List Merger - What exactly does it do?

Post » Fri May 13, 2011 7:53 am

The title says it all.

I know how to make the "master_list" so to speak, however I'm not sure why I'm doing it?

Is it so I can have that tagged in the Data Files instead of all the mods I put into the list?

The readme is great to help you get it done, but explaining what its actually good for is a little illusive
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jessica sonny
 
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Post » Fri May 13, 2011 6:00 am

What do you mean exactly? Your post is rather confusing.

TESTool can generate Merged Lists, Merged Dialog and Merged Objects. But the first two should not be used, and only TESTool's Merged Objects should be used.
Merged Objects allows you to use more than one mod that alters the same object, but still get both changes regardless of Load Order.

Use Wrye Mash to make your Mashed List (this is the same thing as Merged List, except it works much better)
A merged list ensures that any Leveled Lists that are altered still function correctly, no matter how many mods alter it.

Create your Mashed List and Merged Object list after you have installed all the mods you want to use. They should also load last in your Load Order to ensure that they work correctly.
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Hella Beast
 
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Post » Fri May 13, 2011 8:30 pm

I think s/he means this one: http://planetelderscrolls.gamespy.com/View.php?view=utilities.detail&id=23

Most people merged their leveled lists with Wrye Mash now or one of the command line ones floating around. I don't recall their names.

I see you joined yesterday. :) Welcome to the forums!

Have a fishy stick!
[img]http://images.uesp.net//c/c4/Fishystick.jpg[/img]

I'll try to explain leveled lists and how mods can effect each other. If a mod changes one thing, and another mod changes the same thing, then the one with the later date on the .esp will win.

Leveled lists are randomized creature, loot, or npc lists (like the weapons on enemies or things you find in crates or creatures in the wild). If one mod edits one of those lists (like a creatures list) then only the last mod that edited that list will show in game.

You need to use a Leveled List merger to use all the changes together. :) I hope that helped somewhat.
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City Swagga
 
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Post » Fri May 13, 2011 5:02 am

I think s/he means this one: http://planetelderscrolls.gamespy.com/View.php?view=utilities.detail&id=23

Most people merged their leveled lists with Wrye Mash now or one of the command line ones floating around. I don't recall their names.

I see you joined yesterday. :) Welcome to the forums!

Have a fishy stick!
[img]http://images.uesp.net//c/c4/Fishystick.jpg[/img]

I'll try to explain leveled lists and how mods can effect each other. If a mod changes one thing, and another mod changes the same thing, then the one with the later date on the .esp will win.

Leveled lists are randomized creature, loot, or npc lists (like the weapons on enemies or things you find in crates or creatures in the wild). If one mod edits one of those lists (like a creatures list) then only the last mod that edited that list will show in game.

You need to use a Leveled List merger to use all the changes together. :) I hope that helped somewhat.


Yes, thats what I used :) It was recommended on one of the many "do this, and make morrowind look good" sites.

Alright I get it now, so I need to load all the mods, and these extra lists. Got ya.

And yea, I have been looking for a forum about morrowind where there is actually people active and talking. I'm kinda suprised at myself for not thinking of the providers forum a little sooner ;). And thanks

As for Wryh Mash, it requires python, so I haven't really gotten around to it. It mains me of that tool for Oblivion where every says "you'll need to spend ages learning it" which I also dodge, cause I'm too lazy to get into it ;)

I must say, that the fact that Morrowind can now look graphically better then Oblivion really gives me nerdgasms. Now if only there was a mod to make you able to cast spells while haven't your weapon drawn, and a animation overhaul mod, Morrowind should be packaged together and resold :)
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Lifee Mccaslin
 
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Post » Fri May 13, 2011 4:53 am

As for Wryh Mash, it requires python, so I haven't really gotten around to it. It mains me of that tool for Oblivion where every says "you'll need to spend ages learning it" which I also dodge, cause I'm too lazy to get into it

There is a stand-alone version of Wrye Mash that doesn't require any messing with python: http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=3646
And the http://wryemusings.com/Wrye+Mash.html clearly explains how to use all the functions.
Now if only there was a mod to make you able to cast spells while haven't your weapon drawn, and a animation overhaul mod

The Code Patch allows you to cast spells like that. EDIT: you'll need to get the http://www.tesnexus.com/downloads/file.php?id=26348 for that function
http://www.tesnexus.com/downloads/file.php?id=31635l improves some of the animations.( http://www.gamesas.com/?showtopic=1066248 )
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Robert
 
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Post » Fri May 13, 2011 7:02 am

There is a stand-alone version of Wrye Mash that doesn't require any messing with python: http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=3646
And the http://wryemusings.com/Wrye+Mash.html clearly explains how to use all the functions.

The Code Patch allows you to cast spells like that. EDIT: you'll need to get the http://www.tesnexus.com/downloads/file.php?id=26348 for that function
http://www.tesnexus.com/downloads/file.php?id=31635l improves some of the animations.( http://www.gamesas.com/?showtopic=1066248 )


Yea, but thats like 10% of the game animations if I remember correctly. I have used 3DS max a lot as a kid (I had a great father), and I do know how to do some animating. However I never understand how to put them into the game, nor I know how to get the skeleton into 3DS max in the first place. I have looked for a tutorial, but there seems to be none. If someone could put me in the right direction, I might take it on myself to overhaul the animations. As for the MCP beta, that guy Hrnchamd is awesome! :)
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Loane
 
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Post » Fri May 13, 2011 6:50 am

If you use Liztail's Animation Kit you can mix and match animation mods. So it may be only 10% of the animations, but its some of the most common animations.

There are also a lot of idle animations idle replacers on PES.

The modding community could use another animator! ^^ I'm sure one of the animators will pop in soon to point you to some tutorials. There is a thread in the forum somewhere with tutorials for all the animation tools.
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Aaron Clark
 
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