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.
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!
I would just like to say, in 2025, for someone who is new to this type of thing (I was looking to cleanup my modlist a bit - hence merge), and also someone who does a fair amount of coding.
This is the kind of beautiful gem of a script one can only dream of creating.
All these years later and this beautify of a script still runs flawlessly and is designed with excellent attention to detail so that even a merging/xediting/modding newb like myself can do it.
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....
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.
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.
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.
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
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
4505 comments
[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
"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
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!
This is the kind of beautiful gem of a script one can only dream of creating.
All these years later and this beautify of a script still runs flawlessly and is designed with excellent attention to detail so that even a merging/xediting/modding newb like myself can do it.
You deserve another 12k endorsements. Thank you.
I am not sure what to do with that plugin it has to be something in there
ConstructOkCancelButtons(frm, frm, cmbFiles.Top + 50);
with this:
cModal(frm, frm, cmbFiles.Top + 50);
https://drive.google.com/file/d/19wxIeSGEro1g8Y3YyXRkUEfjqUaH9EJE/view?usp=drive_link
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.
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.
"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
Thanks