Hi, i have a little problem i guess. Everytime i merge mods, the programm add the old plugins as masters for the merged plugin. what do i wrong? Until today i used the old merge plugin script v1.9 and never run into such problems. I've tried to merge a few companion mods in oldrim.
I used this for skyrim and fallout 4,it works very good but I have a question,can it be used for starfield aswell ? Its the same developer and has the same type of files,I have a lot of mods in the game and it crash pretty often because I have many mods installed
When I try to load mods that need the Elite Crossbow Creation, they don't appear in the Merge Plugins: They are in the "Plugin Selection" List, but when I mark them there and click "ok" in the next window "Merge Plugins" they aren't shown. neither the Creation nor the Mod, when I tried other Creations I had the same problem
So did I do something wrong or is it a bug? I use MO2 and I already merged other Plugins successfully.
This is a few years out of date, it seems, but it is pretty ridiculous to have a 47-minute video on a process that takes 3 minutes. I'll try my best to explain the process:
To start, of course, create a Merge Plugins program folder anywhere you like and extract the .zip to it. If you use a modloader, create a new executable and select MergePlugins.exe from whichever folder you placed it. Otherwise, simply run the program directly from the exe.
1. Select whichever mods you'd like to merge. If you've selected all your chosen plugins and still can't press "OK," it's because one of the mods you selected depends on another ESP that you haven't selected also. The ones you need should be highlighted in red. 2. Before doing anything, right click each plugin you plan to merge and select Errors > Check for Errors 3. Right click on the "Merges" page and choose "Create new merge" 3a. Name the new ESP how you'd like. 3b. The last 2 options won't really matter unless you're merging mods that conflict (overwrite) each other, in which case, generally the default options (Override / Conflicting) will suffice. 3c. Select all of the mods you want in the "Plugins" tab, right click, "Add to merge" 4. Now you can build your merge(s)! Right click on the merge you want to build OR click the hammer on the top bar. 5. To find the merged ESPs after creating them, simply right click on the one you want in the "Merges" tab and click "Open in explorer" 5a. Close the program, then your newly merged ESP(s) should be ready to add to your game!
I would combine the BA2s into a new archive just as you did the mods, using BSAUnpacker. You'll want to rename the file(s) to coincide with the name of your new ESP. Make sure you place any texture files into a separate archive + name the new archives appropriately (e.g. "ModName - Main" and "ModName - Textures")
Hammer is grayed out for me. Can't build no matter what.
Feels like I'm better off just using xEdit and doing this myself...
EDIT: Sigh, if a merge breaks your load order you have to fix this first. Would like to just be able to do this after making a merge but it is what it is. And now I STILL don't have an .esp because my load order was full. Just give me the damn file and stop managing for me ffs.
Thank you so much for your walkthrough. I tore my hair out trying to figure this out for hours and then found this program and your excellent breakdown. 5 minutes later I'm all done. Much appreciated!
doesn't work for new vegas anymore? It can't detect s#*! including plugins and when I manually set all the folders it again can't detect a f*#@ing thing
Listen, guys, merging mods it's not that complicated, and Merge Plugins (or MP) is quite friendly doing so. I've been using for Skyrim, FNV and FO3 for years now. However, there's a few things you need to know before using this, so let's step on it first.
First and foremost... What you want to merge? And why? Simple, not-so-overlycomplex mods that add standalone content (like armor, weapons, etc.), mods that fix/edit simple records, or mods that replace very-specific stuff are safe for merging most of the time, regardless of how many items they add since they rarely conflict. The issues come when you try to merge mods that have scripted content on some form or another. Additionally, mods that change races or have Facegen data tend to have issues (never had that issue myself but I don't recommend it) and I do NOT advice to even attempt merge Quest mods. Just... Don't.
After knowing what mods you want to merge (and which shouldn't be merged) comes the Load Order. MP, in order to create new merges, requires to have all the ESPs that are going to be merged in a contiguous order (one next to the other in the LO). Otherwise, the MP will still attempt the merge build but errors creating the new FormIDs might happen, so... Best to sort carefully that Load Order.
Once the merge is built, now you need to "untick" the merged ESPs (don't erase them, just untick them, since there's a chance you might want to merge something else later), then move the merge to your data folder (with your other ESPs), put it on the right spot so it won't generate conflicts, tick it using your desired Mod Manager, and you're done to go! ...Almost.
After merging my stuff, I always test what's packed on it. MP is very good diagnosing conflicts, what's missing and the like, but sometimes is required some testing, mostly on the leveled lists and recipes.
And... Yup, I think that's it. Now go and slim a bit that Load Order! Hope this helps!
Once the merge is built, now you need to "untick" the merged ESPs (don't erase them, just untick them, since there's a chance you might want to merge something else later)
Why can't I just delete the pre-merge plugins? If I want to add another, can't I just merge this with the merged plugin and make a new merged one?
MP generates new FormIDs all the time for the new objects. Rearranges Lists... It does plenty of "renumbering" so using an old merge might (and I'm sure it will) produce more harm that good.
Every update means the merge needs to be "rebuilt", and for consistency's sake, the only way to do it is from the ground, using the original ESP/ESM files (along with the new ones, in case of an update).
What I do is that my Load Order is actually divided in two: First, ticked functional mods, and the second, unticked mods that are already merged. The merged ESP/ESM goes on the first segment, the position entirely dependent of what the merge does. The unticked mods don't mean any down on performance, also the Mod Managers don't like when you delete "manually" the ESPs of mods installed through them. It's good to keep them around, trust me.
MP uses a Profile system, so when you create new merges, it will ask you for the previous files (ESPs/ESMs) related to the merged you're attempting to rebuild. If those weren't loaded, the merge will fail, and we can't have that.
So what I do is that every new merge to that very-specific merge goes at the buttom of those ESPs, tick the ESPs that I want to merge on MP, check for errors, and then hit the "rebuild" command so MP will give me the same ESP/ESM but with the added changes of the now-included mod.
I do, install my merges manually. Then use MO to move it and tick it. It's easier that way, and since the ESP isn't related to any installed mod, those can come and go without much issues.
Then again, certain rules apply. Like any ESP, it is not advised to uninstall it mid-playthrough (unless you know exactly what you're doing) so it's better if that ESP retains the same name and structure (hence my method described above). The chances for something to go wrong are fairly less likely that way, and unless it's something very delicate, it's perfectly fine to update your merges mid-playthrough.
As a closing note, I do always merge weapons and armor (usually those two usually take the most slots in any Load Order), lands and structures go together, same as NPCs changes (test the merge extensively) but the most important aspect is that you should only merge the mods you're planning to have/use on the long run. The kind of stuff you can't live without.
Also, you should also know when to "close" that merge, meaning that you shouldn't add anything else. It is as a good as it will ever be. I close mine at 50 merged ESPs or anything between 100-200 loaded references. Everything beyond that is asking for problems.
I bulid my merge after fixing all of the issues and it turns black from green, it says "never" for date merged, and the folder for the actual merge is empty. What's going on?
3167 comments
Thanks,
- Mator
I've tried to merge a few companion mods in oldrim.
They are in the "Plugin Selection" List, but when I mark them there and click "ok" in the next window "Merge Plugins" they aren't shown.
neither the Creation nor the Mod, when I tried other Creations I had the same problem
So did I do something wrong or is it a bug?
I use MO2 and I already merged other Plugins successfully.
I hate the way this loads stuff, but I got it to finally work on something small.
To start, of course, create a Merge Plugins program folder anywhere you like and extract the .zip to it. If you use a modloader, create a new executable and select MergePlugins.exe from whichever folder you placed it. Otherwise, simply run the program directly from the exe.
1. Select whichever mods you'd like to merge. If you've selected all your chosen plugins and still can't press "OK," it's because one of the mods you selected depends on another ESP that you haven't selected also. The ones you need should be highlighted in red.
2. Before doing anything, right click each plugin you plan to merge and select Errors > Check for Errors
3. Right click on the "Merges" page and choose "Create new merge"
3a. Name the new ESP how you'd like.
3b. The last 2 options won't really matter unless you're merging mods that conflict (overwrite) each other, in which case, generally the default options (Override / Conflicting) will suffice.
3c. Select all of the mods you want in the "Plugins" tab, right click, "Add to merge"
4. Now you can build your merge(s)! Right click on the merge you want to build OR click the hammer on the top bar.
5. To find the merged ESPs after creating them, simply right click on the one you want in the "Merges" tab and click "Open in explorer"
5a. Close the program, then your newly merged ESP(s) should be ready to add to your game!
I copy them to the new merged plugin folder even if they have a different name than the merged plugins?
Took me a while to get it done (mostly because I someone how skipped over how to build the merge) but have now working merges.
Feels like I'm better off just using xEdit and doing this myself...
EDIT: Sigh, if a merge breaks your load order you have to fix this first. Would like to just be able to do this after making a merge but it is what it is. And now I STILL don't have an .esp because my load order was full. Just give me the damn file and stop managing for me ffs.
Listen, guys, merging mods it's not that complicated, and Merge Plugins (or MP) is quite friendly doing so.
I've been using for Skyrim, FNV and FO3 for years now.
However, there's a few things you need to know before using this, so let's step on it first.
First and foremost... What you want to merge? And why?
Simple, not-so-overlycomplex mods that add standalone content (like armor, weapons, etc.), mods that fix/edit simple records, or mods that replace very-specific stuff are safe for merging most of the time, regardless of how many items they add since they rarely conflict.
The issues come when you try to merge mods that have scripted content on some form or another. Additionally, mods that change races or have Facegen data tend to have issues (never had that issue myself but I don't recommend it) and I do NOT advice to even attempt merge Quest mods. Just... Don't.
After knowing what mods you want to merge (and which shouldn't be merged) comes the Load Order.
MP, in order to create new merges, requires to have all the ESPs that are going to be merged in a contiguous order (one next to the other in the LO).
Otherwise, the MP will still attempt the merge build but errors creating the new FormIDs might happen, so... Best to sort carefully that Load Order.
Once the merge is built, now you need to "untick" the merged ESPs (don't erase them, just untick them, since there's a chance you might want to merge something else later), then move the merge to your data folder (with your other ESPs), put it on the right spot so it won't generate conflicts, tick it using your desired Mod Manager, and you're done to go! ...Almost.
After merging my stuff, I always test what's packed on it.
MP is very good diagnosing conflicts, what's missing and the like, but sometimes is required some testing, mostly on the leveled lists and recipes.
And... Yup, I think that's it. Now go and slim a bit that Load Order!
Hope this helps!
MP generates new FormIDs all the time for the new objects. Rearranges Lists... It does plenty of "renumbering" so using an old merge might (and I'm sure it will) produce more harm that good.
Every update means the merge needs to be "rebuilt", and for consistency's sake, the only way to do it is from the ground, using the original ESP/ESM files (along with the new ones, in case of an update).
What I do is that my Load Order is actually divided in two: First, ticked functional mods, and the second, unticked mods that are already merged. The merged ESP/ESM goes on the first segment, the position entirely dependent of what the merge does.
The unticked mods don't mean any down on performance, also the Mod Managers don't like when you delete "manually" the ESPs of mods installed through them. It's good to keep them around, trust me.
MP uses a Profile system, so when you create new merges, it will ask you for the previous files (ESPs/ESMs) related to the merged you're attempting to rebuild. If those weren't loaded, the merge will fail, and we can't have that.
So what I do is that every new merge to that very-specific merge goes at the buttom of those ESPs, tick the ESPs that I want to merge on MP, check for errors, and then hit the "rebuild" command so MP will give me the same ESP/ESM but with the added changes of the now-included mod.
I do, install my merges manually. Then use MO to move it and tick it. It's easier that way, and since the ESP isn't related to any installed mod, those can come and go without much issues.
Then again, certain rules apply.
Like any ESP, it is not advised to uninstall it mid-playthrough (unless you know exactly what you're doing) so it's better if that ESP retains the same name and structure (hence my method described above). The chances for something to go wrong are fairly less likely that way, and unless it's something very delicate, it's perfectly fine to update your merges mid-playthrough.
As a closing note, I do always merge weapons and armor (usually those two usually take the most slots in any Load Order), lands and structures go together, same as NPCs changes (test the merge extensively) but the most important aspect is that you should only merge the mods you're planning to have/use on the long run. The kind of stuff you can't live without.
Also, you should also know when to "close" that merge, meaning that you shouldn't add anything else. It is as a good as it will ever be.
I close mine at 50 merged ESPs or anything between 100-200 loaded references. Everything beyond that is asking for problems.
So... That's it. Hope it helps!
I just want to add several music mods together in order to make a longer game playlist, as opposed to replacing or overwriting music.