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Merge Plugins Standalone {PUBLIC BETA} (209 comments)

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  1. matortheeternal
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    Merge Plugins Standalone has been publicly released

    To get the latest version (v2.1.1) you'll have to download from Nexus Mods. I'll be pushing the new version onto the backend in a few days (I just want to encourage people to download from the Nexus so they can endorse it).
  2. p4ck3tl055
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    So, I'm finishing up my mods and decided I would merge a few "Bathing in Skyrim" plugins.  No biggie, I fire up the app, wait for the plugins to load and bam, I get this:
     
    0tvjHTt.png
     
    I say, "WTF??!!!" and go check Mod Organizer.  Low and behold, none of the issues reported by MPS are the case.  I took a snapshot of the BOTTOM of my load order.  Notice all of the plugins MPS say need things loaded before them?
     
    Fq4gfU9.png
     
    What gives?  How can I fix this, when I can't see anything that needs to be fixed....
     
    Is there a way to prevent MPS from doing a load order check?  I don't understand why this is a critical item anyway, I mean the only thing that matters is the mods to be merged anyway, right?  (I know, that's a noob question and I'm trying to understand the risk involved in NOT performing the check.)
     
    EDIT 1: Just for giggles, I loaded up TES5Edit (with the same load order) to see if it would bark about the masters like MPS is doing.  Nope - loaded just fine, no issues.
     
    EDIT 2: Mator responded to my plea for help on Reddit.  Here's his reply and the fix (until new features in future builds come online.)
  3. reddvilzz
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    Where can I get the log? I look at the log folder on the merge plugins folder and there is nothing in it.When merging there are no errors whatsoever it just Merge successfully.

     
    In the logs folder.  And if you don't see anything in there then you have larger problems to worry about.  E.g. Merge Plugins not having permission to write files in its own folder, you looking in the wrong installation of merge plugins (if you installed it multiple places and are running from a shortcut/through MO), etc.
     
    1. Make sure you're checking the correct directory for logs.  That is, the one corresponding to the shortcut/MO executable entry you're using to start Merge Plugins.
    2. Make sure your antivirus isn't blocking Merge Plugins from accessing/saving files in the logs folder.
    3. Make sure the Merge Plugins directory (and logs folder) don't have read only set.
    4. If you're on Windows 8 or Windows 10 you may need to take ownership of the Merge Plugins directory and all subfolders.  The same may be necessary for your MO mods folder (if you're using MO).
    5. If you aren't using MO, make sure you're running Merge Plugins as an administrator.
     
     

     

    Every merged plugin you build is added to the end of your load order.  So the real maximum number of plugins you can load is 255 - the number of merged plugins you're building.I've talked about this at length before, so if you're curious as to why this is a limitation please refer to one of my previous posts.

     
    Hi again Mator, thanks for your answer, apologies for insisting on the matter but I repeat, the bug happens randomly with less than 255 plugins activated in the load order too. In addition when I close Merge Plugin it opens the closing window but crashes to desktop before closing correctly with this error message:

    S5cm0UR.jpg"Exception EAccessViolation in module MergePlugins.exe at 00006928. Access violation at address 00406928 in module 'MergePlugin.exe'. Read of address 00000000."
    Looks like if eventually my copy of mergeplugins.exe is degrading its performance and producing more bugs. Maybe some kind of memory leak? Good luck and hope you can fix this bug without much hassle.
     
    Another thing I noticed is how great is the esp error detection tool of your program. It has detected several broken quest aliases and other types of errors in some of the plugins in my load order that TES5Edit couldn't so congratulations for your work in that regard. I'm curious about how the error detection part works internally to be able to detect errors that TES5Edit can't.

     
    1. You didn't even read my post.  I told you exactly why, when you load less than 255 plugins, you still get the error.  Please read my post again.
    2. My error checking code is no different from xEdit's.  I call the same function that xEdit does.
     
     
    -Mator

    Oh the logs are there but when I opened any logs it has nothing in it. Blank text file. But I've it is working now just like you said the hair mods shouldn't have problems and tried it once again and it works. But sometimes the CTD will happened once at least everytime I start the game so I need to start it once more to make it work.

    Idk if that's caused by the recent merged mods, because before I do the last merges everything works well. Thank you for the response and the program.
  4. Irbran Rielle
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    1. You didn't even read my post.  I told you exactly why, when you load less than 255 plugins, you still get the error.  Please read my post again.

    2. My error checking code is no different from xEdit's.  I call the same function that xEdit does.

     
    Oops sorry for that, my brain is melting these last days after several hours trying to clean esp of errors with TES5Edit and merging them. I shouldn't try to report bugs after two hours of fiddling with mergeplugins or tes5edit Not many modders bother to check their esps for errors it seems, I'm even getting errors in mods like USLEEP, Inigo, Helgen Reborn, etc. so being a noob at this I'm a bit oversaturated I will try to load 255 - [nÂș plugins to merge] and leave a safe margin and double or triple check the number of loaded plugins if the error appears again.
     
    I've re-checked why TES5Edit couldn't detect errors in a plugin but merge could and it seems to be related with different versions of Interesting NPCs (I checked a bugged 3.10 and when checked again with xEdit days later I patched the esp and didn't remember). Again brain fart, apologies and thank you for your patience and helpfulness.

     
  5. matortheeternal
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    Where can I get the log? I look at the log folder on the merge plugins folder and there is nothing in it.
    When merging there are no errors whatsoever it just Merge successfully.


     
    In the logs folder.  And if you don't see anything in there then you have larger problems to worry about.  E.g. Merge Plugins not having permission to write files in its own folder, you looking in the wrong installation of merge plugins (if you installed it multiple places and are running from a shortcut/through MO), etc.
     
    1. Make sure you're checking the correct directory for logs.  That is, the one corresponding to the shortcut/MO executable entry you're using to start Merge Plugins.
    2. Make sure your antivirus isn't blocking Merge Plugins from accessing/saving files in the logs folder.
    3. Make sure the Merge Plugins directory (and logs folder) don't have read only set.
    4. If you're on Windows 8 or Windows 10 you may need to take ownership of the Merge Plugins directory and all subfolders.  The same may be necessary for your MO mods folder (if you're using MO).
    5. If you aren't using MO, make sure you're running Merge Plugins as an administrator.
     
     


     


    Every merged plugin you build is added to the end of your load order.  So the real maximum number of plugins you can load is 255 - the number of merged plugins you're building.
    I've talked about this at length before, so if you're curious as to why this is a limitation please refer to one of my previous posts.


     
    Hi again Mator, thanks for your answer, apologies for insisting on the matter but I repeat, the bug happens randomly with less than 255 plugins activated in the load order too. In addition when I close Merge Plugin it opens the closing window but crashes to desktop before closing correctly with this error message:

    S5cm0UR.jpg
    "Exception EAccessViolation in module MergePlugins.exe at 00006928. Access violation at address 00406928 in module 'MergePlugin.exe'. Read of address 00000000."
    Looks like if eventually my copy of mergeplugins.exe is degrading its performance and producing more bugs. Maybe some kind of memory leak? Good luck and hope you can fix this bug without much hassle.
     
    Another thing I noticed is how great is the esp error detection tool of your program. It has detected several broken quest aliases and other types of errors in some of the plugins in my load order that TES5Edit couldn't so congratulations for your work in that regard. I'm curious about how the error detection part works internally to be able to detect errors that TES5Edit can't.


     
    1. You didn't even read my post.  I told you exactly why, when you load less than 255 plugins, you still get the error.  Please read my post again.
    2. My error checking code is no different from xEdit's.  I call the same function that xEdit does.
     
     
    -Mator
  6. Irbran Rielle
    Irbran Rielle
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    Every merged plugin you build is added to the end of your load order.  So the real maximum number of plugins you can load is 255 - the number of merged plugins you're building.
    I've talked about this at length before, so if you're curious as to why this is a limitation please refer to one of my previous posts.


     
    Hi again Mator, thanks for your answer, apologies for insisting on the matter but I repeat, the bug happens randomly with less than 255 plugins activated in the load order too. In addition when I close Merge Plugin it opens the closing window but crashes to desktop before closing correctly with this error message:

    S5cm0UR.jpg

    "Exception EAccessViolation in module MergePlugins.exe at 00006928. Access violation at address 00406928 in module 'MergePlugin.exe'. Read of address 00000000."

    Looks like if eventually my copy of mergeplugins.exe is degrading its performance and producing more bugs. Maybe some kind of memory leak? Good luck and hope you can fix this bug without much hassle.
     
    Another thing I noticed is how great is the esp error detection tool of your program. It has detected several broken quest aliases and other types of errors in some of the plugins in my load order that TES5Edit couldn't so congratulations for your work in that regard. I'm curious about how the error detection part works internally to be able to detect errors that TES5Edit can't.
  7. reddvilzz
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    I've tried merging music replacement mods and the music mod patch, hair, brows and jewelry mods, and tatoo menu in 3 separate merge. But after I tried enabling the merge patch I get CTD on startup even though I have checked there are no masters missing and no dependecies inside the merged patches. What seems the problems? What do I need to do to help discovering the CTD?

    The game boots until the skyrim logo for like 6 - 10 secs and then it CTD. Checked from TES5Edit and there are no missing master errors
     
    Edit: I think I have found the culprit yet, I was combining this mods:
    TheEyesOfBeauty.esp
    Cazy Hairs-by zzjay.esp
    Fh Hairs-by zzjay.esp
    SGEyebrows.esp
    KS Jewelry.esp
     
    When I enable this mod it causes me the CTD no idea why still testing the 2 other mods now.

    2nd edit: merging music mods and the compatibility patch also gives me CTD, but not when it is unmerged.
    Anyone successfully combine the music mods?

     
    You'll need to send me some logs for me to troubleshoot, but it could be a lot of things.  You should try smaller merges.  Also, merging hairs and jewelry will not cause a CTD, so you must be doing something really wrong.
     

    Hi Mator,
     
    Thanks for the great tools you're making, can't wait to see Smash finished and with the community tools working. I wanted to report an error it's happening with Merge Plugins 2.0.2.37 which prevents any merge I try. I'm not using script handling (compiler or decompiler) for now and just trying to merge testing simple mods without any script or anything else.
     
    Merge window output:Building merge: Merge - Wyrmstooth Patches
    Maximum load order reached!  Can't create file Wyrmstooth_Patch.esp
    Exception: Access violation at address 0084D947 in module 'MergePlugins.exe'. Read of address 00000004
    Log: http://pastebin.com/GdgCDQHi
     
    This error happens only when the number of activated plugins is over 255 as the error says but a more informative message telling the user that the merge process can't work with more than 255 plugins activated could be better perhaps. Still many times more than 255 must be active so the program can notice broken references or other issues in new merging processes.
     
    Another question I have is how do I tell the program to ignore when references are broken in a merge since I will change those later and make the broken plugins reference the new merged esp?
     
    Lastly is about the asset copying process in merges. I haven't understood completely the documentation on this matter. It says it copies and renames if formsIDs change. So for example, using Mod Organizer let's try to merge Expanded Towns and Cities Modular, one merge for the main esps and other merge for its patches esps. When I do the merges apparently the program copycats all the asset files and the BSA duplicating those files for each of the two merges. Looking at those files they are exactly the same as the original so they end up overwriting and only occupying more disk space. In this example I can't see why the Merge Plugin is batch copying assets, it seems it does it even when is not needed. Can those assets (meshes, SEQ, sound folders and BSA) be safely deleted? In case I can delete them how can we know when is safe to delete and when not? Just by looking in the Mod Organizer's conflict tab section of the mod and deleting duplicates?
     
    Update: I was mistaken, this access violation error happens randomly, it was fixed when I loaded less than 255 but it has appeared again with less than the limit. although near it.

     
    Every merged plugin you build is added to the end of your load order.  So the real maximum number of plugins you can load is 255 - the number of merged plugins you're building.
    I've talked about this at length before, so if you're curious as to why this is a limitation please refer to one of my previous posts.
     
    As stated in the documentation, file-specific assets are copied as necessary when FormIDs/filenames change (which they do every time you merge).  General Assets are copied if you enabled "Copy General Assets" in the integrations tab as part of the Mod Organizer integration.  The reason a user would have the program copy general assets would be to make a single standalone package of assets/ESPs corresponding to their merge, allowing them to delete the original files or move them to a backup folder.
     
     

    Hi!
     
    When I start the program I never get the plugin selection window after I chose my profile. The program just instantly starts and loads in all my plugins.
    And as my load-order currently isn't placed correctly it gives me loads of master requirement errors and fails to initialize.
     
    So my question is does anyone know what's causing the problem how to fix it with the plugin selection window not showing up? Or do I simply have to sort my load-order
    and its errors and live with that the program loads my entire plugin list everytime i start it?

    The is no plugin selection window in the current publicly-available version.  You need to make your load order valid prior to running the application.

    Where can I get the log? I look at the log folder on the merge plugins folder and there is nothing in it.
    When merging there are no errors whatsoever it just Merge successfully.
  8. reddvilzz
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    Hi!
     
    When I start the program I never get the plugin selection window after I chose my profile. The program just instantly starts and loads in all my plugins.
    And as my load-order currently isn't placed correctly it gives me loads of master requirement errors and fails to initialize.
     
    So my question is does anyone know what's causing the problem how to fix it with the plugin selection window not showing up? Or do I simply have to sort my load-order
    and its errors and live with that the program loads my entire plugin list everytime i start it?

    It will show you what is missing on the plugin window, you need to rearrange your load order according to the message on the plugin window and the restart the merge plugins
  9. matortheeternal
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    I've tried merging music replacement mods and the music mod patch, hair, brows and jewelry mods, and tatoo menu in 3 separate merge. But after I tried enabling the merge patch I get CTD on startup even though I have checked there are no masters missing and no dependecies inside the merged patches. What seems the problems? What do I need to do to help discovering the CTD?

    The game boots until the skyrim logo for like 6 - 10 secs and then it CTD. Checked from TES5Edit and there are no missing master errors
     
    Edit: I think I have found the culprit yet, I was combining this mods:
    TheEyesOfBeauty.esp
    Cazy Hairs-by zzjay.esp
    Fh Hairs-by zzjay.esp
    SGEyebrows.esp
    KS Jewelry.esp
     
    When I enable this mod it causes me the CTD no idea why still testing the 2 other mods now.

    2nd edit: merging music mods and the compatibility patch also gives me CTD, but not when it is unmerged.
    Anyone successfully combine the music mods?


     
    You'll need to send me some logs for me to troubleshoot, but it could be a lot of things.  You should try smaller merges.  Also, merging hairs and jewelry will not cause a CTD, so you must be doing something really wrong.
     


    Hi Mator,
     
    Thanks for the great tools you're making, can't wait to see Smash finished and with the community tools working. I wanted to report an error it's happening with Merge Plugins 2.0.2.37 which prevents any merge I try. I'm not using script handling (compiler or decompiler) for now and just trying to merge testing simple mods without any script or anything else.
     
    Merge window output:
    Building merge: Merge - Wyrmstooth Patches
    Maximum load order reached!  Can't create file Wyrmstooth_Patch.esp
    Exception: Access violation at address 0084D947 in module 'MergePlugins.exe'. Read of address 00000004
    Log: http://pastebin.com/GdgCDQHi
     
    This error happens only when the number of activated plugins is over 255 as the error says but a more informative message telling the user that the merge process can't work with more than 255 plugins activated could be better perhaps. Still many times more than 255 must be active so the program can notice broken references or other issues in new merging processes.
     
    Another question I have is how do I tell the program to ignore when references are broken in a merge since I will change those later and make the broken plugins reference the new merged esp?
     
    Lastly is about the asset copying process in merges. I haven't understood completely the documentation on this matter. It says it copies and renames if formsIDs change. So for example, using Mod Organizer let's try to merge Expanded Towns and Cities Modular, one merge for the main esps and other merge for its patches esps. When I do the merges apparently the program copycats all the asset files and the BSA duplicating those files for each of the two merges. Looking at those files they are exactly the same as the original so they end up overwriting and only occupying more disk space. In this example I can't see why the Merge Plugin is batch copying assets, it seems it does it even when is not needed. Can those assets (meshes, SEQ, sound folders and BSA) be safely deleted? In case I can delete them how can we know when is safe to delete and when not? Just by looking in the Mod Organizer's conflict tab section of the mod and deleting duplicates?
     
    Update: I was mistaken, this access violation error happens randomly, it was fixed when I loaded less than 255 but it has appeared again with less than the limit. although near it.


     
    Every merged plugin you build is added to the end of your load order.  So the real maximum number of plugins you can load is 255 - the number of merged plugins you're building.
    I've talked about this at length before, so if you're curious as to why this is a limitation please refer to one of my previous posts.
     
    As stated in the documentation, file-specific assets are copied as necessary when FormIDs/filenames change (which they do every time you merge).  General Assets are copied if you enabled "Copy General Assets" in the integrations tab as part of the Mod Organizer integration.  The reason a user would have the program copy general assets would be to make a single standalone package of assets/ESPs corresponding to their merge, allowing them to delete the original files or move them to a backup folder.
     
     

    Hi!
     
    When I start the program I never get the plugin selection window after I chose my profile. The program just instantly starts and loads in all my plugins.
    And as my load-order currently isn't placed correctly it gives me loads of master requirement errors and fails to initialize.
     
    So my question is does anyone know what's causing the problem how to fix it with the plugin selection window not showing up? Or do I simply have to sort my load-order
    and its errors and live with that the program loads my entire plugin list everytime i start it?

    The is no plugin selection window in the current publicly-available version.  You need to make your load order valid prior to running the application.
  10. SWAT Jocke
    SWAT Jocke
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    Hi!
     
    When I start the program I never get the plugin selection window after I chose my profile. The program just instantly starts and loads in all my plugins.
    And as my load-order currently isn't placed correctly it gives me loads of master requirement errors and fails to initialize.
     
    So my question is does anyone know what's causing the problem how to fix it with the plugin selection window not showing up? Or do I simply have to sort my load-order
    and its errors and live with that the program loads my entire plugin list everytime i start it?
  11. Irbran Rielle
    Irbran Rielle
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    • 0 kudos
    Hi Mator,
     
    Thanks for the great tools you're making, can't wait to see Smash finished and with the community tools working. I wanted to report an error it's happening with Merge Plugins 2.0.2.37 which prevents any merge I try. I'm not using script handling (compiler or decompiler) for now and just trying to merge testing simple mods without any script or anything else.
     
    Merge window output:

    Building merge: Merge - Wyrmstooth Patches
    Maximum load order reached!  Can't create file Wyrmstooth_Patch.esp
    Exception: Access violation at address 0084D947 in module 'MergePlugins.exe'. Read of address 00000004

    Log: http://pastebin.com/GdgCDQHi
     
    This error happens only when the number of activated plugins is over 255 as the error says but a more informative message telling the user that the merge process can't work with more than 255 plugins activated could be better perhaps. Still many times more than 255 must be active so the program can notice broken references or other issues in new merging processes.
     
    Another question I have is how do I tell the program to ignore when references are broken in a merge since I will change those later and make the broken plugins reference the new merged esp?
     
    Lastly is about the asset copying process in merges. I haven't understood completely the documentation on this matter. It says it copies and renames if formsIDs change. So for example, using Mod Organizer let's try to merge Expanded Towns and Cities Modular, one merge for the main esps and other merge for its patches esps. When I do the merges apparently the program copycats all the asset files and the BSA duplicating those files for each of the two merges. Looking at those files they are exactly the same as the original so they end up overwriting and only occupying more disk space. In this example I can't see why the Merge Plugin is batch copying assets, it seems it does it even when is not needed. Can those assets (meshes, SEQ, sound folders and BSA) be safely deleted? In case I can delete them how can we know when is safe to delete and when not? Just by looking in the Mod Organizer's conflict tab section of the mod and deleting duplicates?
     
    Update: I was mistaken, this access violation error happens randomly, it was fixed when I loaded less than 255 but it has appeared again with less than the limit. although near it.