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Crushed Text and FNVEdit questions.

General help and troubleshooting.
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Cannibal_Kon
Posts: 73
Joined: Mon Dec 09, 2013 10:53 pm

Drewkey wrote:

Post by Cannibal_Kon » Wed May 21, 2014 3:26 am

[quote=Drewkey]


 


Combining esp


You might find this edit macro for FNVEdit usefull:


http://www.nexusmods.com/skyrim/mods/37981


It offers a reasonably foolproof method for combining plug-ins, so that you can keep your content and reduce their number below 140.


To install, download MANUALLY the file from nexus (don't worry that this is a skyrim edit macro it works just fine for FNV as well). Open the zip file you have just downloaded and copy the contents of the included Edit Scripts folder into FNVEdit's Edit Scripts folder.

(FNVEdit's Edit Scripts folder should be in the same directory as FNVEdit.exe).


To use follow the tutorial in the read me but it basically boils down to:


(If Applicable) Unpack any BSA associated with the esp you are going to combine


Load FNVEdit selecting those mods that you wish to combine


Highlight the mods to combine, right click and select "check for errors"


If there are no errors then Highlight the mods to combine, right click and select "Apply Script"


When the selection box for Script to apply comes up select "Merge Plugins v1.6"


Make sure that the mods you want to merge are ticked then click OK


Choose "-- CREATE NEW FILE --" when asked which esp you want to merge into and the give the new combined esp a name that does not already exist.


If no error messages appeared in the output then close FNVEdit saving only the new combined esp.


Then open up your mod manager and deactivate the esps you have combined from your load order and activate the combined esp (placing the combined esp just after the last of the now deactivated esp used to create it).


N.B. Take care that none of the mods you combine are masters for mods not being combined.


I have used this to help manage my load order and for me it works wonderfully.


[/quote]



This plugin that Drewkey suggested. It's a script that allows merging plugins in what seems to be an easier way but when I merge them it seems to only let me create a file with all of the esps I selected but not merge into one of the esps I've selected or can select.

IF that's any clearer?


"A sword wields no strength unless the hand that holds it has courage. Remember those words..."

plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

I thought you were using

Post by plumjuice » Wed May 21, 2014 3:37 am

I thought you were using Gribs tutorial, which is why I got confused.


Ok. It seems like its an automated merger. Not sure what the benefit of it over FNVPlugin is but that is probably because I dont know much about merging.


I dont understand what the issue is though, because, as i see it, gribs tutorial shows you how to merge B into A, but the script drewkey suggests merges A and B into a new plugin C.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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Cannibal_Kon
Posts: 73
Joined: Mon Dec 09, 2013 10:53 pm

Because when it comes to the

Post by Cannibal_Kon » Wed May 21, 2014 3:40 am

Because when it comes to the latter I understand completely how to use it but the former seems t oconfuse me and I can't seem to do it correctly. I'm actually going to bed now so I'll explain more tomorrow.


"A sword wields no strength unless the hand that holds it has courage. Remember those words..."

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

In my opinion (nobody asked,

Post by TJ » Wed May 21, 2014 3:44 am

In my opinion (nobody asked, I know) if you're going to go the automated merge route you're better off using FNVPlugin. You won't learn anything by going the automated route, and you're just as likely to break things, (unless you're just doing armor compilations - in which case they usually only use FNV as a master and don't have any conflicting records, or are extremely well versed with the mod like Chuck and his interiors mods) but hey - you won't realize it until you're using the plugin. What you're gonna want to do is pretty much what plum said.


This is all from memory and is just an example, so if it's wrong my bad:


ILO - AWOP requires FNV, ILO, and AWOP. You're going to want to add masters to ILO.esp and add AWOP, then sort masters (always sort your masters until you know what you're doing) Then you're going to want to go through the plugin and start changing formIDs to ILO.esp's index number. When that's done start following Grib's guide until you've got it all merged. If it errors out, something you're trying to move still relies on something that hasn't had it's formID changed yet.


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Cannibal_Kon
Posts: 73
Joined: Mon Dec 09, 2013 10:53 pm

Quick question, I merged RIL

Post by Cannibal_Kon » Wed May 21, 2014 8:57 pm

Quick question, I merged RIL flawlessly today when I was awake and well and I'm about to begin merging into ILO when I noticed I have "ILO - Fallout New Vegas.esp" and "Interior Lighting Overhaul - Ultimate Edition.esp" They both call on the ILO core.esm but UE has DLC masters and F:NV doesn't I wanted to make sure the UE is techincally the DLC version and F:NV is the no DLC version for this mod.


 


"A sword wields no strength unless the hand that holds it has courage. Remember those words..."

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

UE is the DLC edition.

Post by TJ » Wed May 21, 2014 9:24 pm

UE is the DLC edition.


My project Dash is on Kickstarter!



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Cannibal_Kon
Posts: 73
Joined: Mon Dec 09, 2013 10:53 pm

Thank you TJ, better to be

Post by Cannibal_Kon » Wed May 21, 2014 9:36 pm

Thank you TJ, better to be safe than sorry.


"A sword wields no strength unless the hand that holds it has courage. Remember those words..."

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