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How To Use Tes5edit To Find Conflicts



THIS SCRIPT ONLY WORKS WITH xEDIT iii.i.0 OR NEWER!
(TES5Edit, TES4Edit, FNVEdit, FO3Edit)

Click hither to view the video tutorial playlist
Or view embedded videos past clicking "Testify" below

Spoiler:

Show


Sometime videos: 09/28/2014, 11/05/2013, 07/05/2013

For updates between official releases, please see the GitHub repository.

Description:
//=====================================================================================================
This script automates the process of combining multiple Bethesda Plugin/Master Files
(.esp/.esm) into a single plugin file. I have perfected this procedure through all-encompassing
user-assisted experimentation and testing to take into account a massive number of variables.
We have come a very long way from the manual merging method that was known 2 years ago.

The script is extremely piece of cake to use, just select the mods you want to merge in xEdit, run the
script, type in a proper noun, and presto! Your mods are now in a single make clean package!

Version i.eight:
//=====================================================================================================
After all-encompassing beta testing and development, Merge Plugins v1.8 has been publicly released.
A lot has changed since v1.7, so information technology is extremely important for you lot to read the summary beneath.
You lot can also cheque out the change log.

TES5Edit version checking:
The script will terminate and print messages to xEdit'southward internal message log if you aren't using
xEdit version iii.0.33 or newer. Considering there isn't a style for me to check the svn of xEdit, you
will pass this test even if y'all're using an old xEdit iii.0.33 svn. For this reason, I recommend
that when y'all download version 1.8 yous download the latest version of xEdit as well. Currently,
the latest version is available on Nexus Mods (version 3.1.0).  Having the latest xEdit version
is absolutely essential for the script to run properly.

Avant-garde options:
The GUI has received a massive overhaul. The settings that dictate how a merge is performed
have been moved to a separate window, which yous can open up past clicking the gear icon in the
lower right corner of the main Merge Plugins window. This

"Advanced Options" window volition
automatically open the offset fourth dimension you run the script. You cannot perform a merge until you have
fix your settings in this window. Settings will be saved to "Edit Scripts\mp\config.ini", and
reloaded each time you lot run the script in the future. Every control in the Advanced Options
Window has detailed Hint text which will appear if you mouse over it. Hints that say LEGACY
Choice correspond to options you shouldn't employ unless yous're doing experimentation.

Modern Organizer options:
If you're using Mod Organizer, you need to the check the

"I'm using Modernistic Organizer" checkbox
and so make sure the script knows where Mod Organizer is installed. If you click the Detect
push the script will endeavour to find Mod Organizer by searching standard installation
directories. You can too enter the path manually or click on the folder icon to browse for information technology.
The path hither should be a full path to the directory belongings ModOrganizer.exe. E.thousand.
"C:\Programme Files (x86)\Mod Organizer\"

There is a new option here called Re-create full general assets. This selection only works with Modernistic
Organizer, and has the script copy assets from the

"Modernistic Organizer\mods\*\" folders
respective to the ESPs you're merging. I highly recommend you use this selection if you're
using Mod Organizer.


Renumbering options:
A new option chosen

"Renumber conflicting FormIDs" has been added. This is the all-time of 2
worlds in that it but renumbers the records that demand to be renumbered to avoid fatal conflicts
(indistinguishable FormIDs), but doesn't renumber everything then esoteric issues relating to renumbering
FormIDs are mitigated. You should e'er use this option, resorting to "Renumber all FormIDs"
but if merging with "Renumber alien FormIDs" isn't creating a functioning merged plugin.

You lot should never apply

"Don't renumber FormIDs" unless you know what you're doing and are
prepared to face the issues associated with duplicate FormIDs.

Copying options:
You should ever use

"Re-create Intelligently" unless you're doing experimentation.

2nd laissez passer copying options:
2nd pass copying used to exist necessary to create operation merged plugins with sure
records (NAVM, NAVI). Contempo xEdit updates may have made information technology unnecessary. To be safe,
you can utilize the

"Second laissez passer aforementioned equally starting time" choice, though this will extend the time spent
merging. The default selection is "No second pass", which I have adamant works for mods
that used to require a 2nd pass.

Other options:
The

"Asset destination directory" is the directory where the script will copy avails to. If you're
using Modern Organizer this should exist Mod Organizer's overwrite folder. This will automatically exist
set up if the script successfully detects Mod Organizer after you click the Detect button. You can
also enter the path manually or click on the folder icon to browse for a destination binder. If
you're using NMM your destination folder could be either Skyrim'southward data folder or a different
folder which you program on making into a modern package to install into Nexus Modernistic Manager later.

The

"Extract BSAs" choice volition extract all BSAs associated with the plugins being merged to the
"Nugget destination directory"
. This is only necessary if you're using NMM, as Modern Organizer volition
load all assets from bachelor BSAs automatically regardless of whether or not in that location'southward an ESP
with a matching file proper name. Besides note that, when copying file-specific assets like FaceGenData,
Voices, and MCM Translation files the script volition bank check inside available BSAs likewise as your
data directory, so yous no longer need to extract BSAs before merging for that purpose anymore.

The

"Disable label coloring" option is for users that can't meet the colored labels in the main
"Merge Plugins" window. An alternative to using this choice is to enable Windows Aero.

The

"Batch copy avails" option will copy all assets after merging via a batch (.bat) script. This
option is valuable when performing big merges, as Delphi's internal CopyFile part operates
asynchronously, which leads to massive memory and CPU usage, and will frequently lead to xEdit
running out of available retentivity. You lot should always have this option enabled, but take note of
the fact that it will open a visible Control Prompt (cmd.exe) window at the end of the merge
for asset copying. You must not shut TES5Edit or this window during the copying performance if you
want asset copying to be performed correctly.

Nugget destination helper:
With the introduction of the

"Nugget destination directory" feature, I also implemented a cheque
which makes certain the asset destination directory is empty before performing whatever operations
for the merge.  If it'southward not empty, a window will announced alerting you that it's non empty, giving
you the options to proceed with the merge, open the directory in explorer, or abolish the merge.
This should aid you avoid the mistake of including files in the merged mod that aren't needed.
If you're using the information directory as the asset destination directory when you kickoff run the script,
you will be notified that using it will brand your data directory messy over time, and isn't
recommended.

Installation:
//=====================================================================================================
Earlier installing and using this script you need xEdit 3.0.33 svn1898 or newer .
xEdit is an alternative editing program to the Creation Kit. While xEdit may not have some
of the cool features the Creation Kit has, it runs faster and allows for the execution of pascal
scripts.

Y'all can go xEdit 3.ane.0 here.

Once you have downloaded and installed xEdit you simply need to copy the contents of the
included "Edit Scripts" binder into xEdit'south "Edit Scripts" binder. This folder is located in the
directory where TES5Edit.exe is.

Tutorial:
//=====================================================================================================
Merging Plugins with Modern Organizer:
ane.
Gear up upwards the plugins you programme on merging so they're all in adjacent load social club slots. Exam to
brand sure the plugins create the desired beliefs in the game earlier merging.
ii. Run xEdit through Mod Organizer and load the mods you want to merge.
three. Use "Cheque 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. Agree control and click on each of the mods you want to merge so they're highlighted.
5. Right-click on i of the mods and click "Apply Script".
half dozen. Cull "Merge Plugins v1.8" from the drop-downward card and click OK.
7. If information technology's your first time running Merge Plugins v1.8 you will be taken to the Advanced Options window.
When here, check the "I'thousand using Mod Organizer" checkbox and set Mod Organizer'due south directory (you lot can
use the Find button to have the script try to notice information technology for you). Bank check "Re-create Full general Assets", and
fix the Nugget destination directory to Mod Organizer's overwrite folder, then click "Relieve".
viii. Verify the mods you want to merge are checked, and that no other mods are checked, and so click OK.
9. Choose -- CREATE NEW FILE -- and click OK.
x. Enter the filename you wish to employ for the merged plugin.
11. Wait for merging to complete. If an error occurs (highly unlikely) the script volition end, 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 Merely the new merged plugin you lot just created.
13. Right click on the Overwrite mod in Mod Organizer and click "Create Mod...". Name the mod,
actuate information technology, and and so deactivate the mods you merged.
14. Start the game and examination to see if the merged plugin is working as intended.

Merging Plugins with Nexus Modern Director:
1. Prepare up the plugins you program on merging then they're all in adjacent load gild slots. Examination to
make sure the plugins create the desired behavior in the game before merging.
two. Run xEdit and load the mods you want to merge.
3. Use "Check For errors" on files to exist merged and set any errors xEdit finds. Come across the FAQ
for more data on errors and how to set up them.
4. Hold control and click on each of the mods you want to merge and then they're highlighted.
5. Right-click on one of the mods and click "Apply Script".
6. Cull "Merge Plugins v1.8" from the drop-downward menu and click OK.
7. If it'due south your commencement fourth dimension running Merge Plugins v1.8 you will be taken to the Advanced Options window.
When here, bank 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 yous 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.
eleven. Wait for merging to complete. If an error occurs (highly unlikely) the script will terminate, display the
log, and warning you that an error occurred. Post this log on Nexus Mods to receive assistance.
12. In one case merging is completed, shut xEdit saving ONLY the new merged plugin you just created.
13. Open your Skyrim data directory and movement the Merged Plugin ESP file from it to the binder 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. First the game and test to encounter if the merged plugin is working as intended.

Verifying your Merged ESP:
Yous should also re-open the merged ESP in xEdit after merging and utilise Check For Errors to brand
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 piece of work on plugins made with
Merge Plugins v1.7 or newer. Note: this is an experimental characteristic and results may vary.

ane. Load your merged plugin in TES5Edit.

ii. Right click on the merged plugin, and click "Apply Script".
3. Choose "Merged Plugin Managing director v1.1" from the drop-downwards menu and click OK.
4. Cheque the plugins you want to remove, then click "Remove".
five. Close the Merged Plugin Manager and and then exit TES5Edit, saving the merged plugin.

Generating and Submitting Reports:
As of v1.vii, you tin can generate reports on the merge-power of plugins. This can exist done with a Merged
Plugin or with the ESP files you merged.

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.
iv. Check the plugins y'all want to generate reports on, then click "Study".
five. Enter the information you desire to submit for each study. You lot won't be able to generate the
study if y'all leave ane or more fields blank or at their default values.
vi. Once you've generated your reports, go to your Edit Scripts folder and open the "mp" binder.
7. Run "Merge Plugins Report Client.jar", enter a username yous want to take associated with
your study, and click "Login".
8. Click "Send Reports" to send all reports you lot have generated to the remote server to be
incorporated with the Dictionary file.

9. Click "Logout".

Notation:
If you're found to be abusing the study submission system your IP volition exist blacklisted and
you will no longer be able to submit reports or get updated lexicon files through the client.

Updating your Dictionary File:
Updating your dictionary file will give yous all the latest definitions from reports submitted by
users. I recommend y'all try to update your dictionary file earlier merging, and at most in one case
a calendar week.

1. Go to your Edit Scripts folder and open the "mp" folder.

ii. Run "Merge Plugins Report Customer.jar", enter a username, and click "Login".
iii. Click "Go Dictionary".
4. Click "Logout".

Merge Logs:
//=====================================================================================================
As of v1.eight, the script uses an internal log instead of using the message log congenital-in to
xEdit. This was washed because there is a demonstratable functioning striking when printing many
messages to the xEdit log. To maximize the speed gained by not using a visible log, yous
should not click the "Show Details" button while the merge is being performed.

The script'south internal log will exist saved to a file

"Edit Scripts\mp\logs\merge_<date>_<fourth dimension>.txt"
afterward the script finishes executing. If yous experience problems you must copy the letters
from the log file associated with the merge and post them hither or on pastebin if you wish
to recieve help. Without a log file I can only really take shots in the night equally to what
went wrong with your merge. With a log file, I can determine within 30 seconds what went
wrong with a merge and respond immediately. Please, prove me that you lot value both my
fourth dimension and your own time by posting a log when you lot have an consequence.
It's really easy to do and
makes a world of deviation.

Popular Mods:
//=====================================================================================================
This is a curt list of some popular mods that been made using the Merge Plugins script.
These mods serve as proof of the Merge Plugins Script's success, effectiveness, and usefulness
to the Skyrim Modding community.  If you lot know of more than popular mods that take been merged
and distributed past the writer using my script, allow me know and I'll add them to this list!

  • Static Mesh Improvement Mod
  • Realistic Needs and Diseases
  • SkyFalls and SkyMills
  • JK's Skyrim
  • Immersive College of Winterhold
  • Relighting Skyrim
  • Northern Cardinal
  • Unique Border Gates
  • Jaxonz Utilities

Thanks:
//=====================================================================================================
There are a lot of people who have helped make Merging Plugins into what it is today. Hither
I will show my appreciation for their contributions, which take been invaluable to the
evolution of this tool. If you run into them in the comments section or on the forums, brand
certain you give thanks them likewise!

zilav: The guy behind the machine. Zilav is one of the pb programmers of xEdit, and
has been working with me since I commencement started doing xEdit scripting. This guy has made
everything I do possible and far more. All hail zilav!

Private Beta Testers:
keithinhanoi
noobzor
mindw0rk2
steve25469
Teabag86
Thalioden
bla08

Public Beta Testers:
Draco856
karios525
ChiefZigZag
icecreamassassin
hishutup
...
etc.

Cheers anybody for your contributions!
And thank you to everyone who has submitted reports to the dictionary!

Frequently Asked Questions:
//=====================================================================================================
Q: Does this practice conflict resolution?  That is, if I have two mods that change the aforementioned record, will
merging those plugins combine the edits from those records into a single tape?
A: No, admittedly not.  Merging plugins combines the records in the mods being merged in the
same mode as the mods would behave if left dissever in your load order.  That ways the winning
override will exist used.  If y'all want to combine multiple edits to the same records yous need to
make a compatibility patch which overrides those records with the edits y'all want to use.  There
are numerous tools out there that can do at least some of this for you, including Wrye Bash, the
TES5Edit Merged Patch, and Mator Smash.

Q:

In previous versions of this script sure plugins didn't merge well. Is this withal the example?
A: Based on 2791 reports submitted as of 02/12/2015, 97.56% of plugins merge well.
Because how v1.8 has a large number of bugfixes and improvements over v1.7, this
per centum will but be getting higher.

Q:
Will <insert mod here> piece of work?
A: Based on user-submitted reports, there's a 97.56% likelihood information technology will work. Those are
some pretty skillful odds.


Q:
How do merge plugins behave with Dominate/Boodle?
A: BOSS and Boodle don't know how to place merged plugins in your load guild. You accept to
manually place them at the highest load order position of the mods y'all merged with respect
to masters. (Viz., not above a file that is a chief for the merged plugin.)
Q: Tin I merge merged files?
A: Yes, but not during the same run of xEdit (save and quit before each new merge). This shouldn't
introduce new problems, merely recall to backup and so if you merge something bad you can undo information technology
and keep the merged file y'all've been working on.

Q:

What tin can I practice about errors in plugins I want to merge?
A: Well that depends on what the mistake is.  If its a "<Record> marked as deleted..." fault
you tin make clean the plugin using xEdit's "Apply Filter for Cleaning" and "Undelete and Disable
References"
options.  Other errors can be more complicated.  Invalid or out of guild subrecord
errors often can't be fixed, just you can try o pening these mods in the Cosmos Kit every bit the active file
so resaving them. "< Error: Could non be resolved >" FormIDs can exist fixed by entering a
valid FormID in their identify or past removing the subrecord that holds them (correct click -> Remove).
NOTE: Fixing errors asides from UDRs tin be a tricky business.  Brand sure you keep backups
of the plugins y'all plan on fixing errors for in case yous accidentally break one of them!


Q:
Tin mods with MCM menus be merged?
A:
Every bit of v1.7 MCM translation files are handled properly, so MCMs should merge perfectly. Q: Can I merge ESP patches with their main file?
A: Yes. Q: Tin I merge a mod's patches together?
A: Yep.

Q:
What are the benefits of merging?
A: Merging reduces ESP clutter allowing for more than mods. It likewise makes your data directory
more manageable, so you no longer take to rip your hair out trying to observe that I ESP
which is causing you problems. It also improves operation, load times, and reduces
CTDs. It's basically the panacea for DMS: Disorganized Modder Syndrome.

Q:

SkyRe? AutomaticVariants? SUM?

A: Don't merge plugins that were made or are in any way related to these mods. SkyRe was
made with TESVSnip, and is a giant mess of corrupted data. In addition, all 3rd political party
patchers volition create corrupted information, which will atomic number 82 to CTDs if copied in TES5Edit.

Q: Tin can I utilize SUM/AutomaticVariants/the Reproccer on a merged plugin?
A: Yes. A merged plugin is a plugin simply similar any other plugin is a plugin. A merged plugin is
simply a single plugin with data that used to be spread out between multiple plugins.

Q:

Right clicking isn't doing anything!
A: Wait for the background loader to finish loading the mods.

Q:

I'g getting CTDs, why?
A: If you didn't bank check for errors in xEdit you may have merged mods with errors which, can
lead to CTDs.

Q: Will this make my game explode?
A: Only brand sure yous only save the merged ESP and disable the ESPs yous merged from your
load order when testing the merged file. If things don't work for some reason, active your quondam
ESPs and delete the merged file and voila, everything'south back to the fashion it was! No harm washed.

Q: Where should I put the merged file in my load society?
A: At the spot where the highest mod y'all merged was/should be. So if you merge mods at
positions #ten, #26, and #100 y'all want to put the merged ESP at position #ten, with respect
to masters.

Q: Copy Intelligently? Copy Records? Copy Groups? What are these things!?
A: Just utilize copy intelligently. The other 2 are onetime merging methods that advanced users
can cull to use if they so wish. You don't demand to worry almost them.

Q: What is corrupted data and can I ready information technology?
A: Mods with invalid/out of order subrecords may have corrupted information. Or, at least, information
that xEdit tin't interpret properly. Opening these mods in the Creation Kit as the active file
and then saving them MAY fix this problem, or information technology may not. If yous merge mods with these errors
the result is Skyrim CTDing when it starts.

Q: My hair's gone?! My armor's gone?! My weapons are gone?! My face is gone?!?! WHAT?!?!
A: When you merge plugins many records are being moved to new FormIDs to forbid conflicts.
That ways all relieve games with references to the items from the mods yous merged may accept the
items/objects removed. This is just the way the game works, at that place's cypher I can practise about information technology.
So say you merge your pilus mods and y'all load a save game where you had a hair from 1 of those
mods. You will be bald. It's no biggie though, just utilize showracemenu, find the hair, and save in one case
yous've fixed your depilation dilemma. Armors: add them back. Weapons/items: add them back.
Face: uhh... o_o'? Generally speaking, still, information technology'due south probably best to start on a new relieve after
merging pilus/object/Leveled List/NPC outfit altering mods.

Q: Should I check for errors earlier merging?
A: Yeah.

Q: Should I bank check for errors later on merging?
A: Yes.

Q: Tin I merge my entire load lodge into a single ESP?
A: Theoretically, if all those mods didn't have bug with merging, yeah yous could. Information technology'due south probably
best to just merge by mod groups though.

Q: Should I submit user reports?
A: Delight do. It takes you all of a few minutes and may be very helpful to other users.

Q: I'm unable to select the Merge Plugins script from the Apply Script window/which script do I select?
A: When you right-click and cull use script the window that comes up should take a
drop-down menu from which you lot must select Merge Plugins v1.viii. Do Not USE "Merge plugins",
this is a WIP not-functional script created by Zilav. If y'all practice non see Merge Plugins v1.8 in the
window you lot're doing one of a few things wrong:

  • You lot're starting xEdit from a shortcut, which is starting it in a directory where it doesn't
  • have access to "Edit Scripts/Merge Plugins v1.8.pas". Try starting xEdit direct from
    the executable located in the directory as the Edit scripts folder you lot installed my Merge
    Plugins script into.
  • You didn't install my Merge Plugins script correctly. Meet the installation department.

Q: Can I remove an ESP from a merged plugin?
A: Yes! Equally of v1.7 you lot can do this with the Merged Plugin Manager! Note: this is an experimental
feature, your results may vary.

Q: mteFunctions.pas is included in both AutomationTools and the Merge Plugins script, which should I use?
A: Use the one in the Merge Plugins script. If you really desire to be certain you're using
the most up to date version (all versions are backwards uniform) y'all can grab that from
my GitHub.

Q: TES5Edit has to be in its ain folder?
A: That's how I like to organize things. This is no longer required as of version 1.7.

Q: When exercise merged plugins cause bug?
A: Merged plugins neglect/cause problems when data isn't properly copied to them past xEdit or
when assets aren't properly made available to them. Merged plugins are plugins just similar all
other plugins are plugins.

Q: Can I merge ESM files?
A: If the ESM files are used past any other files in your load club you should not merge them.
If they aren't used by any other files in your load club, yous can merge them. Alternatively you lot
can open the master file and all the files that use it every bit a primary and merge them all together.

Q: Can older merged plugins I fabricated continue to work with new versions of TES5Edit/the script?
A: Yes. You don't need to re-merge things whenever in that location is an update to TES5Edit/the
Merge Plugins script. If the merge is working, it'south working. Notwithstanding, you won't be able
to use the features of the Merged Plugin manager on Merged Plugins that were made in
versions prior to 1.vii.

Q: I'm getting grey faces still... why?
A: Shouldn't happen in v1.eight unless you didn't set your Asset destination directory
correctly.

Q: I got "Error in unit 'mteFuntions'...", why?
A: You installed an older version of mteFunctions.pas. Reinstall the latest version of the
merge plugins script and brand certain you supercede your electric current mteFunctions.pas with the one
in v1.8.

Q: Is information technology OK to rename merged plugins after merging?
A: No.  Renaming the merged plugin will break the clan of various assets with it.

Q: How much tin this reduce my load society?
A: I've heard reports of ~seventy% plugin reduction in load orders (insaneplumber, 357 to 104
plugins). It all depends on the mods you're using.

How To Use Tes5edit To Find Conflicts,

Source: https://www.nexusmods.com/skyrim/mods/37981/

Posted by: waggoneramust1994.blogspot.com

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