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How to MERGE MODS in Fallout 4 & Skyrim - Merge Plugins Guide - Fallout 4 Best Mods - Part 9 

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-~- 🤜 Newest Fallout Vid! goo.gl/m1BH9Q Go check it out! 🤛 -~-
Learn how to merge mods in Fallout 4 (& Skyrim) with this next episode of the Fallout 4 Best Mods Series! Today we will learn, using the program Merge Plugins, how to combine plugins (.esp files) together to save some of those limited 255 plugins spaces for Fallout 4!
This Merge Plugins Guide will take us through every step of the process, from beginning to end; allowing you to follow along and get the results you came here for!
This Fallout 4 Best Mods Series is for anyone looking to bring the 2+ year old game into 2018, and more specifically those who are watching my Fallout 4 Modded Playthrough and had a “What mod is that?” moment!
And to see what we get up to with these Fallout 4 Best Mods, head on over and enjoy my Fallout 4 Main Quest Playthrough @ • Fallout 4 - Main Quest...
Alongside the mod merging tutorial video I have included this brief run down of the process for those of you wanting a quick recap of the video:
► Once Merge Plugins is open we want to select the .esp files (plugins) you wish to merge, and then select all bright red files as they are required for running those selected plugins.
► Once those are all selected and loaded into Merge Plugins we need to create a new merge and add our originally selected .esp files (the ones we want to merge).
► Now the created merge should be coloured orange as no error check has been performed, soooo we want to do an error check! After that we will either have a green or red merge… if green you’re good to go… however if it be red we will need to remove the plugins with the errors, or fix those errors, or in some cases you may wish to just ignore those errors and continue!
► After dealing with those errors our merge should now be coloured green! And when it is we can build the merge and get our new mod!
► All we need to do now is find where it was created, make an archive of it and place our new .esp file and archive into the normal places for an installed mod. Active your awesome new mod, deactivate the ones you’re replacing, and hey presto you’ve just learned how to merge mods in Fallout 4… and Skyrim too I guess!!
─ ABOUT THE MODS ─
► Images used, showcasing the mods, provided by the mod’s respective authors via Nexusmods.com… All credit goes to them! Go check ‘em out!
► Mods showcased in the video include:
Merge Plugins - Matortheeternal -
www.nexusmods....
─ LIKE THE MUSIC? ─ GO CHECK IT OUT! ─
► Outro Music "Cool" by Tobu, Wholm & Blume
► Find Tobu @ / tobuofficial
► Find Wholm @ / @wholm9024
► Find Blume @ / mldjkazz
#DEG #BestModsForFallout4 #MergePlugins

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2 окт 2024

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Комментарии : 336   
@kylek7296
@kylek7296 6 лет назад
Thanks for this, but what if you have a mod that requires a mod you merged?
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Bloody good question actually... and to answer it I'm not entirely sure. My best guess is that since the 'newer' mod would be unable to find its parent mod (as you've merged it) it would cease to work. Even though all of the parent mod's files still exist they aren't under the same .esp file name so I highly doubt this 'newer' mod would work. So I would avoid merging mods that have other mods that are dependant on them... unless of course you do a test run to see if it works first.
@kylek7296
@kylek7296 6 лет назад
Daily Eclectic Gaming Alright thanks 😁
@lonelyawakening
@lonelyawakening 6 лет назад
if you have the original esp and the merged esp still in load order you can load them up with the dependent mod in xedit, then change the dependent mod to require the merged esp instead of the original. i just started merging but the walkthrough i was following showed us how to do that
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Nice!~ I'll have to give that a try :)
@lonelyawakening
@lonelyawakening 6 лет назад
ya its not to hard just make sure when you swap the master required you spell it exactualy the same as the merged esp even caps
@Miphnificent
@Miphnificent 3 года назад
For anyone having issues running MergePlugins with Mod Organizer 2: You'll need to add MergePlugins.exe as an executable to Mod Organizer 2 in the same way you would do with F4SE, FO4Edit, etc. Launching MergePlugins without doing so will result in only the base .esm files loading. Launching MergePlugins through MO2 will show every single mod you have installed, but I've yet to try to merge anything as I'm unaware if there are any discrepancies with it and MergePlugins. Unsure if anyone else has pointed this out, but wanted to post this as I don't see anything related to this near the top. MergePlugins still works today with Mod Organizer 2.
@redoksaltar7226
@redoksaltar7226 Год назад
thanks alot
@SnowTger
@SnowTger 4 года назад
Man, you are awesome. Other tutorials are really complicated but yours is really clear for a non-native English. Have a nice day!
@TacDyne
@TacDyne Год назад
HOLY HELL IT WORKED! Okay, I have no idea where I was failing back in Feb trying to merge some mods for a buddy, but it never worked. I followed what you did and it worked perfectly! Thank you for this! EDIT: Never mind. It only appeared to work. Trying to merge 4 old perk mods together and it is failing miserably. It isn't actually merging the edited lines. It's just overriding as if the esp files were in load order like normal.
@CodedHumor
@CodedHumor 5 лет назад
Thank you. You have just created a monster.
@kodylima
@kodylima 4 года назад
I'm a vortex user and can confirm that this process works. For the integration part @3:55, I left it blank.
@admontblanc
@admontblanc 5 лет назад
I'm a big noob, but you don't really need to manually move the archives to all the folders, NMM can automatically do it for you, other than that it's a great and short guide.
@haiduong6530
@haiduong6530 6 лет назад
Very useful, straight to the point, thank you
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Glad I could help... and I know what you mean about getting straight to the point. Nothing irks me more than 10 minutes of chatting before the actual useful info :P
@redpolscorp
@redpolscorp 5 лет назад
Thank you very much. I LOVE canon weapons but there is a literal metric shitton out there, so I merged them all into one little esp and can play now with even more mods. Thank you
@theboraxbandit9563
@theboraxbandit9563 3 года назад
and they were stable together? you didn't do any conflict resolution or anything?
@redpolscorp
@redpolscorp 3 года назад
@@theboraxbandit9563 Yes. Tried them before and they worked great together. So I Put them together
@jordanburgess5456
@jordanburgess5456 4 года назад
Finally a video that actually makes sense! Thank you so much.
@adriano7444
@adriano7444 4 года назад
In case anyone is using Vortex, there's an option in the Settings Menu that tells you where your downloaded mods are (i believe it is 'downloads'). That's where you have to put the archived (.rar) files of your merged mod. As for the Merge Plugins program only giving the Nexus Mod Manager option, that's just where it will put your file after it finishes merging them. You can just select the NMM option and take your files from there.
@harambe893
@harambe893 4 года назад
So what do I click on when inside merge plugins options?
@adriano7444
@adriano7444 4 года назад
​@@harambe893 Since i already had an old Mod manager, that's the option that appeared to me. Nothing appeared to you? i mean, it's really just the place where the merged files will be placed, so i guess you could chose anywhere.
@bbunters
@bbunters 6 лет назад
If you're a Mod Organizer 2 user, set up MO as a portable installation, otherwise MergePlugins won't work with it (yet).
@ioanevetts8878
@ioanevetts8878 5 лет назад
I also had to run merged plugins from MO2 to get them to show up (it took me a while to realise this)
@daisychains6300
@daisychains6300 5 лет назад
Im a MO2 user and my plugins do not show up in the merge plugins tool, can you elaborate on what you mean by portable installation please, I think my porblem is related to this.
@abylerog
@abylerog 4 года назад
@@ioanevetts8878 THANK YOU for commenting this!! I could only see the main files at first and I was so confused!
@kingchirpa
@kingchirpa 4 года назад
ok I've tried doing this, but when I get to around 4:05 and select mod organizer, the ok button greys out like in the video, but when I put in the paths for my mod folder and mod manager, the OK button still stays grayed out. I don't know what I'm doing wrong.
@kingchirpa
@kingchirpa 4 года назад
nvm fixed it. If you put in your info, then uncheck the mod organizer box, it lets you hit ok. IDK why though.
@pariahdog6703
@pariahdog6703 4 года назад
This tutorial was a god send!
@thelastminuteman7513
@thelastminuteman7513 6 лет назад
Omg man right out the gate grenade spamming was the first thing that needed to be modded in this game.
@popcornfilms1
@popcornfilms1 6 лет назад
Good shit man, quick too the point
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Glad you liked it man!
@SuperQBoi
@SuperQBoi 6 лет назад
a *BIG HINT* for everyone to avoid the plug-in limit is to not use ESP files if the mod you want offers an ESL version. ESL mods DO NOT count towards the plug-in load limit
@UnHolyMan9117
@UnHolyMan9117 6 лет назад
I'm actually taken aback how simple this was to accomplish
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Yeah so was I... Ive always loved modding my games, but never thought messing around with them would be so easy. The fellas that make these programs are brilliant
@editedtobemaguire8668
@editedtobemaguire8668 3 года назад
This was really helpful. Since, I like a lot of standalone armor mods, this helped out a lot.
@villings
@villings 5 лет назад
this is the best mergeplugins tutorial I've seen
@villings
@villings 5 лет назад
got a question, though: it's great for small things but what about weapon mods?
@resmittien9817
@resmittien9817 4 года назад
Still working in 2020,thanks!
@truegamer2819
@truegamer2819 3 года назад
bro i love you, thank you for this, i needed this engine so bad my gosh
@tetraoblivion1205
@tetraoblivion1205 6 лет назад
Worked my Live Dismemberment mod had 7 esps merged them all and worked fine went to test and saw a man loose his arm to a Hound... He gave me money after I killed the Hound while I held his arm in his face.
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Haha nice... i guess you could say you 'gave him a hand' XD..... ... I'll show myself out.
@TrueShadowAbyss
@TrueShadowAbyss 5 лет назад
Idk if you still play after 8 months but those esps are not compatible with each other, you need to delete all but the one you want e.g extreme over regular :)
@leolesueur6546
@leolesueur6546 6 лет назад
You won my subscribe. Just the perfect tutorial I was looking for.
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Welcome! I'm glad I could help. Seems this tutorial is what quite a few people were looking for :)
@thelandbear3956
@thelandbear3956 6 лет назад
So, when I merge the simple weapon mods together, a few of them are invisible. I was trying to make a revolver pack of sorts and three of the nine mods showed up for me to grab, but the gun its self-was invisible. I thought I had heard that it could be Nexus Mod Manager not installing correctly. Is there any other reason this could occur? And if it is NMM, do I just re-install the mod?
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
I believe that has to do with the mesh andd texture files not bbeing taken during the merge... there is an option (under the merging tab @ 4:25) for "extract BSAs" that is unticked by default... turning this on in theory allows the program to merge the Bethesda Software Archives that should contain the mesh and textures, which should in turn result in no more invisible guns (or armour, if you go to do armour merges).. I haven't personally tried this myself, but give it a whirl and let us know how it goes :)
@johnsmith-yf8vx
@johnsmith-yf8vx 5 лет назад
last time i heard of that it was because the person who did it removed the whole mod . as well as the textures of those mods . the moder told him not to un install the mod but to just click it off in the load order and the plug ins tab .
@feeltd
@feeltd 4 года назад
@@dailyeclecticgaming6137 Well, I did all the merging with this thing on and got an invisible weapon :( Maybe anything else to prevent guns from being invisible?
@PurpleSixBeats
@PurpleSixBeats 3 года назад
This is is the easiest nub-friendly tutorial out here. Thanks :)
@dattat5790
@dattat5790 5 лет назад
Very easy and nice tutorial. Thank you so much.
@dailyeclecticgaming6137
@dailyeclecticgaming6137 5 лет назад
Cheers Datta! No problem at all, glad to help!
@Borizz183
@Borizz183 4 года назад
hi, i'm using mod organizer 2 and when i tick "i'm using mod organizer" and select my Mod Organizer folder it doesnt let me click "ok"
@cousinbocephus8226
@cousinbocephus8226 4 года назад
same, ive got everything where it needs to be and it doesnt seem to care
@darksunwavelength5653
@darksunwavelength5653 4 года назад
When I have everything filled out, it will allow 'handle script fragments' to be checked, but if I check MO, it borks & pisses a houseplant.
@98Emile
@98Emile 4 года назад
steamcommunity.com/app/72850/discussions/0/1657817111847021416/ Read Djwhitty's reply
@SamYuri
@SamYuri 5 лет назад
that's what a noob like me want a very simple and ez explanation ... thanks :)
@JokerKardz6685
@JokerKardz6685 5 лет назад
Thank you for this. A couple modders I follow upload textures mods & this helped merge them together. Gonna use this method for whenever I start getting a lot of mods that are similar to help lower my load order =)
@remanscimitar
@remanscimitar 4 года назад
Weapons packs for days.... this'll make FO4 glorious lmao
@colossalgent
@colossalgent 4 года назад
Do you think merging Weaponsmith extended and all the individual weapons I had to download together will workM
@yourmuminafire621
@yourmuminafire621 6 лет назад
Just Subscribed love Your Channel!!
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Thanks man, I appreciate it!! Also, a fan of Fallout I take it (looking at your pic/name)? I'll be starting to upload a Fallout 4 play through soon so keep your eyes peeled :D
@prismdrone3475
@prismdrone3475 6 лет назад
ok i have a big question i just got done doing my armor merging every checked out nice i have the files and about 10 sec later my C:Windows/cmd.exe popped up going threw the file that merge plugin just got done doing, should i be worried?
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
It really depends on what words were coming up in the cmd window I guess. Plenty of programs can invoke the cmd window and it's usually not anything to be concerned about... but I don't think I've even had it pop up after making a merge. Without any more info I can't really say though, sorry. If anyone else has experienced the cmd window popping up after making a merge, let us know ?
@killerbee2562
@killerbee2562 3 года назад
I tried this with a weapons mod, one of the weapons no longer had a model. EDIT to anyone who sees this you need to unpack the ba2 files if the merged mods use them.
@Kilroy_5150
@Kilroy_5150 3 года назад
There is one question that i was curious about: Some mods come with extra folders like meshes that aren't included with the ESP. How are those handled?
@chris99103
@chris99103 2 года назад
...you just maintain the file structure and merge the meshes and stuff as normal.
@JCE8705
@JCE8705 5 лет назад
man i loved this thank you so much, i usually watch Gopher but man his video just confused the hell out of me cxause he was trying to explain it for 3 different users (MO-Nexus-and manual) this was great thanks again :D #255+ lol
@dailyeclecticgaming6137
@dailyeclecticgaming6137 5 лет назад
Good one man, there's always another mod isn't there, it never ends haha. And I can see how a video covering all three at once could be annoying to follow. I probably would have tried making it into 3 separate videos if I was Gopher. Either way, Im glad you found the video helpful. It's always nice to hear when a video helped out :)
@anders4621
@anders4621 3 года назад
Thanks alot :)
@dantles
@dantles 5 лет назад
dose it also work with weapon and armors that use script to be able to add to level list and mods that have quests in them? also will it merge "ba2" file in to one or they will be in there original "ba2" file also will I be able to separate mods that I have merge in to other location but only to use merge "esp" file without old esp files to keep it safe if something goes wrong with my game and I have to reinstall it again also I am asking as I have limited HDD space, ty
@sadfatdragon9529
@sadfatdragon9529 6 месяцев назад
So trying to merge Dak's weapons, followed the steps, but the folder that is created doesn't have a esp in there, does that mean something went horrifically wrong? Oh am using MO2.
@fredjacobs164
@fredjacobs164 4 года назад
Thanks
@smiths4life
@smiths4life 4 года назад
I did 2 merges with merge plugins, one with 33 plugins and other with 24, but whenever I load the game I get constant ctd’s, even if i converted the mods to esl files, so how exactly do I get to have let’s say 500 mods by tricking the game engine and nexus mod manager? Since nexus says I have over 255 mods although they are mostly esl files
@colossalgent
@colossalgent 4 года назад
I had to download weaponsmith extended for another mod, then had to individually download 12 weapons in order to not have invisible guns everywhere 🙄. Does anybody know if I should merge the weapons and weaponsmith extended together? Also, can I merge all of the different armors into a pack, or just armors with their retextures?
@aaronandrews5731
@aaronandrews5731 3 года назад
Thanks man you just saved me like 20 ESP slots from see-through scopes for all those daggone weapon patches
@bahn67
@bahn67 3 года назад
Thank you Thank you Thank you. You're a life saver. I saw another video regarding Merge Plugins but I couldn't follow it. Yours is easy to understand
@danielpaull7973
@danielpaull7973 3 года назад
Thanks . This Gifted us with Ideas on which mods should not be merged while using Z-Edit/Z-Merge ALSO By @Matortheeternal.
@charlesdjones1
@charlesdjones1 Год назад
Is this what I need to do for a weapon I am modding, say the basic combat rifle for example, to where I want to have multiple custom receivers available to build at the workbench?
@KevinInfection
@KevinInfection 6 лет назад
Would this work for all those 3dscopes and individual weapon esps? they take up a lot of esp space lol
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Yes and no... For most of those you can merge the esps... buuut you might have to have a more manual approach. Supermonstah666 and I briefly touch on this in his comment (check below for his name). At the very least you can give it a go and see if it works as testing weapon mods is as simple as loading the game and spawning them in. If it doesn't work then remove the merged esp you made and re-activate the old esps, easy as. And if you leave a comment in Supermonstah666's comment chain we might get his attention again and see if we can't come up with something. But I hear ya, those weapon and scope mods are a killer of esp space :S
@thelmathomas1890
@thelmathomas1890 6 лет назад
Looks really easy to do. Just a quick question you said to untick the plug in, but do you also remove them from your mod list in nexus mod manager??
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Unticking it will take it out of the load order (and hence not use one of the 255 plugin spaces) but will keep all the files intact in case you wish to load it up again later. This is a good idea for when you're testing a merge you've made... because if the merge doesn't work you can simply untick the merge plugin and re-tick all the mods you were merging :) Hope this helps!
@NukeTheOG
@NukeTheOG 3 года назад
How do I merge esps that are flagged as an esl? Mod organizer for some reason has esps listed as esls and that's probably the reason why I can't merge
@sammillar8817
@sammillar8817 4 года назад
This method is outdated no one follow this advice please you WILL ruin your game files.
@mitchellpaulson7837
@mitchellpaulson7837 3 года назад
I have both a BSA and an ESP.Save file. Do i copy them both or just the ESP????
@DUUNKZ
@DUUNKZ 4 года назад
I spent 2 days trying to understand many tutorials, and then i see this and i understand everything, thanks god
@graymanes1297
@graymanes1297 4 года назад
what should i do if i use vortex? should i check im using nexus mod manager or should i just leave it as is?
@NC_EDGERUNNER
@NC_EDGERUNNER 3 года назад
Im going to try this since even if I can mostly follow the other ways I have 270 or so mod 15 mods or so over the 255
@Maleus666
@Maleus666 4 года назад
What do I do with the path when I have Vortex instead NMM? Do I leave it empty?
@YaBoiEgo
@YaBoiEgo 5 лет назад
what if a mod needs another mod but other mods also need that mod, what will happen then?
@thatonegamer6032
@thatonegamer6032 6 месяцев назад
I’ve got 486 mods for my game and I don’t know how to merge them all
@redxd6504
@redxd6504 6 лет назад
So wait...i will need to delete the files from my game after i merge them? or its deleting themself after merge?
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
The merge definitely should not be deleting any files... and i would recommend that you don't delete anything after making a merge either... in case something goes wrong with the merge its always good to be able to reactivate the old mods. In the video I talk about "deactivating" or "unticking" the original mods from your load order after you've made a merge... and you will have to do this because the original mod and the merge should both be doing the same thing (assuming the merge worked that is) So once you've made a merge you're happy with all you need to do is make sure it has been ACTIVATED in your load order and make sure all the original mods used in the merge are DEACTIVATED in your load order. Hope this helps :) And sorry for not replying until now, I hope this is still relevant for you
@redxd6504
@redxd6504 6 лет назад
Yeah, i figure it out, i mean that if its uncheck the mods from the load list...or i have to uncheck them but i found out so...thanks anyway
@johnsmith-yf8vx
@johnsmith-yf8vx 5 лет назад
@@redxd6504 just uncheck them . the mods need the textures form the mod for it to work .
@lb5560
@lb5560 5 лет назад
It cant find my ''mod manager mods path'' manually and if I try to find it manually, I cant find the virtual install file.
@Bungerzofficial
@Bungerzofficial 6 лет назад
Thanks for this useful tutorial. I love ultra modding my games lol. subscribed.
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
No worries Kazuto - glad I could help! When it comes to modding, I don't know about you, but I cant stop haha
@prismdrone3475
@prismdrone3475 6 лет назад
i was able to merge a few workshop plugins successfully, and one of them i have installed the same ways as the others and it doesn't show up in the NMM and clues and i just check the files are in their locations
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
If the files are in the correct spot, I really don't know why they wouldn't be showing up in NMM. I've never had that happen here... but as annoying as it is maybe just recreating those merges and trying again may fix whatever is causing it to not show up.
@johnsmith-yf8vx
@johnsmith-yf8vx 5 лет назад
try restarting nmm . i might show up that way .
@mikephoenix3834
@mikephoenix3834 6 лет назад
You are awesome!!!!!
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Thanks muchly my dude
@jamieschmidt461
@jamieschmidt461 5 лет назад
hello there, first of all thank you for that short and well done tutorial! I did everything in this video as shown and followed all instructions, but im having some issues. I only merge weapons mods which dont throw any errors but when im starting the game some of these weapons, which are merged, are appearing invisible. any idea on how to fix it? :)
@LordSoldin
@LordSoldin 4 года назад
Well, I'm probably too late on this, but nevertheless. Personally I use MO2, and I discovered that the issue on my end was that the ba2 names no longer matched the esp names, so they weren't activated in the "Archives" tab. My solution was to download the Bethesda Archive Extractor from the nexus, Unpack all the ba2 files, and add the loose files to the mod. Huge success, cue theme music, riding into sunset
@feeltd
@feeltd 4 года назад
@@LordSoldin Can you tell where exactly should i put all these unpacked files?
@TOXIC-hs7jl
@TOXIC-hs7jl 5 лет назад
That's a very usefull video to me and any modder ever existed
@dailyeclecticgaming6137
@dailyeclecticgaming6137 5 лет назад
Haha, tell me about it, it's amazing how quick you can fill up the 255 plugins slots
@lunabloodstone
@lunabloodstone 4 года назад
I don't have a virtual folder any help would be appreciated!
@richardavelino7383
@richardavelino7383 3 года назад
Thanks for this, man. I really appreciate this tutorial!
@zurimervyn7760
@zurimervyn7760 Месяц назад
Can you merge esps with esms? What happens?
@mrt7036
@mrt7036 4 года назад
does this work with creation club plugins?
@AsteoEz
@AsteoEz 4 года назад
Could you merge different mods? Like Cross outfits
@theamazingdagger5584
@theamazingdagger5584 4 года назад
seems some steps are missing if you do this through MO2
@Dagreatestwaffle
@Dagreatestwaffle 2 года назад
Saving this for later! Definitely need this
@MegaBlackk1d
@MegaBlackk1d 6 лет назад
Great tutorial man. I have a question for example if I have legacy of the dragonborn plus all of its patches do i merge legacy with the patches or just the patches and leave legacy alone? Also is it better to merge mods when your done installing all of your mods or merge as you go kind of thing?
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Hey man, thanks for the compliment, and sorry for the lateness of my reply... My guess is that you'll want to merge the plugins together and avoid merging any plugin with the main "legacy of the dragonborn" mod as this may cause issues. For example... I assume the plugins rely on and probably alter some of the mod's original files... if you merge the plugin with the main mod, the merge may contain the wrong files (like one of the main mod's files that should be overwritten by the plugin, instead of the plugin's altered version of the files)... Hope this helps
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Oh, and as for your last question, you can merge plugins whenever you want really, but if you wait until the end you can be certain that your merges contain all of the mods you want them too. And really, until you reach the 255 plugin limit you don't have to merge mods at all!
@MegaBlackk1d
@MegaBlackk1d 6 лет назад
Daily Eclectic Gaming thank you this video helped me more than gamerpoets who is great by the way. He just had way to much information that didn't really matter to merging that I couldn't follow and it was a 50 min video. Yours was straight to the point thanks.
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
I'm glad I could help! I actually had initially recorded this tutorial along side a few others that were all going to be in one video and during editing I found it would make much more sense to split them all up. And yeah, a 50min video for a simple tutorial is a bit crazy, but to each their own!
@GodWasAnAlien
@GodWasAnAlien 6 лет назад
Why are you zipping up just the esp file? The reason they archive files is because they include the original mesh and texture folders which then get extracted by the mod manager into the game folder. An esp by itself doesn't need to be archived and redundant to work. It just needs to be in the data folder and enabled, provided all the resources are in the other folders to link to. To pack everything properly (and this will solve the user below's invisibility issue) is to gather all your original mods, extract them all, take and merge their mesh/texture/sound/script folders, then pack those in with the new esp file you just merged and zip it all back up. Then install the archive file with your mod manager. Voila. Usually for standalone items though, if you just have it disabled in the mod manager the files are most probably still in your game folder. Just dont uninstall them completely. Of course the former method is the most thorough way to approach the issue.
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Hi Charles, thanks for the detailed comment, I hope this information does help those folks that are having trouble merging mods with textures and meshes, as what you've said does makes a lot of sense. I suppose the main reason I suggest archiving that folder is that it doesn't just contain the new esp, but also a reminder of what plugins were used (under the 'merge' folder, alongside the new esp). But you are right, if people keep a record of what they're merging (should they want to remember for later) then that step is easily skippable; I just find it's a nice way to remember months down the road :).
@GodWasAnAlien
@GodWasAnAlien 6 лет назад
I feel ya. Plus I forgot NMM doesn't install the raw esp, you gotta manually install it. Just gotta remember to extract any other raw assets with the original mods and pack em up too. Good tutorial. Thanks.
@mariuswaldal
@mariuswaldal 6 лет назад
Hey, thanks for this comment. The folders mesh/texture etc do not always have the same subfolder structure... Do the files for each merged weapon need to be in the exact same subfolder structure as they were in the original mod, or can they all be fitted into the same subfolder structure?
@GodWasAnAlien
@GodWasAnAlien 6 лет назад
Yes. All the folder names need to match the original mod. You aren't changing anything, just merging references. If you move texture or mesh files from their respectively named folders, they will not merge with their destination folders correctly. The root directory for all files related to plugins should be FO4's Data folder. This is where the mod managers inject all the files from the archives into, and where all the plugin files are that tell the game where to find every related asset. Windows 7 and later has a merge folder function, shouldn't make things too lengthy or difficult. As soon as you copy and paste folders into each other with the same name it asks you if you want to merge them. Just click Yes, and leave any subfolders that were named by the mod author alone. You shouldn't have many loose assets apart from the plugin file and the respective Texture/Mesh/Script/Sound/Sounds folder. Maybe a readme file here and there, which you can go ahead and delete if it doesn't have any useful information pertaining to the mod.
@GodWasAnAlien
@GodWasAnAlien 6 лет назад
P.S. One other useful side-note. A lot of mod authors seem to be transitioning into packing their mesh and texture files into BA2 archives lately. I think they are under the impression that these archives load the assets quicker into the game, although I've never found any conclusive evidence that that is the case. These files may come loose without a folder, and usually just drop right into the Data folder if I'm correct. But I've actually found that these assets don't always get extracted properly for whatever reason, either that or the mod author forgot to re-reference the archives they packed up with the in-game objects... if you have a mod that adds new items to the game and some of them aren't showing up correctly or are invisible, there is a BA2 archive extractor that comes with the Creation Kit. Simply use the extractor program to extract the Mesh/Texture folders from their archives and manually place them into the Data folder. I've recently fixed 2 broken mods this way.
@olivercann4692
@olivercann4692 4 года назад
Will this work with multiple weapon mods?
@dumpsterfire3096
@dumpsterfire3096 3 года назад
What happens if you go over 255?
@Blitzz223
@Blitzz223 3 года назад
Can i delete the original mod after i merge it into onw?
@jtcarc
@jtcarc 6 лет назад
Great video! I have an issue though. I am playing Skyrim SE but let me first preface this by saying that I use NMM. I have tried MO and just didn't get it. Plus all of my mods were already in NMM and it said they were unmanageable in MO. Ok now that that's out of the way, I got all the way to the end by watching the video, did everything step by step in creating a new merge--it was green etc. I added it and activated it on NMM. However, when I go to my LO, I don't see the new merge with my new name on it. I still see all of the other old files, but not my new merged patch (I'm merging Claralux patches) of which I named "Claralux Patches". I'm not sure if I did something wrong at the very end or why that merge is not showing up at the bottom of my LO so I can organize it with the rest of my mods. My second question would be as follows: once this is fixed (which I'm sure one of you can certainly help me), I'm assuming that my new merge would go towards the bottom of my LO below the lowest master? Any help would be most appreciated. Again, great video! Thanks!
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Thanks for the comment man!... Now as for this weirdness happening to you, you can see the new merge in NMM (to activate it as you have)... but where are you trying to view the load order from? I would have thought that by activating it in NMM it would be all fine and dandy... At the risk of sounding like an IT department, have you tried re-making the merge a second time? And as for you second question; I think the position of the new merge in your LO is highly dependant upon what it is you were merging and what dependencies those mods have... but placing the new merge at the end of the load order is a pretty safe bet. Also, to follow from that, if you are merging mods together that another mod (lets call it mod X) depends upon that probably wont end well, as Mod X probably wont be able to find the mod it needs within the merge. So if no other mods require the new merge, then placing it at the very end of the LO should be fine :)
@jtcarc
@jtcarc 6 лет назад
So, I followed your instructions step by step this time (I probably was distracted the first time). Let me just say that you are a lifesaver. Thank you so much for this video. It was intuitive, easy to understand, and you explained everything in detail but also in simple enough terms for those of us that are not computer savvy to understand. Thanks again. You saved my game and let me add more mods! edit: so i am still having an issue when i'm trying to create another patch. for some reason i'm getting an error log that is saying my masters (the dlcs hearthfire, dawnguard, etc.) need to be loaded before my mods. they are. i've tried re-arranging things to no avail. i'm at a loss. hopefully you can help with this aspect. sorry to keep bothering you.
@jtcarc
@jtcarc 6 лет назад
Thanks again so much for this video. I was able to merge two sets of patches. However, when I got around to do my third, I'm having an issue. It is not placing my DLC esm files at the top of the first list that shows up after you click a profile (my dawnguard, dragonborn, etc). Instead it is placing mods ahead of them and not allowing me to do anything and giving me log errors and not loading the esp files for the merge. I have no idea how to fix it. I have tried rearranging everything I possibly could. Again, this video was so great and helped me so much. You literally cut my plugins from 277 to about 256. Once I merge the rest of my patches, I will be even way less bogged down. You are truly a lifesaver as I have literally spent more time trying to perfect my mods than I have playing >.
@reeceyb505
@reeceyb505 4 года назад
The program crashed for me while merging, now when I open it it gives me this infinite error 'access vop;atopm at address 0091b403 in module mergeplufins.exe read address 000000000 idk what to do, did the program break and needs an update?
@Baalberith537
@Baalberith537 6 лет назад
Just wondering if 'patches' for standalone weapons should be merged with their masters or merged together? For example, I have the RU556 AWKCR plugin and an animations plugin for the USP pistol. Is it better to just merge the RU556 AWKCR with the original RU556 mod or is it best to leave the original masters alone and merge the RU556 AWKCR and the USP animations together? Or does it even matter (I was thinking since the 'patch' plugins usually appear below their masters, then merging with the masters would probably solve any load order issues)? Thanks
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
As the patches probably alter files found in the original mod, I'd say merging them might cause errors where the merger accidentally uses some files from the patch and some files from the original. Having said that, merging all of the patches together is very easy to do and works a treat, so I'd probably do that (so long as the merger doesn't find any errors). And if you're still unsure, simply make the merge, activate it (and deactivate the mods/patches it contains) and then hop in game to see if it worked... if it didn't work, just deactivate the merge and reactive the mods/patches it contained; no harm done!
@Baalberith537
@Baalberith537 6 лет назад
Thanks heaps for the reply. Yeah that makes sense. 1 or 2 mods didn't want to play the game but I got most of the ones I wanted merged. Thanks again!
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
yeah no worries man, that's just the nature of it, not every mod will play ball. But you got most that you wanted so that's great! Were you trying to clean up your load order or get some extra space for more mods?
@farkham4
@farkham4 6 лет назад
Yeah so like alot of weapon mods that I have merged are invisible and I dont know why
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
Yeah, long story short; that'll happen. Now I haven't tested this myself, but in the MergePlugins program, under Options and on the Merging tab, there is a check box called "Extract BSAs". Now I'm not sure why this is off with default settings, but checking this box should make it so MergePlugins takes the texture/mesh files as well, hence no invisible guns.... or at least that's the theory. It may make the program run slower and maybe that why it's off by default. But it cant hurt to give a go. Let us know how it goes :) I'm keen to see if it works that easy!
@maxfactor702
@maxfactor702 4 года назад
I've been using this for a long while and it works well with a few caveats. Unfortunately, it doesn't work for esl files including if you have a mod with a esl as one of the masters. Also, it doesn't merge ba2 file contents so I have to do extract and repack everything myself and rename the archives to newmodname-main.ba2 or newmodname-textures.ba2.
@johnmalinsnz2090
@johnmalinsnz2090 2 года назад
I'd like to merge all my weapons mods together. Some of them are quite big, and I am wondering if this is even possible. Being able to categorize some of my similar mods would really come in handy. Thanks for the tutorial.
@popcultureisdead818
@popcultureisdead818 4 года назад
Great walk-through. I know I'm a bit late to the party, but I have a question others might as well. When merging, some files require AWKR and DLCRobots, but the program always loads AWKR first, then most of my mods, then DLCRobots. Because of this, I get almost all of my mods not loading until it loads DLCRobots. That is when it is able to load the remaining 2 or 3 mods. How do I tell the merge program to load required mods first? Thanks for your response.
@thefellowshipreforged8901
@thefellowshipreforged8901 5 лет назад
Thank you for making this :D Beats watching the 45 minute long video by the STEP people
@dailyeclecticgaming6137
@dailyeclecticgaming6137 5 лет назад
While I don't know who the STEP people are, I'm very glad you enjoyed the video. I definitely try to cut to the point with tutorial videos. Nothing annoys me more than a half hour video when I'm looking for 30 seconds of information :P
@Igelnase
@Igelnase 5 лет назад
I have done like in your Tutorial but the Mod doesn't run. Error message: Missing master and .... But the missing master files are the files I merged before ...?
@mfvicli
@mfvicli 4 года назад
Confirmed is still working, I'm using Mod Organizer. Merged 3 plugins into 1. No errors, thanks.
@anamarisa8034
@anamarisa8034 4 года назад
One note, u cant merge esl/esm with data property without change it dependent on other plugin. 2 way to fix itu, merge it with the plugin or uninstall the plugin.
@thomasgriffis6022
@thomasgriffis6022 3 года назад
This is an awsome tool to have but I have one question maybe two, when you create the new mod and want to add to it do you delete the one you already made originally or just leave it, and can you uninstall the originals from which they came from ?
@dazzyboba
@dazzyboba 4 года назад
i name my folders new folder i have 55 new folders
@rogelioVela1985
@rogelioVela1985 6 лет назад
I'm completely new in modding on Fallout 4. How do I make a compatibility patch? to cut this short, I'm editing the NPC race from a mod and using the NPC race selection from the crimes against nature mod. Then making it as a compatibility patch.
@dailyeclecticgaming6137
@dailyeclecticgaming6137 6 лет назад
I'm afraid making compatibility patches it beyond me at this time. If you have two mods that don't work together, it requires whatever is clashing to be edited to play nice to make a compatibility patch... and I wouldn't know where to even begin, sorry. If anyone else knows how to make compatibility patches, I'd be interested in knowing the process too if you have a tutorial you can link for Roger here.
@a.m.k6333
@a.m.k6333 5 лет назад
thank u dude ur instructions were very good simple and straight forward but i have one question if the plugin has a bsa it wont work properly after its been merged is there anyway to fix that ???
@THEBULLD4WG
@THEBULLD4WG 5 лет назад
how do you use this with mo2
@wazupkidz
@wazupkidz 6 лет назад
bruh best tutorial I've ever seen instructions are so clear a baby would know how to do it after watching this. Thank you
@dailyeclecticgaming6137
@dailyeclecticgaming6137 5 лет назад
Hahaha that description is priceless... I do what I can and I've always been pretty good at instructing... probably one of the reasons I'm going back to study teaching soon :)
@klauslehrmann3906
@klauslehrmann3906 5 лет назад
Greetings. Not that i reckon you think I would be less clever than a baby, but I don't see how to do this. When i after having downloaded Merge Plugins manually, then open the "Merge Plugins"-folder, upon which this dude in this video sees all his esp's, I only see my esm's. I use NMM, and have always downloaded using NMM whenever I could. Does this mean I need to manually re-download all my mod.'s, then do as instructed here in this video, and then drop them into NMM when finished merging? I don't see any means of dragging my esp's from NMM to Merge Plugins. This is all something I do to minimize plugins, as I otherwise have beyond 300 plugins activated. The thing is, I'm having a seamingly all-breaking issue, with loading, causing all my mod.'s to reset. Even when that's happened, loading/quickloading, resets all mod.'s once again, meaning this will re-happen every time I load. I posted a bugreport about this here: www.nexusmods.com/fallout4/mods/35736?tab=bugs I fear the game on this character is broken permanently. I'd be delighted if this issue could become perfectly solved. Kindly requesting aid.
@klauslehrmann3906
@klauslehrmann3906 5 лет назад
@@dailyeclecticgaming6137 Greetings. I've posted a response to a comment, regarding an issue I figured you may know how to solve. kopied, and pasted it below. "Greetings. Not that i reckon you think I would be less clever than a baby, but I don't see how to do this. When i after having downloaded Merge Plugins manually, then open the "Merge Plugins"-folder, upon which this dude in this video sees all his esp's, I only see my esm's. I use NMM, and have always downloaded using NMM whenever I could. Does this mean I need to manually re-download all my mod.'s, then do as instructed here in this video, and then drop them into NMM when finished merging? I don't see any means of dragging my esp's from NMM to Merge Plugins. This is all something I do to minimize plugins, as I otherwise have beyond 300 plugins activated. The thing is, I'm having a seamingly all-breaking issue, with loading, causing all my mod.'s to reset. Even when that's happened, loading/quickloading, resets all mod.'s once again, meaning this will re-happen every time I load. I posted a bugreport about this here: www.nexusmods.com/fallout4/mods/35736?tab=bugs I fear the game on this character is broken permanently. I'd be delighted if this issue could become perfectly solved. Kindly requesting aid. ". Not your trouble, I know, though solving aid would be much appreciated. Thank you in advance. Klaus Lehrmann Vis mindre
@Alchestbreachfan
@Alchestbreachfan 5 лет назад
It keeps telling me that the maximum load order has been reached. Whats the max that can be in a single merge?
@pedrorosal560
@pedrorosal560 5 лет назад
Really great tutorial
@dailyeclecticgaming6137
@dailyeclecticgaming6137 5 лет назад
Cheers Pierre! Glad I could help :)
@milmansion
@milmansion 5 лет назад
Your tutorial was straight to the point and easy to follow however I have run into a snag. I have a lot of weapon mods and I have merged 5 - 7 weapon mods into each merge but now I find that a large percentage of the items have disappeared. What do I do?
@ntab22
@ntab22 4 года назад
Hey thank you man great video. I merged all my CROSS Armor mods together with full success. thank you for the clear cut info.l
@weeevan3078
@weeevan3078 4 года назад
LIst Index 3 error????
@theirishmeatlheadjimpicken5097
@theirishmeatlheadjimpicken5097 3 года назад
Thank you so much!!!
@afiqaizat6523
@afiqaizat6523 3 года назад
God bless you man
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