I have a suggestion, although you say that we don't need this tool anymore, I do think there are some improvements to be made in order to make it useful other than just merging mods:
1) Highlight conflicts from selected mod(s) in the conflict tab: Even though I have organized my mod list properly, sometimes when I add/update mods, I usually check them out for conflicts. This tool is very useful for this since it loads up instantly and it shows you each conflict outright. I think it would be quite helpful if we had a feature that allowed us to basically highlight certain mod(s) and show us the conflicting files from other mods in the conflicts tab (with our selected mod being highlighted or only the conflicting files expanded). It would really help resolve issues within your setup without having to manually scroll through the list of conflicting files.
2) Being able to export/import resources (xmls, meshes, textures etc..) on the fly (and possibly remerge through the existing code). Although wolvenkit does that already, there are certain things that you might want to edit on the fly, without going through the process of opening up wkit, creating a new mod, picking up your desired file to edit etc.. etc.. Since you already have this tool open and you're directly looking at the conflicts, might as well extract lets say, two conflicting xmls, edit them and import them on the merge... It would save a great amount of time, especially to the users who like to fine tune, and thoroughly test out their setups.
I don't really know much about programming and I have no clue how easy/hard those features would be to make, but I can already imagine using this tool a lot more frequently if those features were in there. It would make troubleshooting to the end user a whole lot easier.
So, if I still show conflicts, as long as one of the mods that is changing the same file wins in priority, it is fine to still merge them with the rest of the files that need to be merged?
Great news! Here all this time I've not been merging them because they were still showing conflicts. I have a lot of mods showing conflicts, as long as the first listed is the higher priority, then I should be good.
Any small chance that you will revisit the guts of this merger to update it? Mod Limit Fix may have made it to where we can add more mods but this merger is still needed in the process.
If I knew what I was doing, I'd ask you for the source code and see if you would let me continue on with this.
Update for what? This kind of errors not from merger but from the ModKit itself. And I'm moved from W3 to Cyberpunk modding for now As for the source code, it was always open source https://github.com/djkovrik/W3ModMerger
There are some little things that may need revised like the general warning about spaces in the folder names. When choosing the paths, sometimes they remain red even if they are mapped correctly. Are those things error from ModKit?
I didn't know it was open source, apologies. Even though I know nothing about the Wolven Kit, I wonder if a merger like this can be created from it, hmm.
Good luck with CP2077 modding, maybe there will be a day when CDPR and modders create the game that was shown to us in the fake gameplay video (impossible when 3rd person was scrapped along with a ton of game mechanics, like the ability to scale walls & all of the beginning cutscenes to be actually played out). I was so crushed when that was exposed, I had been waving a big banner for CDPR telling everyone that it was going to be bigger & better than RDR2. I haven't played the game since then, can't seem to bring myself to try and play it.
Never mind, I translated one of your Russian replies to get my answer:
Без понятия, это проблемы самого тулкита видимо (либо косячные меши) = No idea, these are the problems of the toolkit itself, apparently (or skewed meshes)
So, I have three possibly dumb questions that I couldn't find the answer to anywhere. I'm using the Mod Limit Adjuster, but I still use the Mod Merger to organize my mods a little better and to keep the number of them down, just to be on the safe side. I'm hoping someone can answer these for me because I'm likely just being paranoid.
1. Is there such a thing as merging too many mods into one pack? If so, is there a recommended max? I create multiple packs because I worry that merging too many into one could cause some kind of corruption or failure on the mod's part.
2. Besides the ones that the MM specifically recommends against merging, are there any other types of mods that shouldn't merged? Or mods that shouldn't be merged with others using the MM?
3. Does merging texture mods cause any loss in quality of those textures?
I realize I probably won't get a response, but thanks to anyone that can answer these.
1. Perhaps no but can't say for sure 2. All non-mergeable non-text resources can cause troubles if you have conflicting resources, because when you merge things with this one it means that only one file wins the conflict and you lose changes from other files. You still can merge xmls with Script Merger but must use compatibility patches for other types of conflicting resources (like swf). If you merge things which do not conflict with each other everything might work fine, tbh I don't remember all the details and why I've added those warnings. 3. No
1286 comments
1) Highlight conflicts from selected mod(s) in the conflict tab: Even though I have organized my mod list properly, sometimes when I add/update mods, I usually check them out for conflicts. This tool is very useful for this since it loads up instantly and it shows you each conflict outright. I think it would be quite helpful if we had a feature that allowed us to basically highlight certain mod(s) and show us the conflicting files from other mods in the conflicts tab (with our selected mod being highlighted or only the conflicting files expanded). It would really help resolve issues within your setup without having to manually scroll through the list of conflicting files.
2) Being able to export/import resources (xmls, meshes, textures etc..) on the fly (and possibly remerge through the existing code). Although wolvenkit does that already, there are certain things that you might want to edit on the fly, without going through the process of opening up wkit, creating a new mod, picking up your desired file to edit etc.. etc.. Since you already have this tool open and you're directly looking at the conflicts, might as well extract lets say, two conflicting xmls, edit them and import them on the merge... It would save a great amount of time, especially to the users who like to fine tune, and thoroughly test out their setups.
I don't really know much about programming and I have no clue how easy/hard those features would be to make, but I can already imagine using this tool a lot more frequently if those features were in there. It would make troubleshooting to the end user a whole lot easier.
characters\models\main_npc\triss\h_01_wa_triss\h_01_wa_triss_d01.xbm
characters\models\main_npc\triss\h_01_wa_triss\h_01_wa_triss_d02.xbm
characters\models\main_npc\triss\h_01_wa_triss\h_01_wa_triss_d03.xbm
If I have Triss Auburn Hair Higher in Priority, is it still ok to keep Triss 4K Face checked to merge with the other mod?
RedMemory
***** OUT OF MEMORY! *****
Failed to allocate 67108864 bytes from pool 'GpuMemoryPool_Textures' (Memory class 'MC_TextureData', alignment 16)
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
Scaleform::GFx::System::Init()+0 - <unknown-file>
BaseThreadInitThunk()+0 - <unknown-file>
RtlUserThreadStart()+0 - <unknown-file>
[2022.01.06 20:02:13][Error][Exception] Red Engine Crash Log
If I knew what I was doing, I'd ask you for the source code and see if you would let me continue on with this.
As for the source code, it was always open source
https://github.com/djkovrik/W3ModMerger
There are some little things that may need revised like the general warning about spaces in the folder names. When choosing the paths, sometimes they remain red even if they are mapped correctly. Are those things error from ModKit?
I didn't know it was open source, apologies. Even though I know nothing about the Wolven Kit, I wonder if a merger like this can be created from it, hmm.
Good luck with CP2077 modding, maybe there will be a day when CDPR and modders create the game that was shown to us in the fake gameplay video (impossible when 3rd person was scrapped along with a ton of game mechanics, like the ability to scale walls & all of the beginning cutscenes to be actually played out). I was so crushed when that was exposed, I had been waving a big banner for CDPR telling everyone that it was going to be bigger & better than RDR2. I haven't played the game since then, can't seem to bring myself to try and play it.
Anyway, thank you for your time & responses.
[2022.01.19 09:34:18][Error][Core] Header CRC mismatch in 'A:\GOG Galaxy\Games\WitcherGames\Uncooked\characters\models\geralt\armor\armor_bear\g_01a_mg__bear_old.w2mesh'
[2022.01.19 09:34:18][Warning][WCC] Failed to load contents from file 'A:\GOG Galaxy\Games\WitcherGames\Uncooked\characters\models\geralt\armor\armor_bear\g_01a_mg__bear_old.w2mesh'!
[2022.01.19 09:34:18][Error][WCC] Failed to uncook file 'A:\GOG Galaxy\Games\WitcherGames\Uncooked\characters\models\geralt\armor\armor_bear\g_01a_mg__bear_old.w2mesh'!
[2022.01.19 09:34:18][Info][WCC] Uncooking file 'A:\GOG Galaxy\Games\WitcherGames\Uncooked\characters\models\geralt\armor\armor_bear\g_01_mg__bear_a01_old.xbm'...
Any idea what could be the cause of this? They are not mods, they are the vanilla files.
1. Is there such a thing as merging too many mods into one pack? If so, is there a recommended max? I create multiple packs because I worry that merging too many into one could cause some kind of corruption or failure on the mod's part.
2. Besides the ones that the MM specifically recommends against merging, are there any other types of mods that shouldn't merged? Or mods that shouldn't be merged with others using the MM?
3. Does merging texture mods cause any loss in quality of those textures?
I realize I probably won't get a response, but thanks to anyone that can answer these.
2. All non-mergeable non-text resources can cause troubles if you have conflicting resources, because when you merge things with this one it means that only one file wins the conflict and you lose changes from other files. You still can merge xmls with Script Merger but must use compatibility patches for other types of conflicting resources (like swf). If you merge things which do not conflict with each other everything might work fine, tbh I don't remember all the details and why I've added those warnings.
3. No
Regarding point 2, is the "Conflicts" tab in the UI enough to list any and all conflicts, or are there some things it won't pick up on?