hunterboss99.netlify.app Open in urlscan Pro
2a05:d014:58f:6201::65  Public Scan

Submitted URL: http://hunterboss99.netlify.app/mod-organizer-2-merge-plugins.html
Effective URL: https://hunterboss99.netlify.app/mod-organizer-2-merge-plugins.html
Submission: On November 10 via api from US — Scanned from DE

Form analysis 2 forms found in the DOM

GET #

<form role="search" method="get" class="search-form" action="#">
  <label>
    <span class="screen-reader-text">Search for:</span>
    <input type="search" class="search-field" placeholder="Search …" value="" name="s">
  </label>
  <input type="submit" class="search-submit" value="Search">
</form>

GET #

<form role="search" method="get" class="search-form" action="#">
  <label>
    <span class="screen-reader-text">Search for:</span>
    <input type="search" class="search-field" placeholder="Search …" value="" name="s">
  </label>
  <input type="submit" class="search-submit" value="Search">
</form>

Text Content

HUNTERBOSS99

Search for:
Main Menu



MOD ORGANIZER 2 MERGE PLUGINS

16-09-202116-09-2021




 * 1Creating New Plugins that Merge Multiple existing Plugins or Provide
   Conflict Resolution across Multiple Mods
   * 1.2Merging Mods Without Conflicts
   * 1.3Automatic Merging of Plugins that can have Conflicts
   * 1.4Manual Merging of Mods with Conflicts
      * 1.4.1Manually merging plugins with TES5Edit

For TES and Fallout Bethesda games, primarily Skyrim

Mod Organizer 2 - Simple Games Plugin. Mod Organizer 2 meta-plugin to make
creating game plugins easier and faster. In order to create a MO2 game plugin,
one must implements the IPluginGame interface. This interface was initially
designed for Bethesda games such as the Elder Scrolls or Fallout series and thus
contains a lot of things that are irrelevant for most games.


INTRODUCTION

 * This guide recommends only extracting BSA files if they are distributed with
   a dummy plugin or as part of a merge. To extract a BSA, you will use the BSA
   Extractor plugin included with Mod Organizer 2. Enable the plugin by
   following these steps: Click the 'spanner and screwdriver' icon in the top
   left corner of MO2. Click the Plugins tab.
 * Back in the application's main window, you'll see all of the plugins we
   selected earlier. Hold 'Ctrl' on your keyboard, and in the left panel, click
   the plugins you want to merge. All you desired plugins should be highlighted.
   Right-click on them, and select the option 'Add to Merge - New Merge'. A new
   window should pop up.
 * 1) Go to the directory you installed Merge Plugins 2) For me its
   C:GamesModdingMerge Plugins 3) Open the profiles folder 4) Select the
   profile/game you're trying to manage, for me it was Fallout New Vegas so mine
   is C:GamesModdingMerge PluginsprofilesFNV 5) Right click the setting.ini and
   open with notepad or notepad (I use notepad).
 * I want to install Merge Plugins on my new PC. I installed i through MO2, then
   start it through MO2. I set the directories and check 'I m using Mod
   Organizer'. But no matter if I choose everything manually or via 'Detect
   Integrations', the OK button is GREYED FUCKING OUT! I originally had MO2
   installed outside of Skyrim Folder.

Bethesda role playing games using the Gamebryo engine, including The Elder
Scrolls games (TES4 and TES5) and Fallout games (Fallout 3, Fallout NV, and
Fallout 4), have a limit of 255 plugins (roughly 140 for Fallout New Vegas).
While this may seem like a lot, most heavily modded games need more plugins than
allowed with this limit. This small guide outlines the primary methods for
merging existing plugins and for creating plugins that merge conflict
resolutions and content for multiple mods.

There are multiple methods that can be used to merge all or portions of esp
plugin files to allow large collections of plugins to fit inside the plugin
limit of Bethesda games. Some of these methods create or merge compatibility
patches for multiple mods using a single esp plugin, thus reducing the need for
multiple esp plugins to provide compatibility patches for various pairs of mods.

The techniques below are listed in order of increasing complexity. With the
exception of the Wrye Bash methods below, all the techniques described here
require a good understanding of TES5Edit (or equivalents for other games
including TES3Edit for Morrowind, TES4Edit for Oblivion, FO3Edit for Fallout 3,
FNVEdit for Fallout New Vegas, FO4Edit for Fallout 4), and the record structures
of plugins.

Until recently the only tools that could provided automatic merging of mods for
Bethesda games were TES4Gecko which automatically merges Oblivion plugins, and
FNVPlugin which merges Fallout New Vegas plugins.Mator'sMerge Plugins provides
very capable mod merging tools that can be used across all the Bethesda games
that are much more capable than any older merging tools. The x in xEdit stands
for the first three letters of each of the separate editors for each of the
Bethesda games. Merge Plugins requires the most recent version of xEdit which is
available at the Fallout 4 reference above.

This guide does not cover the use of patches created by SkyProc or other similar
tools. In Skyrim, SkyProc is used by several active Skyrim mods (e.g., ASIS,
Dual Sheath Redux) to create mod-specific patches.

The rest of this guide discusses several tools used for mod merging and conflict
resolution.


MERGING MODS WITHOUT CONFLICTS


AUTOMATIC MERGING OF MULTIPLE PLUGINS WITH MERGE PLUGINS

Mator's Merge Plugins utility has evolved to where it provides a simple way to
do even complex merges. It is now possible to merge Fallout and Oblivion
plugins, a particularly useful feature since Fallout NV cannot handle nearly as
many plugins as other Bethesda games. The FAQ in the Nexus description for the
Merge Plugins is also quite valuable since it covers the major issues associated
with merging plugins including problems caused by changing FormIDs (as discussed
later in this guide). Support for this utility is available as part of Mator
Utilities Support on the STEP site.


MERGE PLUGINS

Mator's Merge Plugins utility can be used to merge theoretically any installed
mod with any other installed mod following 'The Rule of One', which requires
that the behaviour of the assets after the merge are identical to their
behaviour before. This includes mods containing Papyrus scripts (.pex files),
NAVM/NAVI (navmesh) records and FormIDs (new objects created by the plugin).

A very thorough tutorial on installing, configuring and using Mator Merge
Plugins Standalone by Gamer Poets can be found here Merge Plugins: Start to
Finish.

For mods that don't create objects used by other mods that aren't being merged,
the resulting merged mod should be free of any problems. Examples of mods like
this are (note the examples are old and will be replaced shortly with some newer
examples)

 * Atlas Map Markers plugins in Skyrim) with multiple plugins to support
   different DLCs, and
 * Immersive Patrols with multiple plugins for different NPC categories that can
   be encountered.

The current version of the Merge Plugins utility can also merge mods without
changing the FormIDs, thus preserving the capability to use items in these mods
without the need to revise all the mods that use these items. This also
preserves items that already exist in saved games.

The Merge Plugins utility also works well with mods that provide items like
armor and clothing. The only issue with these mods is that if the mods being
merged change sufficiently when updated then a new merge of the underlying mods
might not preserve all of the objects in a players inventory, as discussed in
the Q: My hair's gone?! My armor's gone?! My weapons are gone?! My face is
gone?!?!WHAAATTTT?!!!?! question in the FAQ for the older script version of the
mod. This won't be an issue if FormIds were not renumbered.

Merges of mods with conflicts uses the standard Rule of One approach that is
also used in the Bethesda engine itself. The latest loading plugin that affects
each object will be included in the merged plugin. A check for conflicts can be
done manually by looking at the records and subrecords in xEdit or by using the
Conflict Filters capability in xEdit described in section 4.3 of the FNVEdit
Training Manual.

If the plugins being merged are compatibility patches, particular care must be
taken since these patches typically need to load later in the mod load order and
because there might be conflicts across different compatibility patches that
need to be resolved. If this automated technique is used, it is a good idea to
create one plugin that combines the optional patches for an individual mod vs.
creating one plugin across many different mods since the automated method uses
the simple Rule of One to handle conflicts. If the plugins being combined are
from the same mod, always start with the plugin for the main portion of the mod
if it is being merged. For large mods with multiple compatibility patches it's
usually best to merge only the patches. The advantage of including the main mod
is that there may be intentional overwrites in the DLC or optional capability
plugins, and if the main mod is included then by adding the main plugin first
the combined plugin will have the correct records.

The merged mods created by the Merge Plugins mod can merge plugins with navmesh
records, but if more than one of the plugins includes navmesh overides some
additional steps are needed before using the newly merged plugin. These steps
are described in this post and this post in the A Real Explorer's Guide to
Skyrim topic. These require deleting navmesh records in the plugin and then
opening the merged plugin in the Creation Kit. An excellent detailed example of
how to do this is available in one of the documentation forums for the Skyrim
Expanded Towns and Villages mod.


USING LOOT (LOAD ORDER OPTIMIZATION) TO MAINTAIN PROPER LOAD ORDER

The patches created by this method will not be in the normal 'LOOT' list, so it
is recommended that the load order assigned by LOOT should be checked, and if
necessary the LOOT GUI can be used to cause the mod to load later. The STEP
guide includes a set of LOOT rules for sorting Skyrim plugins.


AUTOMATIC MERGING OF PLUGINS THAT CAN HAVE CONFLICTS


AUTOMATIC MERGING BY THE SKYRIM EXECUTABLE

This STEP forum topic, which includes a pointer to this Afkmods post by
Arthmoor, discusses the record types that are automatically merged by Skyrim
itself. For these there is no need for any additional merging. There are not
many such record types, but it is important to know which ones are included.


WRYE BASH FOR TES GAMES AND WRYE FLASH FOR FALLOUT GAMES

Wrye Bash can create a bashed patch containing resolutions for some of the
conflicts between plugins. Key capabilities of the bashed patch are:

 * some plugins can fully merged into the bashed patch, and these plugins can
   then be disabled,
 * some tweaks can be added to the bashed patch, avoiding the need for a plugin
   to set these (e.g., crime radius and maximum number of companions in Skyrim),
   and
 * a few data record types, such as leveled lists, can be merged automatically
   in the bashed patch avoiding the need to manually create a compatibility
   patch for these.

Documentation on creating a bashed patch with Wrye Bash is available in the
Bashed Patch section of the General Readme for Wrye Bash (use the '?' icon on
the bottom of Wrye Bash to display this file) and in the Wrye Bash Pictorial
Guide. There is also a video on this and additional discussion on Wrye Bash in
the STEP Wrye Bash guide. The bashed patch can automatically resolve and merge
several types of conflicts between mods.

The data record merging used in the bashed patch handles several types of
conflicts. Like the xEdit Merge Patch discussed below, for records that are part
of 'leveled lists' it can properly handle situations when one mod changes a
subrecord and another mod changes a different subrecord and also when when two
or mods change the same subrecord. In addition to resolving conflicts in leveled
lists, Wrye Bash can also automatically resolve some non-leveled list record
types when two mods change the same subrecord. For example, if one mod changes
an NPC skill level to 50 and another mod changes the same skill to 60, the
bashed patch will choose one of these changes or use a compromise value based on
both (e.g., 55). In performing this task it uses Bash tags (for more details on
the tags see here) to help determine which mod's records should have precedence
when there is a conflict. These tags can be assigned manually in Wrye Bash, by
using the BASH tags sutodetection script for xEdit, and (when implemented)
automatically assigned to a mod when LOOT is used.

The Skyrim version of Wrye Bash does not merge nearly as many record types as
the versions for TES4 (Oblivion) or Fallout (Fallout 3 and Fallout New Vegas).
Wrye Bash for Skyrim handles record types for leveled items, leveled NPC, Names,
Item Stats for armor and weapons, and a very small set of game settings (GMST).
The only game settings it handles are ones explicitly included in the bashed
patch menu; it does not include any GMST records from mods. It remains, however,
the best way to merge leveled lists and leveled NPCs, but with the WB
limitations in Skyrim other utilities are often needed to supplement its
capabilities. An experimental version of Wrye Bash for Skyrim is available that
handles a much larger set of hash tag types; once this has been tested Wrye Bash
will be able to handle some of the merging that is especially tedious to do
manually.


MATOR SMASH

Mator Smash currently in development, as discussed in the Mator Smash subforum
on the STEP site, is being developed to provide a much more complete capability
for merging mods managed with tags.


XEDIT MERGE PATCH

TES5Edit (and the equivalent xEdit programs for the other Bethesda games) can
automatically create a Merge Patch that merges some potentially conflicting
records across multiple mods. In Skyrim it can only work with a few types of
records and is primarily useful as a starting point for creating manual patches.
With the emergence of the Merge Plugins tool discussed previously there does not
seem to be any need to use the xEdit Merge Patch.

Using this capability of TES5Edit is quite different than using the Merge
Plugins mod described above since here TES5Edit is being using to create a set
of merged records that only include records for which the mods being merged have
conflicting entries while above it was merging entire mods when the mods had no
conflicts. It can handle plugins that include scripts. This is described in
section 4.8 of the FNVEdit Training Manual (the most recent available
documentation for TES5Edit) and in Sharlikran's 'Merge Patch' video. As the
video points out, when using this TES5Edit (and the equivalent programs for the
other Bethesda games) feature make sure to remove the Leveled List records and
the leveled NPCs from the Merge Patch (note that unlike the edit programs for
other Bethesda games the TES5Edit Merge Patch does not currently include leveled
NPCs). It is recommended that Wrye Bash be used to take care of leveled list
merging, as described above. Like the Wrye Bash bashed patch, the Merge Patch
needs to be recreated whenever there is a plugins are added or updated that
would change the patches automatically produced in the Merge Patch. The
documentation on the Merge Patch suggest manual review of the patch to fix
conflicts that the automated Merge Patch process was unable to fix.

In TES4 and the Fallout games the Wrye Bash bashed patch is sufficiently
comprehensive , more configurable, and intelligent that the Merge Patch isn't
typically needed. In Skyrim, however, the TES5Edit Merge Patch is quite useful,
especially since it takes care of portions of compatibility patching that Skyrim
Wrye Bash doesn't. In addition to Leveled Item, the TES5Edit Merge Patch
includes the following record types: Ammunition, Armor, Container, Faction,
Magic Effect, Misc. Item, Scroll, Weapon, and Non-Player Character (Actor).


MERGE PLUGINS - PAGE 79 - FILE TOPICS

Creating a Merge Patch is straightforward. Load TES5Edit (or the equivalent
programs for the other Bethesda games), and select 'OK' after removing the
checkmark for the bashed patch if there is one. Right click in the left window
and select 'Other' and then 'Create Merged Patch'. When prompted for a new
module name enter a new name for the merged patch. After the patch is created
disable and/or delete any previous Merged Patches. In addition, the Leveled Item
object class should be removed and the patches reviewed to make sure they are
reasonable changes; most of the time they are.


MANUAL MERGING OF MODS WITH CONFLICTS


MANUALLY MERGING PLUGINS WITH TES5EDIT

TES5Edit can be used to manually create a single compatibility patch merge
plugin that provides compatibility fixes and parameter changes across a large
set of mods, that merge complete mods, or combinations of these. Manual editing
is the most complicated and flexible of the methods being discussed here. It is
briefly described in section 4.7 of the FNVEdit Training Manual. Since this is a
manual process it can be used with plugins that have conflicts and those that
have scripts; script records can be copied to the patch merge plugin like any
other record. Manual Editing is easiest with plugins that do not have new
FormIDs; if there are FormIDs they need to be renumbered. Manual editing is
especially simple with small plugins that change a few parameters originally set
by the main game esm file; of course, these are also the plugins that are
easiest to combine with the automated methods discussed in the previous
subsection. For example, in Skyrim the 26 Moon Size Tweak mod has two plugins
each containing a single record. Merging these two plugins into a single plugin
or even into an overall plugin containing Patches is particularly easy. Of
course, the Merge Plugins TES5Edit Script mod described above can be used to
further simplify this merge process as long as there are no conflicts. Generally
speaking, actual manual editing (vs. using tools like the Merge Plugins TES5Edit
Script) is needed when there are conflicts that can't be resolved automatically.
This occurs frequently, but not always, when merging compatibility patches, and
when creating compatibility records for mods that have compatibility problems
but don't have existing compatibility patches.

In some ways the most difficult problem with manual merging is to decide which
plugins to merge; it can be difficult to correctly merge complex plugins when
there are conflicts on multiple subrecords. There is limited documentation on
the types of errors that are typically encountered when doing this. In general
the easiest mods to manually merge are ones that are small or don't have complex
record structures.

Manual merging involves four types of actions:

 * 'Copy as Overide', as described on page 33-34 in the FNVEdit Training Manual,
   is used to copy a single record from a mod into a patch plugin. When there
   are conflicts this is used to get all the subrecords from a mod into a patch
   plugin, typically followed by manual editing of selected individual
   subrecords in the patch as described below. The FNVEdit Training Manual
   suggests that this is done after using a conflict filter; this is useful when
   a lot of mods are being edited at the same time but isn't needed when a patch
   is being created or edited for a few specific mods.
 * 'Copy as Deep Overide' is used to simultaneously copy multiple records from a
   mod into a patch plugin. When there are conflicts this is used to get all the
   subrecords from multiple records of a mod into a patch plugin, typically
   followed by manual editing of selected individual subrecords in the patch as
   described below.
 * 'Edit' an individual subrecord, as described briefly on the bottom of page 36
   in the FNVEdit Training Manual, is used to change the value, text, or
   reference in a single subrecord in a plugin.
 * 'Drag and Drop' editing of individual subrecords, as described on page 35-36
   in the FNVEdit Training Manual, is used to copy the contents of a single
   subrecord from a mod into a patch plugin. When creating a patch this is often
   the most commonly used action type.

When manually merging care must be taken with GMST (game setting) records as
discussed in this post by EssArrBee. The procedure for merging these records is:

 * Right click Game Settings->Add->GMST - Game Setting.
 * Put in any FormID that start with the load order number (e.g., if the mod has
   4D in the load order add 4DXXXXXX).
 * Go to the mod whose Game Setting is being merged, get the Editor ID (a text
   name) of the Game Setting, then add it to the Editor ID line for the new
   FormID just added to the merged plugin.
 * This should make the other records with that game setting show up in columns
   in TES5Edit, and the setting values can then be dragged and dropped from the
   mod with the desired Game Setting value.

AN EXAMPLE OF USING COPY AS OVERRIDE AND DRAG AND DROP TO CHANGE A SUBRECORD FOR
A PATCH PLUGIN

Drag and Drop editing is commonly used in creating patches. An example for using
this in creating a patch is a patch for to resolve a conflict between
Acquisitive Soul Gems (ASG) and Animated Weapon Enchants (AWE). AWE changes the
shader subrecord for the Soul Trap spell, while ASG changes many other
subrecords. The steps used to create the patch are described below.

 * Open TES5Edit
 * Select 'Acquisitive Soul Gems.esp' and Animated Weapon Enhants.esp then click
   [OK].
 * Expand 'Magic Effect' under Acquisitive Soul Gems.esp and select the
   '0005B452' node.
 * Right-click on Acquisitive Soul Gems.esp column and select 'Copy as Override
   into...'.
 * Select '<new file>' and click [OK]. In the resulting text box type 'ASG-AWE
   Patch'.

When you do this a new column appears on the right titled 'ASG-AWE Patch'.
Scroll way down until you see the row heading 'Enchant Shader' under 'Magic
Effect Data'. If you look on that line you will see that three of the columns
have 'EnchPurpleFXShader' entries and one (AWE) has 'wpnSoultrapFXS'. You want
to drag 'wpnSoultrapFXS' entry from the AWE column to the entry on the same line
in the column to the right ('ASG-AWE Patch'). When you do this it will replace
the 'EnchPurpleFXShader' entry with 'wpnSoultrapFXS'.


GUIDE TO MAKE A PATCH FOR SOLVING CONFLICTS

A small guide is available with screenshots and recommendations on patch
creation. It has not been reviewed in detail yet, but it does ave some useful
suggestions.


USING MODGROUPS TO SIMPLIFY MANUAL CONFLICT RESOLUTION

See this thread in the STEP forums and this post in the AFKmods xEdit thread.
This capability is available in xEdit 3.1.0. More examples need to be added to
this section about using ModGroups.


PATCH LOAD ORDER

While potentially the patches created by these four methods could be merged, it
is suggested that the plugins be kept separate to simplify maintenance (there
will always be need to add new records and edit/remove old ones). Any merged
plugins created should be loaded near where the original mod was loaded, as
discussed in 1.3. The Merge Patch from 1.2 should be loaded prior to the bashed
patch. Typically any manually created Patch Merge plugins from 1.4 are loaded
either after the mods they reference or after the Merge Patch and before the
bashed patch.


ISSUES IN CHANGING FORMIDS

Every different type of object in the game has an 8 digit hexadecimal number
called a FormID, a unique identifier for that particular object type. As
mentioned above, when merging some plugins the FormIDs for objects created by a
mod (vs. the vanilla objects in the Skyrim.esm or Update.esm plugin or one of
the DLC esm plugins) need to be changed. If the resulting merged mod includes
all uses of these FormIDs, then there aren't any problems since the merging
process changes all references to these FormIDs to use the new values. However,
if there are other mods that reference one of these FormIDs that are not
included in the merged plugin, there is a problem since those mods reference the
old FormID value which is no longer exists. This is why the suggestion was made
above to merge plugins from the same mod; this usually insures that all
references to FormIDs created by the mod are included in the merged plugin. A
merged plugin does not actually need to contain only plugins from the same nod,
but for all the mods included in the new merged plugin all uses of any FormIDs
created by these mods must be included in the merged plugin.

As mentioned above, this issue is also discussed in the 'Q: My hair's gone?! My
armor's gone?! My weapons are gone?! My face is gone?!?!WHAAATTTT?!!!?!'
question in the FAQ for the Merge Plugins TES5Edit Script mod .

Many mods do not introduce new FormIDs in their plugins, and as long as there
are no conflicts among these mods merging their plugins can be fairly
straightforward (unless there are issues with merging scripts; this does not
typically happen with mods that use small scripts).

Retrieved from
'https://wiki.step-project.com/index.php?title=Guide:Merging_Plugins&oldid=127799'
Nov 10th, 2015
Never
Not a member of Pastebin yet?Sign Up, it unlocks many cool features!


MERGE PLUGINS AT SKYRIM NEXUS - MODS AND COMMUNITY

 1.  Building merge: Immersive Citizens - AI Overhaul Merged
 2.  Merge is using plugin: Immersive Citizens - AI Overhaul Merged.esp
 3.  Merge data path: E:los juegosskyrim toolsMod OrganizermodsImmersive
     Citizens - AI Overhaul Merged
 4.  Done adding masters
 5.  Renumbering Conflicting FormIDs
 6.  Renumbering FormIDs in Immersive Citizens - AI Overhaul.esp
 7.  Renumbering FormIDs in Immersive Citizens - CRF patch.esp
 8.  Renumbering FormIDs in Immersive Citizens - PCS patch.esp
 9.  Renumbering FormIDs in Immersive Citizens - RRR patch.esp
 10. Copying records
 11. Copying records from Immersive Citizens - RRR patch.esp
 12. Copying records from Immersive Citizens - PCS patch.esp
 13. Copying records from Immersive Citizens - CRF patch.esp
 14. Copying records from Immersive Citizens - AI Overhaul.esp
 15. Exception copying RiverwoodBardAudienceMarker5 [REFR:000600A8] (places
     FarmTableBench01 '<Error: No strings file for lstring ID 0000B95E>'
     [FURN:000A4ABB] in GRUP Cell Temporary Children of
     RiverwoodSleepingGiantInn 'Sleeping Giant Inn' [CELL:000133C6]): Duplicate
     FormID [000600A8] in file [B7] Immersive Citizens - AI Overhaul Merged.esp
 16. Handling assets
 17. Handling assets for Immersive Citizens - RRR patch.esp
 18. Copying general assets from E:los juegosskyrim toolsMod
     OrganizermodsImmersive Citizens - AI Overhaul
 19. Handling assets for Immersive Citizens - PCS patch.esp
 20. Handling assets for Immersive Citizens - CRF patch.esp
 21. Handling assets for Immersive Citizens - AI Overhaul.esp
 22. Decompiling scripts
 23. No files found matching E:los juegosskyrim
     toolsMergePluginstempgeneralPex*.pex
 24. No files found matching E:los juegosskyrim toolsMergePluginstemppex*.pex
 25. Remapping FormIDs in scripts
 26. No files found matching E:los juegosskyrim toolsMergePluginstemppsc*.psc
 27. Compiling scripts
 28. No files found matching E:los juegosskyrim toolsMergePluginstemppsc*.psc
 29. Copying modified scripts
 30. Created SEQ file: E:los juegosskyrim toolsMod OrganizermodsImmersive
     Citizens - AI Overhaul MergedseqImmersive Citizens - AI Overhaul Merged.seq
 31. Removing unncessary masters
 32. Removing master Immersive Citizens - RRR patch.esp
 33. Removing master Immersive Citizens - CRF patch.esp
 34. Removing master Immersive Citizens - AI Overhaul.esp
 35. Discarding changes to source plugins
 36. Reloading Immersive Citizens - AI Overhaul.esp from disk
 37. Reloading Immersive Citizens - CRF patch.esp from disk
 38. Reloading Immersive Citizens - PCS patch.esp from disk
 39. Reloading Immersive Citizens - RRR patch.esp from disk
 40. Saving: E:los juegosskyrim toolsMod OrganizermodsImmersive Citizens - AI
     Overhaul MergedImmersive Citizens - AI Overhaul Merged.esp
 41. Done merging Immersive Citizens - AI Overhaul Merged (31.076s)

RAW Paste Data


FALLOUT IV FOR BEGINNERS

Building merge: Immersive Citizens - AI Overhaul Merged Merge is using plugin:
Immersive Citizens - AI Overhaul Merged.esp Merge data path: E:los juegosskyrim
toolsMod OrganizermodsImmersive Citizens - AI Overhaul Merged Adding masters...
Done adding masters Renumbering Conflicting FormIDs Renumbering FormIDs in
Immersive Citizens - AI Overhaul.esp Renumbering FormIDs in Immersive Citizens -
CRF patch.esp Renumbering FormIDs in Immersive Citizens - PCS patch.esp
Renumbering FormIDs in Immersive Citizens - RRR patch.esp Copying records
Copying records from Immersive Citizens - RRR patch.esp Copying records from
Immersive Citizens - PCS patch.esp Copying records from Immersive Citizens - CRF
patch.esp Copying records from Immersive Citizens - AI Overhaul.esp Exception
copying RiverwoodBardAudienceMarker5 [REFR:000600A8] (places FarmTableBench01
'<Error: No strings file for lstring ID 0000B95E>' [FURN:000A4ABB] in GRUP Cell
Temporary Children of RiverwoodSleepingGiantInn 'Sleeping Giant Inn'
[CELL:000133C6]): Duplicate FormID [000600A8] in file [B7] Immersive Citizens -
AI Overhaul Merged.esp Handling assets Handling assets for Immersive Citizens -
RRR patch.esp Copying general assets from E:los juegosskyrim toolsMod
OrganizermodsImmersive Citizens - AI Overhaul Handling assets for Immersive
Citizens - PCS patch.esp Handling assets for Immersive Citizens - CRF patch.esp
Handling assets for Immersive Citizens - AI Overhaul.esp Decompiling scripts No
files found matching E:los juegosskyrim toolsMergePluginstempgeneralPex*.pex No
files found matching E:los juegosskyrim toolsMergePluginstemppex*.pex Remapping
FormIDs in scripts No files found matching E:los juegosskyrim
toolsMergePluginstemppsc*.psc Compiling scripts No files found matching E:los
juegosskyrim toolsMergePluginstemppsc*.psc Copying modified scripts Created SEQ
file: E:los juegosskyrim toolsMod OrganizermodsImmersive Citizens - AI Overhaul
MergedseqImmersive Citizens - AI Overhaul Merged.seq Removing unncessary masters
Removing master Immersive Citizens - RRR patch.esp Removing master Immersive
Citizens - CRF patch.esp Removing master Immersive Citizens - AI Overhaul.esp
Discarding changes to source plugins Reloading Immersive Citizens - AI
Overhaul.esp from disk Reloading Immersive Citizens - CRF patch.esp from disk
Reloading Immersive Citizens - PCS patch.esp from disk Reloading Immersive
Citizens - RRR patch.esp from disk Saving: E:los juegosskyrim toolsMod
OrganizermodsImmersive Citizens - AI Overhaul MergedImmersive Citizens - AI
Overhaul Merged.esp Done merging Immersive Citizens - AI Overhaul Merged
(31.076s) All done!






POST NAVIGATION

Final Fantasy 3 Sprites
Windows Emulators For Mac With Pen Pressure
Search for:

MOST POPULAR ARTICLES

 * : Mariner 4hp 2 Stroke Manual
 * : Icom Ic F25sr Software Applications
 * : Final Fantasy 3 Sprites
 * : Blues Brothers Soundtrack Torrent Download
 * : Epson L1800 Driver For Mac
 * : Illustrator Cs3 Mac Keygen
 * : Neospeech Download
 * : Fallout 4 Patriot Mod
 * 

Copyright © 2021 Hunterboss99