-Updated the GUI. You can now see potential changes before you trim -Added ability to toggle which merge compilations will be affected -Added a few tooltips -Added an icon
Is there any way you could possibly create a non mo version? I don't use MO. The coding on it is very shoddy and I prefer to either manually install my mods or use NMM for convenience.
Sorry I only use Mod Organizer and part of how the trimmer works is by disabling and enabling mods using MO's virtual directory system. Without MO it would have to delete or move files around which gets complicated so I will not be releasing a non-MO version. The source code for this tool is available on the download page however and it would be no problem for me if somebody wanted to try make a version that does not require Mod Organizer but I would not be able to provide any technical support for it.
1): It seems that at least with the more recent-ish versions of MO2 (I'm running 2.0.8.3) are eliminating the empty textures folder from the mod file tree at install time (i.e., the .zip archive shows the empty textures folder when opened with 7zip, but it isn't showing in the file tree when you look at it in the mod information panel after installation. I was able to fix that manually just by re-creating the empty textures folder in the filetree window of the information panel, but until I did so MO2 was greying out the mod 1a): Just for kicks, I repackaged the archive after first creating a dummy .ini file within the "textures" folder of the archive (literally: I created a text file called "this-is-an-empty-ini.ini" opened it with Notepad++ and entered "this file intentionally left blank." When I install that slightly modified archive, it DOES create the correct directories.
2) The above not withstanding (and regardless of which version of the archive I use) whenever I attempt to launch the .exe from within MO2, the program launches briefly, opens a window that it then closes too quickly for the eye to see, and then drops me back to the main MO Window. I have no idea why this should be the case. If I run it from OUTSIDE MO, the program runs fine (I don't know if it will WORK, but it runs just fine. I just haven't tried to commit any changes yet).
Currently not supporting MO2. After trying MO2 for my modding I reverted back to MO1 so I haven't really had much motivation to update my apps to 2. But I am updating this trimmer app sometime soon and I will look into MO2 support.
But in regards to your questions, you mention empty texture folders, they were just there so that when people installed Trimmer through MO it wasn't greyed out, and I made that the 'way' to install trimmer as it was easier to setup that way. But personally I use it in its own folder in my tools directory, and as long as it's ini file has the correct paths in it then it should work fine.
You may run into a problem with MO2 however as MO2 supports non-default folder paths for 'Profiles', in MO1 this is your 'MO folder/profiles'. If your MO2 base folder is not the same folder as the executable, then trimmer will not function properly.
I think it needs MO mate, the install is specific to MO and it reads some MO files, that's not to say there isn't some obscure way of making it work with NMM.
This will only work for MO as what it will do is ask for MO folder so it can find 'ModOrganizer.ini'
Once it locates the ini file it will get the location of the 'profiles' folder and 'mods' folder. Then it will build a list of esp files and also when MergePlugins creates a merged mod with MO integration it will make its own merged mod in the mods folder.
Example how it works:
Merging: A.esp, B.esp, C.esp to make MergedABC.esp This will make a merged mod in 'mods/MergedABC/MergedABC.esp' MergePlugins will also make dummy files in 'mods/MergedABC/merge/plugins' (A.esp.merged, B.esp.merged, C.esp.merged)
This tool will read those .merged files and know those are the esp files which are already merged.
It will also read 'modList.txt' found in your MO profile folder to see whether the mod is activated or not and determine whether to activate or disable the merged mods.
Finally it will edit one file only and that is your 'plugins.txt' file found in your MO profile folder to update the active plugins.
So long story short, this will only work with Mod Organizer. Feel free to have a look at the source files and recompile to work without MO if it's possible but ideally this functionality added to MergePlugins itself would be great and is on the horizon I believe.
I can not make this work. I’ve come as far as selecting the Mod Manager file, but when I start the trimmer, it shows the window from your image, only it is empty. No merges show.
Awesome work, Amador! I've been trying to do manually what your mod does almost automatically. This is SO much easier than either manual process available in Merge Plugins. I sincerely hope this functionality is added to Merge Plugins.
As with most posts, THX hope this saves me some time, I have all these cross reference lists I check...will certainly use this instead. EDIT: Did something stupid and all my esp.s got checked off. Took about 7 min to do what I wanted, that includes download install reading drinking coffee. Hours saved. BTW my merged lists are fairly substantial. Once again Thank You.
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If anyone needs any extra support I check here quite regularly, unless the above date is quite old.
I will reply to any questions here or private messages as soon as I can.
Happy modding!
-Updated the GUI. You can now see potential changes before you trim
-Added ability to toggle which merge compilations will be affected
-Added a few tooltips
-Added an icon
1): It seems that at least with the more recent-ish versions of MO2 (I'm running 2.0.8.3) are eliminating the empty textures folder from the mod file tree at install time (i.e., the .zip archive shows the empty textures folder when opened with 7zip, but it isn't showing in the file tree when you look at it in the mod information panel after installation. I was able to fix that manually just by re-creating the empty textures folder in the filetree window of the information panel, but until I did so MO2 was greying out the mod
1a): Just for kicks, I repackaged the archive after first creating a dummy .ini file within the "textures" folder of the archive (literally: I created a text file called "this-is-an-empty-ini.ini" opened it with Notepad++ and entered "this file intentionally left blank." When I install that slightly modified archive, it DOES create the correct directories.
2) The above not withstanding (and regardless of which version of the archive I use) whenever I attempt to launch the .exe from within MO2, the program launches briefly, opens a window that it then closes too quickly for the eye to see, and then drops me back to the main MO Window. I have no idea why this should be the case. If I run it from OUTSIDE MO, the program runs fine (I don't know if it will WORK, but it runs just fine. I just haven't tried to commit any changes yet).
But in regards to your questions, you mention empty texture folders, they were just there so that when people installed Trimmer through MO it wasn't greyed out, and I made that the 'way' to install trimmer as it was easier to setup that way. But personally I use it in its own folder in my tools directory, and as long as it's ini file has the correct paths in it then it should work fine.
You may run into a problem with MO2 however as MO2 supports non-default folder paths for 'Profiles', in MO1 this is your 'MO folder/profiles'. If your MO2 base folder is not the same folder as the executable, then trimmer will not function properly.
Any news about MO2 support?
Thank you very much!
and i don't suppose this'll work on any merges i made w/ the old Merge Scripts from a year+ ago?
Once it locates the ini file it will get the location of the 'profiles' folder and 'mods' folder. Then it will build a list of esp files and also when MergePlugins creates a merged mod with MO integration it will make its own merged mod in the mods folder.
Example how it works:
Merging: A.esp, B.esp, C.esp to make MergedABC.esp
This will make a merged mod in 'mods/MergedABC/MergedABC.esp'
MergePlugins will also make dummy files in 'mods/MergedABC/merge/plugins' (A.esp.merged, B.esp.merged, C.esp.merged)
This tool will read those .merged files and know those are the esp files which are already merged.
It will also read 'modList.txt' found in your MO profile folder to see whether the mod is activated or not and determine whether to activate or disable the merged mods.
Finally it will edit one file only and that is your 'plugins.txt' file found in your MO profile folder to update the active plugins.
So long story short, this will only work with Mod Organizer. Feel free to have a look at the source files and recompile to work without MO if it's possible but ideally this functionality added to MergePlugins itself would be great and is on the horizon I believe.
EDIT:
Did something stupid and all my esp.s got checked off.
Took about 7 min to do what I wanted, that includes download install reading drinking coffee. Hours saved. BTW my merged lists are fairly substantial. Once again Thank You.
My merge has 188 plugins in it... I was doing it manually.