The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Not a Gamer Dec 28, 2017 @ 10:35pm
Merged Plugins
I am planning on merging some of my plugins, will I need the creation kit and if so, is the sse creation kit only on bethesdas app?
Originally posted by smr1957:
Plugins are merged using xEdit. I posted the following in another thread, but I'll post it here for ease of reference (it is quite long).
Merging mods is just about the last step in the learning process of handling mods. The reason for this is that one of the prime requirements for merging mods is that you have a completely stable, nonconflicting game. Every mod that you are going to merge together should be known to work with not only the mods you are merging with it, but also with every other mod in your load order. In addition, your load order should be finalized to the point that you will not be removing mods from it - every mod in your load order should be pretty much set before you begin merging mods. You may want to add more in, but you should not be taking any out (and any that you may add, should be tested on a clean, test save to ensure that they will work with all the others).

Another thing (at least for myself), mods should be edited for compatibility - especially ones that you wish to merge - prior to the merging process, and this is pretty much the most advanced thing you can do with TES5Edit (in fact, I don't recommend it at all for anyone who is not totally experienced and comfortable using TES5Edit).

The safest mods to merge are patches that effect one mod so that it can work well with others - and these are usually the most numerous mods in an individual's load.

To put it all together:
1. Ensure that your load order and all the mods are stable and do not cause any problems.
2. Finalize your load to the point that you will not be removing any mods.
3. Ensure that everything is compatible and all or any patches necessary are present in your load.
4. Test the game. If it runs with no problems, make a hard (manual) save and keep it as a backup, just in case you have to roll back.
5. Select the mods you wish to merge - and keep it simple.
6. Merge - and once merged, reload merged file in TES5Edit and check for any errors.
7. Install and place the Merged file in the proper place in your load order.
8. Test to ensure that everything functions as it should with the merged file installed.
9. Play and enjoy

HOW TO MERGE
This is taken from page for Merge Plugins xEdit Script by matortheeternal - http://www.nexusmods.com/skyrim/mods/37981/? , which is what I use (there is a newer merge mod out that replaces this one: Merge Plugins by Mator - http://www.nexusmods.com/skyrim/mods/69905/? )

Begin quote:

Merging Plugins with Mod Organizer:
1. Set up the plugins you plan on merging so they're all in adjacent load order slots. Test to
make sure the plugins create the desired behavior in the game before merging.
2. Run xEdit through Mod Organizer and load the mods you want to merge.
3. Use "Check For errors" on files to be merged and fix any errors xEdit finds. See the FAQ
for more information on errors and how to fix them.
4. Hold control and click on each of the mods you want to merge so they're highlighted.
5. Right-click on one of the mods and click "Apply Script".
6. Choose "Merge Plugins v1.8" from the drop-down menu and click OK.
7. If it's your first time running Merge Plugins v1.9 you will be taken to the Advanced Options window.
When here, check the "I'm using Mod Organizer" checkbox and set Mod Organizer's directory (you can use the Detect button to have the script try to find it for you). Check "Copy General Assets", and
set the Asset destination directory to Mod Organizer's overwrite folder, then click "Save".
8. Verify the mods you want to merge are checked, and that no other mods are checked, then click OK.
9. Choose -- CREATE NEW FILE -- and click OK.
10. Enter the filename you wish to use for the merged plugin.
11. Wait for merging to complete. If an error occurs (highly unlikely) the script will stop, display the
log, and alert you that an error occurred. Post this log on Nexus Mods to receive assistance.
12. Once merging is completed, close xEdit saving ONLY the new merged plugin you just created.
13. Right click on the Overwrite mod in Mod Organizer and click "Create Mod...". Name the mod,
activate it, and then deactivate the mods you merged.
14. Start the game and test to see if the merged plugin is working as intended.


Merging Plugins with Nexus Mod Manager:
1. Set up the plugins you plan on merging so they're all in adjacent load order slots. Test to
make sure the plugins create the desired behavior in the game before merging.
2. Run xEdit and load the mods you want to merge.
3. Use "Check For errors" on files to be merged and fix any errors xEdit finds. See the FAQ
for more information on errors and how to fix them.
4. Hold control and click on each of the mods you want to merge so they're highlighted.
5. Right-click on one of the mods and click "Apply Script".
6. Choose "Merge Plugins v1.9" from the drop-down menu and click OK.
7. If it's your first time running Merge Plugins v1.9 you will be taken to the Advanced Options window.
When here, check "Extract BSAs", and set the Asset destination directory to a folder on your desktop (or somewhere else) for the Merged Plugin you're making.
8. Verify the mods you want to merge are checked, and that no other mods are checked, then click OK.
9. Choose -- CREATE NEW FILE -- and click OK.
10. Enter the filename you wish to use for the merged plugin.
11. Wait for merging to complete. If an error occurs (highly unlikely) the script will stop, display the
log, and alert you that an error occurred. Post this log on Nexus Mods to receive assistance.
12. Once merging is completed, close xEdit saving ONLY the new merged plugin you just created.
13. Open your Skyrim data directory and move the Merged Plugin ESP file from it to the folder on
your desktop. Add the folder on your desktop to a .zip, .rar, or .7z archive, then install it in
Nexus Mod Manager. Activate it and deactivate the plugins of the mods you merged from your
load order.
14. Start the game and test to see if the merged plugin is working as intended.


Verifying your Merged ESP:
You should also re-open the merged ESP in xEdit after merging and use Check For Errors to make
sure everything is functional.


Removing Plugins from a Merged Plugin:
As of v1.7, you can remove plugins from a merged plugin. This will only work on plugins made with
Merge Plugins v1.7 or newer. Note: this is an experimental feature and results may vary.

1. Load your merged plugin in TES5Edit.
2. Right click on the merged plugin, and click "Apply Script".
3. Choose "Merged Plugin Manager v1.1" from the drop-down menu and click OK.
4. Check the plugins you want to remove, then click "Remove".
5. Close the Merged Plugin Manager and then exit TES5Edit, saving the merged plugin.

End quote.
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smr1957 Dec 29, 2017 @ 7:10am 
Plugins are merged using xEdit. I posted the following in another thread, but I'll post it here for ease of reference (it is quite long).
Merging mods is just about the last step in the learning process of handling mods. The reason for this is that one of the prime requirements for merging mods is that you have a completely stable, nonconflicting game. Every mod that you are going to merge together should be known to work with not only the mods you are merging with it, but also with every other mod in your load order. In addition, your load order should be finalized to the point that you will not be removing mods from it - every mod in your load order should be pretty much set before you begin merging mods. You may want to add more in, but you should not be taking any out (and any that you may add, should be tested on a clean, test save to ensure that they will work with all the others).

Another thing (at least for myself), mods should be edited for compatibility - especially ones that you wish to merge - prior to the merging process, and this is pretty much the most advanced thing you can do with TES5Edit (in fact, I don't recommend it at all for anyone who is not totally experienced and comfortable using TES5Edit).

The safest mods to merge are patches that effect one mod so that it can work well with others - and these are usually the most numerous mods in an individual's load.

To put it all together:
1. Ensure that your load order and all the mods are stable and do not cause any problems.
2. Finalize your load to the point that you will not be removing any mods.
3. Ensure that everything is compatible and all or any patches necessary are present in your load.
4. Test the game. If it runs with no problems, make a hard (manual) save and keep it as a backup, just in case you have to roll back.
5. Select the mods you wish to merge - and keep it simple.
6. Merge - and once merged, reload merged file in TES5Edit and check for any errors.
7. Install and place the Merged file in the proper place in your load order.
8. Test to ensure that everything functions as it should with the merged file installed.
9. Play and enjoy

HOW TO MERGE
This is taken from page for Merge Plugins xEdit Script by matortheeternal - http://www.nexusmods.com/skyrim/mods/37981/? , which is what I use (there is a newer merge mod out that replaces this one: Merge Plugins by Mator - http://www.nexusmods.com/skyrim/mods/69905/? )

Begin quote:

Merging Plugins with Mod Organizer:
1. Set up the plugins you plan on merging so they're all in adjacent load order slots. Test to
make sure the plugins create the desired behavior in the game before merging.
2. Run xEdit through Mod Organizer and load the mods you want to merge.
3. Use "Check For errors" on files to be merged and fix any errors xEdit finds. See the FAQ
for more information on errors and how to fix them.
4. Hold control and click on each of the mods you want to merge so they're highlighted.
5. Right-click on one of the mods and click "Apply Script".
6. Choose "Merge Plugins v1.8" from the drop-down menu and click OK.
7. If it's your first time running Merge Plugins v1.9 you will be taken to the Advanced Options window.
When here, check the "I'm using Mod Organizer" checkbox and set Mod Organizer's directory (you can use the Detect button to have the script try to find it for you). Check "Copy General Assets", and
set the Asset destination directory to Mod Organizer's overwrite folder, then click "Save".
8. Verify the mods you want to merge are checked, and that no other mods are checked, then click OK.
9. Choose -- CREATE NEW FILE -- and click OK.
10. Enter the filename you wish to use for the merged plugin.
11. Wait for merging to complete. If an error occurs (highly unlikely) the script will stop, display the
log, and alert you that an error occurred. Post this log on Nexus Mods to receive assistance.
12. Once merging is completed, close xEdit saving ONLY the new merged plugin you just created.
13. Right click on the Overwrite mod in Mod Organizer and click "Create Mod...". Name the mod,
activate it, and then deactivate the mods you merged.
14. Start the game and test to see if the merged plugin is working as intended.


Merging Plugins with Nexus Mod Manager:
1. Set up the plugins you plan on merging so they're all in adjacent load order slots. Test to
make sure the plugins create the desired behavior in the game before merging.
2. Run xEdit and load the mods you want to merge.
3. Use "Check For errors" on files to be merged and fix any errors xEdit finds. See the FAQ
for more information on errors and how to fix them.
4. Hold control and click on each of the mods you want to merge so they're highlighted.
5. Right-click on one of the mods and click "Apply Script".
6. Choose "Merge Plugins v1.9" from the drop-down menu and click OK.
7. If it's your first time running Merge Plugins v1.9 you will be taken to the Advanced Options window.
When here, check "Extract BSAs", and set the Asset destination directory to a folder on your desktop (or somewhere else) for the Merged Plugin you're making.
8. Verify the mods you want to merge are checked, and that no other mods are checked, then click OK.
9. Choose -- CREATE NEW FILE -- and click OK.
10. Enter the filename you wish to use for the merged plugin.
11. Wait for merging to complete. If an error occurs (highly unlikely) the script will stop, display the
log, and alert you that an error occurred. Post this log on Nexus Mods to receive assistance.
12. Once merging is completed, close xEdit saving ONLY the new merged plugin you just created.
13. Open your Skyrim data directory and move the Merged Plugin ESP file from it to the folder on
your desktop. Add the folder on your desktop to a .zip, .rar, or .7z archive, then install it in
Nexus Mod Manager. Activate it and deactivate the plugins of the mods you merged from your
load order.
14. Start the game and test to see if the merged plugin is working as intended.


Verifying your Merged ESP:
You should also re-open the merged ESP in xEdit after merging and use Check For Errors to make
sure everything is functional.


Removing Plugins from a Merged Plugin:
As of v1.7, you can remove plugins from a merged plugin. This will only work on plugins made with
Merge Plugins v1.7 or newer. Note: this is an experimental feature and results may vary.

1. Load your merged plugin in TES5Edit.
2. Right click on the merged plugin, and click "Apply Script".
3. Choose "Merged Plugin Manager v1.1" from the drop-down menu and click OK.
4. Check the plugins you want to remove, then click "Remove".
5. Close the Merged Plugin Manager and then exit TES5Edit, saving the merged plugin.

End quote.
Last edited by smr1957; Dec 29, 2017 @ 7:11am
knight1987 Mar 6, 2019 @ 6:58pm 
can Merge Plugins merge all my patch's and work ????
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Date Posted: Dec 28, 2017 @ 10:35pm
Posts: 2