Fallout: New Vegas

Fallout: New Vegas

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Possible to combine mods into a single esp?
I have hit the limit to my total esp allowance and want to add more mods. I have a bunch of gun mods and was wondering if I could condense them into fewer esps, for example, i have like 15 guns from millenium not included in his own pack that I want, could I make my own pack? If so, how (or links to tutorials)
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Showing 1-15 of 17 comments
Grimminski Aug 17, 2016 @ 3:46pm 
Downnload Wrye Flash and build yourself a Bashed Patched. Not every mod can be merged, and the program will let you know which ones can be, but you should be able to reduce your load order by 10-15 plugins.
Originally posted by John:
Downnload Wrye Flash and build yourself a Bashed Patched. Not every mod can be merged, and the program will let you know which ones can be, but you should be able to reduce your load order by 10-15 plugins.
You can be annoyed at me for not accepting help, but I'm paranoid, and don't like the sound of that program, can it be done in FNVEdit, which I already have and trust?
Last edited by x Princess Leliana x; Aug 17, 2016 @ 3:58pm
Ladez Aug 17, 2016 @ 4:54pm 
I suggest using a manual "merge up" approach with FNVEdit, as described in this short guide: https://drive.google.com/file/d/0ByyDLPnmgtNVOUhNOWxlYWlQNWM/view

It's not terribly complex for simple plugins and it assumes no forehand knowledge of FNVEdit.

If you want an automated solution, use the standalone tool Merge Plugins by Mator: nexusmods.com/skyrim/mods/69905

It's on the Skyrim Nexus, but it also works for FNV, FO3 and Oblivion. Make sure to thoroughly read and understand the documentation.
talgaby Aug 17, 2016 @ 10:48pm 
Hm, I should take a look at it, especially since it has a nice MO integration.
merge plugins is good,with x-edit you can even make whole new mods with a bit of effort (not much) and a little imagination
Originally posted by Ladez:
I suggest using a manual "merge up" approach with FNVEdit, as described in this short guide: https://drive.google.com/file/d/0ByyDLPnmgtNVOUhNOWxlYWlQNWM/view

It's not terribly complex for simple plugins and it assumes no forehand knowledge of FNVEdit.

If you want an automated solution, use the standalone tool Merge Plugins by Mator: nexusmods.com/skyrim/mods/69905

It's on the Skyrim Nexus, but it also works for FNV, FO3 and Oblivion. Make sure to thoroughly read and understand the documentation.
Which would you recommend? I'd. Mostly be merging gun mods like those by millennia
Originally posted by Ladez:
I suggest using a manual "merge up" approach with FNVEdit, as described in this short guide: https://drive.google.com/file/d/0ByyDLPnmgtNVOUhNOWxlYWlQNWM/view

It's not terribly complex for simple plugins and it assumes no forehand knowledge of FNVEdit.

If you want an automated solution, use the standalone tool Merge Plugins by Mator: nexusmods.com/skyrim/mods/69905

It's on the Skyrim Nexus, but it also works for FNV, FO3 and Oblivion. Make sure to thoroughly read and understand the documentation.
So I just tried creating a merged mod esp thingy. I was merging my two warhammer armour mods together. It's all gone fine and the merge esp is in my load order, but the original mods are still there, do they need to be? Or can I deactivate them. If I can't then this entire affair is pointless as the goal was to be able to join mods together and reduce my load order.
yes,you deactivate them
talgaby Aug 18, 2016 @ 5:04am 
You can deactivate them, but expect any assets already in the save files to be removed (as the reference IDs associated with them no longer being there). This process is best to be used before starting a new character.
Last edited by talgaby; Aug 18, 2016 @ 5:05am
Originally posted by talgaby:
You can deactivate them, but expect any assets already in the save files to be removed (as the reference IDs associated with them no longer being there). This process is best to be used before starting a new character.
I've been experimenting, what I've found is that if I make a merge, I can disable the plugins of the original (eg if I merge mod a and mod b, i can disable mod a and b and just use the merge). But that creates the problem of having 50 or so deactivated mods in my load order. I have found that if I then eactivate the mod in nmm, but leave it installed, all the mod files are still there to be used by the merge, but I can have the plugins not in my load order, cleaning it up. It has worked so far with the 2 merges I have, but wondered if anyone knows that this will work all the time. also, yes, I'll be starting a new character
it has trouble with mods with navmeshes sometimes,but does most things
if in doubt read the manual..its big
Grimminski Aug 18, 2016 @ 2:18pm 
You downloaded all of millenia's mods individually? You should have downloaded his combined pack and saved yourself a dozen or so slots.
Last edited by Grimminski; Aug 18, 2016 @ 2:18pm
Originally posted by John:
You downloaded all of millenia's mods individually? You should have downloaded his combined pack and saved yourself a dozen or so slots.
I have the combined pack, but his newer mods are not in it, I have downloaded THOSE individually.
Bayrain Jun 26, 2019 @ 7:52pm 
Originally posted by x Princess Leliana x:
Originally posted by John:
You downloaded all of millenia's mods individually? You should have downloaded his combined pack and saved yourself a dozen or so slots.
I have the combined pack, but his newer mods are not in it, I have downloaded THOSE individually.


Okay, its been almost 4 years, but I was thinking this exact same thing half an hour ago.
Its a 50/50 shot but did anyone figure out if it was possible?
talgaby Jun 26, 2019 @ 10:32pm 
Yes, mod combining works, as long as you know what you are doing. However, combining more than simple mods requires manual script editing and other work done in the GECK, manually.
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Date Posted: Aug 17, 2016 @ 3:29pm
Posts: 17