Merging esp files

Post » Wed Jul 25, 2012 1:39 am

I've been working on a resources file for Keening Chapter 2 while Keening Chapter 1 was in beta testing. Now that this is done, I can merge the files together and start working on Chapter 2 with the new resources merged into and included in the main file.

I've just been googling and reading and experimenting for about an hour, and haven't had any success.

Tesame seems to drop content such as cells or creatures from one of the two files in the process of merging. It will keep the cells of the first mod listed in the merge, but drop all the cells from the second. I don't know why, and it's a shame because it seems like the simplest way. But I had to rule out TESAME simply because it appears to malfunction.

With TES CS, the problem is that my mod references things in a another mod that I do not want to merge into it. If I use the "combine loaded plugins" option in TES CS, I will end up with my required clothing mod merged in. Conversely, if I load KN01 and KN02 without the clothing mod, merging and saving it without it will result in all the references being dropped, resulting in people walking around with invisible bodies and such. So, I had to rule out using the CS to merge my new resource file into the main Keening file.

I did not see a merge mod option in Enchanted Editor. "Google is your friend" - well, after reading a number of tutorials that did not answer my needs, I figured I should just ask.

Smartmerger looks nice, but all I could get out of it was a window that said please wait and a couple of blank documents.

How can I quickly and simply merge the data on the two esp files without having them drop any data or references? I would think this would be simple, but so far, no so much. I'm ready to learn... merging resources has been a very frustrating process for me all along and I'm sure it doesn't need to be. If it's a matter of just having to read more instructions, that's fine, but I don't know which utility to focus on yet.

Thanks in advance!
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Kim Kay
 
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Post » Wed Jul 25, 2012 3:45 am

If the combine plugins of the CS gives the correct result, but with just the addition of duplicate object definitions, then I think you can use "http://code.google.com/p/mlox/wiki/Tes3cmd#clean_-_Clean_plugins_of_Evil_GMSTs,_junk_cells,_and_more" to remove those safely.

If you want to give it a try, I'd be happy to see if I can help you make it work.
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brian adkins
 
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Post » Tue Jul 24, 2012 9:47 pm

If the combine plugins of the CS gives the correct result, but with just the addition of duplicate object definitions, then I think you can use "http://code.google.com/p/mlox/wiki/Tes3cmd#clean_-_Clean_plugins_of_Evil_GMSTs,_junk_cells,_and_more" to remove those safely.

If you want to give it a try, I'd be happy to see if I can help you make it work.

Thank you, I'll hit you up on that if there's no better solution. I don't understand a lot of the terms and acronyms and such in the link you directed me to, so I have to admit it's over my head. I'd prefer a solution where I can simply merge the data on two mods, rather than merging three mods and then scraping the third mod back out and hoping no important data or references get lost in the process. But if that's the best way to do it, I'll accept your offer to teach me.

I'm baffled as to why tesame is dropping all the cells from one of the two mods being merged. It seems hard for me to believe that adding a modder's resource into one's mod is such a complex process - there must be something simple that I'm missing.
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Abel Vazquez
 
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Post » Wed Jul 25, 2012 11:09 am

Merging mods using the Enchanted Editor is quite simple, what you have to do is to load both mods into the editor simultaneously then copy the data onto clipboard from one mod and paste it into the other then save it. It does not work with transferring dialogues but everything else should be ok.

In this example i will merge Texture Fix - Bloodmoon into the main Texture Fix mod .

1. Load both mods into Enchanted editor
2. Check the boxes of the data you wish to transfer from the currently active mod
3. Click on the 'Copy Marked' button

https://www.dropbox.com/s/aci9wri65qk5lrk/ScreenShot015.jpg

4.Click on the other mod name to make that the active one
5. Click on the 'paste' button

https://www.dropbox.com/s/oiso3i7wq4tyjl0/ScreenShot019.jpg

Then save it.

Remember to playtest to make sure it the merge went ok which it usually does.
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Harinder Ghag
 
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