak Tools Vanilla Masks.esp
Mod names: Sneak Tools
Scripts: Don't think so...
BSAs: No
Result: Success/MCM menu broken.
Other notes: Just merged optional esp's to the main, no issues. See aggressivepassivist's report. Also see FutureVisions' report.
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UNSUCCESSFUL MERGES
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ESPs merged: Customized ESPs from Mighty Magick and Apocalypse Spell Mods
Mod names: Mighty Magick, Apocalypse
Scripts: YES. Extremely script heavy.
BSAs: Yes.
Result: CTDs on startup.
Other notes: Attempting to fix dirty edits and extracting BSAs proved fruitless. I doubt any spell mods will merge successfully.
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ESPs merged:
- Unofficial Skyrim Patch.esp
- Unofficial Dawnguard Patch.esp
- Unofficial Hearthfire Patch.esp
- Unofficial Dragonborn Patch.esp
Mod names:- Unofficial Skyrim Patch
- Unofficial Dawnguard Patch
- Unofficial Hearthfire Patch
- Unofficial Dragonborn Patch
Scripts: Yes.BSAs: Yes.
Result: The merging didn't work, it stopped part way through.
Other notes: Likely due to a TES5Edit error. Not the script or the mods' fault.
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ESPs merged: Immersive Brigands, Immersive Dawnguard, Immersive Dragonborn, Immersive Events, Immersive Factions, Immersive Mercenaries, Immersive Patrols, Immersive Travelers, Immersive Werewolves
Mod names: Immersive Patrols
Scripts: One overridden Dragonborn record with an attached script. VMAD record shows as Identical to Master, so no visible problem there.
BSAs: None
Result: CTD at the first save using Alternate Start - Live Another Life
Other notes: When I loaded the file in the CK, it gave numerous warnings about references not being where they should be. After saving the CK version and comparing it to the unmerged files, many markers were moved by the CK to the wrong cells. Manually merging the files using this Tutorial worked as far as the CK is concerned but still crashes at the first save.
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ESPs merged: EnhancedLightsandFX.esp, ELFX - Exteriors.esp, ELFX - NoBreezehome.esp, ELFX - Dawnguard.esp
Mod names: Enhanced Lighting and FX
Scripts: No
BSAs: No
Result: siuan: The merge succeeded, but there was an error that I didn't understand in TES5Edit, and couldn't rectify. (Not the usual "out of order records" error.) When loading a save with this merge ticked in WryeBash, I would get an instant CTD when trying to save my game, no matter what method I used to save it, or how old the save was.
Other notes: siuan: The error was something to do with the Soul Cairn in Dawnguard, and ELFX could possibly be merged minus that esp, but I am not sure how well that would work, given the load order issues. Others are welcome to try it.
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Mod names: Realistic Water Two
Scripts: No
BSAs: No
Result: Everything working.
Other notes: Must set "Don't renumber FormIDs" for this merge to work properly. Used script version 1.8
RSChildren - Complete.esp
RSChildren_PatchUSKP.esp
RSChildren_PlayableOverride.esp
Armor and Clothing for RSChildren - Playable Override.esp
VJRS.esp
VJRSArm.esp
Mod names:
RS Children Overhaul
Armor and Clothing for Kids
2 ESP's for RS Children Overhaul
Scripts: No
BSAs: No
Result: Success
Other notes: Merged in the Load Order like above. Worked like a charm.