[REL] Merge Plugins TES5Edit Script

Post » Sun Jul 07, 2013 9:25 am

Merge Plugins TES5Edit Script
by matortheeternal

http://skyrim.nexusmods.com/mods/37981
http://www.youtube.com/watch?v=3Bs7oTAqi8w




//===========================================================================
Description:
It's http://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files for awhile that you can merge mod files that don't have scripts in them
using TES5Edit by renumbering the FormIDs and Deep Copying them. However, even though
this is a pretty short and simple process, some users might like it to be even easier.

This script completely automates the mod merging process in Tes5Edit. Just run the script,
choose the mods you want to merge, type in a number, and presto! Your mods are now in a
single clean package!



//===========================================================================
The Limitations:
This will not work for merging ESMs. This also most likely will not work for merging mods with
heavy script usage in them. E.g. spell mods. Generally speaking, scripts don't always work after
merging, but sometimes do. I'll be doing more testing on this note and will let you guys know
what I discover.

You also cannot work with mods with corrupted data. These are mods that were edited/created using
a tool like TESVSnip, which have data which is corrupted and cannot be copied by TES5Edit. If you
attempt to merge a file with corrupted data the resulting esp will cause CTDs when Skyrim starts.

If you have multiple mods which alter leveled lists you should use TES5Edit's "Create Merged Patch File"
function first then use the new file as your patch file.



//===========================================================================
Customization:
Right now there are two user variables you can set to adjust how the script runs. I may add more
as per user requests. You can set these variables around line 33 in the script to False or True.

manymessages: Set this to false to make the script print far fewer messages to the log when it runs.
fileprompt: Set this to false to automatically merge all loaded ESP files without having to go through
the prompts.



//===========================================================================
Testing:

  • Tested merging http://skyrim.nexusmods.com/mods/13286 modules. No issues encountered.
  • Tested merging http://skyrim.nexusmods.com/mods/35399 modules. Three unextracted BSAs present. No issues
    encountered. (I did not have to extract the BSAs)
  • Tested merging http://skyrim.nexusmods.com/mods/8601 mods. Scripted configuration quests do not work, though they
    appear intact in both the CK and T5E.
  • Tested merging http://skyrim.nexusmods.com/mods/19733 with http://skyrim.nexusmods.com/mods/32275, http://skyrim.nexusmods.com/mods/33223, and http://skyrim.nexusmods.com/mods/11517.
    Three unextracted BSAs present. Scripts present in IA. No issues encountered.
  • Tested merging: http://skyrim.nexusmods.com/mods/13166 and http://skyrim.nexusmods.com/mods/16225. Numerous heavy scripted modules and
    many BSA files. Result: CTD on startup. Extracting BSA files did not fix the issue. Checking and
    fixing dirty edits proved fruitless.
  • Will test merging: PureWaters modules.
  • Will test merging: Insanity's Weapon mods.
  • Will test merging: Unofficial patches.
  • Users have tested merging http://skyrim.nexusmods.com/mods/33162 plugins and have reported it works and actually
    fixes some problems with the mods!
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Sun Jul 07, 2013 11:47 am

Thank you for making this I was waiting for this to happen for a long time.

User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Sun Jul 07, 2013 12:53 am

Nice. Downloaded and tracked.

User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Sun Jul 07, 2013 10:26 am

I don't see any single reason why TES5Edit would not be able to handle race records. That post you linked doesn't make any sense. If plugin loads without errors in TES5Edit, everything can be handled.

The only current limitation is creating VMAD from scratch, need to create appropriate records with scripts in CK first and just copy VMAD from them or use whole records as templates.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Sun Jul 07, 2013 1:11 pm

Alright, I'll correct that. Thanks for the clarification.

User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Sun Jul 07, 2013 1:02 am

Why won't it work for ESMs? Are there other differences between ESM and ESP beside the need for an onam list? Or do you mean specifically using it as one would use version control, i.e. merging an esp into an esm which it is dependant on?

User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am


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