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wraithzcage
Layman

Reged: 05/22/04
Posts: 8
Merging a large number of mods succesfuly
      #2626319 - 05/27/04 12:08 PM

Ive downloaded a ton of mods ive seperated them checked for errors using various programs. TEStool, overunity, tespcd, and tesmu. Ive seperated all my weapons and armor mods and was going to try to compile a merged file as i heard you could do, and name each one weapons.esp or armor.esp etc.

The problem im having is ive gone over the limit of 256 mods i believe it is that you can load. What im wondering is whats the best way to merge a large number of files like this and maybe some dos and donts. Also this probably is another noob question on my part, but once the merged file is completed do u need to keep the other ESP files in the data files directory? Or once u merge them are u done with them?

Kindve wondering too the best way to find out which esp a missing file belongs to, if u get an error message upon loading up morrowind saying an "item" is missing.

Ive been really working hard on learning how to do all this and i really hate to bug anybody with all these questions and if u dont want to answer them all and just one even thatd be great. Everything helps. Ive made it my lifes work to get these damn things loaded (if its possible to load them all at once).
And yes i feel like a crackhead because ive been working on loading these things up and getting rid of the errors only to run into ANOTHER problem for FIVE days now.............i really have waaaaay to much time on my hands......


heres hoping u do too and can answer some of these questions

thanks for any suggestions
kage

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Baphomet
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Re: Merging a large number of mods succesfuly [Re: wraithzcage]
      #2626382 - 05/27/04 12:37 PM

I've used the "Merge ESP" function in the Construction Set numerous times to combine mods (30 or 40 at shot) and have never had a problem. If someone has a better way to do it I'm not familiar with it, but then too, using the CS has been a cakewalk for me so I've never really looked for any other way to do it.


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Stromgarde
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Re: Merging a large number of mods succesfuly [Re: wraithzcage]
      #2626418 - 05/27/04 12:46 PM

Well, since each batch of mods is different you're not going to find any absolute rules when dealing with these sorts of things. However, a couple of suggestions:

1) Before merging anything, run a TESTool conflict report and try to identify any potential conflicts that may need to be resolved.

2) Some mods have multiple esp files, e.g. Avenger's Female Armors has a .esp file for the Morrowind armors and a separate .esp for the Tribunal armors. This was done so people who only own Morrowind could still use the mod. However, if you have a mod like this in your directory and own the required expansions the various .esp files would be good candidates for merging.

3) The next step would be to consider merging those mods which have a similar function, e.g. perhaps you have a bunch of little armor fix mods, e.g. the Bloodmoon Female Armor Fix, the Ebony Greaves fix, etc. These would be good candidates for merging next.

4) I recommend trying to avoid merging large or complex mods, or those mods which have very different purposes.

5) As an organizational technique, you may want to fill in the summary field in the Data Files window after creating the merged mod. For example, if I merge three mods together, in the Summary window I'll write something like "This merged .esp file contains: <plugin1> <plugin2> <plugin3>.

6) It may be a little late for this advice given your situation, but I generally try to only install one mod at a time and look through it carefully in the construction set to get an idea if it's doing anything other than what's documented in the readme. It's a good way of heading off future problems down the line.

Finally, regarding the original .esps, you don't need to keep them in the root Data Files directory, but I recommend keeping them handy in a folder so you can easily access them.

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eirynn
Acolyte

Reged: 02/09/04
Posts: 186
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Re: Merging a large number of mods succesfuly [Re: Stromgarde]
      #2626434 - 05/27/04 12:50 PM

Very helpful thanks. I was just in the process myself of doing the very same thing.

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wraithzcage
Layman

Reged: 05/22/04
Posts: 8
Re: Merging a large number of mods succesfuly [Re: Stromgarde]
      #2626718 - 05/27/04 02:56 PM

Thanks, ill try some of that and ive used the TESCS before to merge them but i dont know im probably doing silly stuff cause im so new to this.Luckily ive got all the original rars zips etc on cd as backup so i dont lose them. I think youre right though about just installing one mod at a time it may seem a lot slower but in the long run its better i guess.......

thanks again

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wraithzcage
Layman

Reged: 05/22/04
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Re: Merging a large number of mods succesfuly [Re: wraithzcage]
      #2627234 - 05/27/04 07:32 PM

well ive tryed merging them with no luck....ive used the TESCS ive used TEStool and ive used TESPCD to find conflicts spent hours on this stuff with no results........ive tryed the JUST FIX IT button on TEStool.............i think i give up......maybe im too stupid to merge mods ...........at least i can run them within the 256 range.....i really wish i could figure out why its not working though..........ive tryed merging the same authors new face mods together using the TESCS

maybe u can tell me what im doing wrong if i tell u in more detail how ive been doing this
i do the following

1 load all the plugins i want to make active with overunity save and close

2 i either clean them with TEStool or Look for conflicts with tespcd
and remove all unclean entries with that (i have no idea what unclean entries even are)

3 i merge them with TEStool OR TESCS


an example of one merged file i tryed to make were all faces by the same arthor zuldazugs different various faces
i got all the mods by this modder and i set them as active in overunity
then i tryed making a merged object list in TEStool and it says it did but when i load the game theres no new faces.......

so i go to the TESCS and try it there by the COMBINE ALL ACTIVE PLUGINS feature......still same results........

it also does this with armor weapons and items......

i think i should give up and take up a sane hobby like becoming a serial killer or something

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Carnajo
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Re: Merging a large number of mods succesfuly [Re: wraithzcage]
      #2627265 - 05/27/04 07:51 PM

EDIT: Please also read the note in my next post as it will solve your TESCS problem as well.

Oh, ok. I'll try explain this as best I can. Testool and TESCS merge do different things!

TESTool : If you have two plugins that change the same object, i.e. conflict, for example, MOD1 adds Grand Soulgems to Galbedir's inventory MOD2 gives her 20000 gold. Now if MOD2 loads AFTER MOD1 then what happens is the LAST loaded mod (lower down the list in the Plugins Menu from the splashescreen) gets used. What happens is MOD1 is loaded and Galbedir has Soul Gems, then when MOD2 is loaded it uses that version, i.e. Galbedir with gold, but no soulgems because the entire object/npc/whatever is loaded from the plugin not just the change. (this is only for the NPC/object that is changed by two mods)
Testool's merge object find mods that conflict, and merge the changes (only of the conflicts, not the entire mod) so you know have Galbedir with soulgems and 20000 gold. But this won't include other changes. So you still need to tick the original plugins!

TESCS : This merges two or more ENTIRE mods, but the merged mod only incorporates the changes to NPCs/Objects of the last loaded mod, as described above, so in this scenario, Merging MOD1 and MOD2 will result in Galbedir only having 20000 gold.
So, don't merge mods that conflict, unless you only want the changes of the last loaded mods. Use TESTool to check if the number mods don't conflict. If they don't then you can merge them, put a tick by the new merged mod and delete (thoguh reccomend making a backup just in case) the old ones. Remember only the last changes get saved so don't use this method to mege conflciting mods. If a mod adds Dunmer Faces and another adds High Elf faces, feel free to merge. You can even merge to mods that add Dunmer Faces if they used different names for the faces. You can't merge Better Heads with NPC Replacer though, only the last loaded one gets changed. I also don't reccomend merging esm files cause some plugins depend on them and if the file isn't there, or has a changed name then the game won't work.
After merging, STILL use TESTool to merge the conflcicts.

SUMMARY: (in case what I wrote above gets boring quickly)
TESTool : ONLY MERGES CONFLICTING OBJECTS, STILL NEEDS ORGINIAL PLUNGIN CHECKED.

TESCS : MERGES THE FILE BUT FOR CONFLICTS ONLY LAST LOADED VERSION IS USED. USE THIS TO MERGE NON-CONFLICTING FILES.




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Edited by Carnajo (05/27/04 07:57 PM)

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Carnajo
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Re: Merging a large number of mods succesfuly [Re: Carnajo]
      #2627272 - 05/27/04 07:55 PM

NOTE: Combine All Active Plugins in TESCS won't combine ones that are active in the game/selected by TESTool or Overunity/ trough the splashscreen etc,

In TESCS go to File, then select Data Files, then place a check next to the ones you want to combine. NOW select Combine All Active Plugins. i.e. it means the ones active in the construction set, not the ones active in the game!

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freestonew
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Re: Merging a large number of mods succesfuly [Re: wraithzcage]
      #2627621 - 05/27/04 11:39 PM

Quote:

Thanks, ill try some of that and ive used the TESCS before to merge them but i dont know im probably doing silly stuff cause im so new to this.Luckily ive got all the original rars zips etc on cd as backup so i dont lose them. I think youre right though about just installing one mod at a time it may seem a lot slower but in the long run its better i guess.......

thanks again




what i have learned to do is to make a folder somwhere called "merged mods", and then in that folder create more folders.

when i merge in the CS, a bunch of mods, and i name the new esp, the "merged mod name".....like, say, "1smalls"
[i prefex the merged mod name with a "1" so that it appears at the top of the alphabethical list, easy to find!]
I then create that mod, in the CS...."1smalls.

i *then* make a folder called "1smalls", in that "merged mod" folder. i then take out, move, all the mods that i merged, from the data folder, into that folder under "1smalls".
NOW the "old" mods are easy to find if i discover that i need to "ressuurect them" if i later find that there is a later-found conflict with "1smalls" if i try out a new mod, and check it in the Conflict detector/testool. if i find a conflict, it is now easy just to copy back my backups into data folder and to remove the "1smalls", from my data folder.

freestone

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NelothsMouth
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Re: Merging a large number of mods succesfuly [Re: freestonew]
      #2627754 - 05/28/04 12:26 AM

I successfully merged 40 better heads mods into 1 with the morrowind enchanted editor, after struggling with the TES CS for hours.

With the enchanted editor you copy & paste the data from one file to another, real simple & clean.



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wraithzcage
Layman

Reged: 05/22/04
Posts: 8
Re: Merging a large number of mods succesfuly [Re: NelothsMouth]
      #2628117 - 05/28/04 02:21 AM

Okay guys ill try it, thanks for taking the time to break it all down now i feel a little better i didnt know it meant loaded in the TESCS Im gonna try that now. Im sure itll work though. Its funny how missing one tiny bit of info is enough to throw a wrench in the whole works though.


Ill post back and let you know how it went.

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wraithzcage
Layman

Reged: 05/22/04
Posts: 8
Re: Merging a large number of mods succesfuly [Re: wraithzcage]
      #2628160 - 05/28/04 02:34 AM

FINALLY!

thank you thank you thank you!!

it finally worked, i was about ready to pull my damn hair out lol......now i dont feel like such a total moron...........
i loaded the files in the TESCS like u suggested and it worked like a charm.......id like to try the enchanted editor too but i havent been able to find a link to download it........but the TESCS works great now ...............


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wraithzcage
Layman

Reged: 05/22/04
Posts: 8
Re: Merging a large number of mods succesfuly [Re: wraithzcage]
      #2628171 - 05/28/04 02:37 AM

oh i almost forgot.....

One last question, when it says set the file as active it only lets me select one. How do i know which one is the right one to use?

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Carnajo
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Re: Merging a large number of mods succesfuly [Re: wraithzcage]
      #2628280 - 05/28/04 03:14 AM

The active file is the one that changes are saved to.

When merging, don't set an active file, just place x's next to the ones you want to merge and save it as a new file, the new one will become the active file, if you wish to further edit it.

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eirynn
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Re: Merging a large number of mods succesfuly [Re: Carnajo]
      #2628403 - 05/28/04 03:48 AM

I was wondering; If I merge some mods, then I check only that merged file right? Otherwise if I click the mods AND the merge, then I will get doubling?

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Carnajo
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Re: Merging a large number of mods succesfuly [Re: eirynn]
      #2628463 - 05/28/04 04:03 AM

If you merge in the construction set, you must only check the merged mod.

For testool's object/diaologue/levelled list, you must check the original mods too.

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