Jump to content

Search the Community

Showing results for tags 'merge'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • AFK Mods
    • Administration
    • General Discussion
  • Bethesda Games
    • The Elder Scrolls
    • Fallout
    • Starfield
    • Tools of the Trade
  • Other Games
    • Total War
    • No Man's Sky
  • Unofficial Patch Project
    • Unofficial Patch Project Bug Tracker
    • Unofficial Starfield Patch
    • Unofficial Fallout 4 Patch
    • Unofficial Skyrim Special Edition Patch
    • Unofficial Skyrim Patches
    • Unofficial Oblivion Patches
    • Unofficial Morrowind Patch

Categories

  • Unofficial Patch Project
    • Files For Fixes
    • Unofficial Patch Betas
    • Skyrim Special Edition
    • Skyrim
    • Fallout 4
    • Oblivion
    • Morrowind
  • Starfield
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 76
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 4
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Skyrim Special Edition
    • Audio
    • Armor & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
    • Weird Stuff
  • Skyrim Classic/Legendary Edition
    • Armors & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
    • Weird Stuff
  • Fallout: New Vegas
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 3
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Nehrim
  • Oblivion
    • Unique Landscapes Project
    • Armors & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Dungeons
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Modders Resources
    • Patches & Fixes
    • Quests & Adventures
    • Visual Enhancements
    • Tools & Utilities
  • Morrowind
    • Cities, Towns & Villages
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
  • Civilization
    • Civilization 4 Maps
  • Total War Series
  • Miscellaneous Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 2 results

  1. Hi there, I'm currently working on a mod that adds factions and radiants tags (and icons) on quests, and asking myself a few questions about the best way to provide compatibility with changes mades in UFO4P (which I use too). Here is the mod : Factions and radiants quests tags (made with Beth.'s CK) I actually have non clue how ( or if possible ) to make a merge patch in the Creation Kit ... but have a few hours using FO4Edit ... so I started from there. I've spotted 4 quests I changed that are also patched in UFO4P : Min02, Taking independance > a `CNAME - Log Entry` moved from stage 40 to stage 45 BoSM01, The Lost Patrol > removed Properties `BoSM01DanseStage150CMPFinalReport0` from script managements RRR10, A clean equation & RRR11, High ground > Few conditions changes and additions My game didn't crash so far with the merge patch ... but I haven't stressed it enough so I'll have to push alpha tests further. Anyway, what I would like to ask is : 1. would you mind if I release the merge patch packed in my mod ( that would replace my esp depending of the choice of the user ) ? 2. could you confirm that the FO4Edit is a smart way to do it ... or not ... or if there is a better way ( like the CK ) ? 3. give me any tips or resources to go further (beside the classic CK Tutorials) ? I wouldn't find out ( or worse, that an user of my mod ) figured out that I didn't spotted and forgot changes,forms, ... anything. Regards, Aogara
  2. { Merge Plugins Standalone } Gallery - Latest documentation News - Public beta made available, 09/22/2015, 11:59PM (PST) - Alpha made available 05/23/2015 - Development started 04/29/2015 Description Merge Plugins Standalone (or just Merge Plugins), is a tool for combining mods from Bethesda games which have .ESP/.ESM files. It uses the xEdit codebase as an API, and can be used with Skyrim, Oblivion, Fallout New Vegas, and Fallout 3. Merge Plugins Standalone is the successor of my Merge Plugins xEdit Script. Features Merge Plugins Standalone is a feature rich application that offers numerous advantages over my Merge Plugins Script, let alone manual merging. Below is a list of some of the most notable features: MERGE PROFILES: Create profiles to manage different games or load orders. Each profile has its own settings and merges. MERGE TRACKING: Merges are tracked. When you update a mod, any merges that mod is a part of will be classified as needing to be rebuilt. INFORMATIVE GUI: A rich, extensive GUI gives you all of the information you need to know to make merging decisions on the fly. ASSET HANDLING: Merging manually will break the association of your source plugins with certain assets, leading to bugs. E.g. the grey face bug, voiceless NPCs, and garbled MCMs. Merge Plugins handles all of these assets for you, moving them to correct paths so they can be found by your new merged plugin, preventing these bugs from occurring. SCRIPT FRAGMENT HANDLING: Papyrus script fragments are used in Bethesda games to handle crucial logic in Dialog Topics, Quests, and Scenes. When merging the FormIDs of certain records have to be changed due to conflicts, which can break the association between script fragments and their associated records. This leads to bugs such as dialog not triggering events, quests freezing, and broken scenes. Merge Plugins Standalone locates broken script fragments, decompiles them, adjusts their source code, renames them, and then recompiles them. BSA HANDLING: The program detects BSAs associated with plugins being merged, and accesses the assets in them as necessary for asset handling purposes. It can also fully extract BSAs for plugins being merged, or create a merged BSA from the BSAs associated with the plugins being merged. MOD ORGANIZER INTEGRATION: Merge Plugins integrates with Mod Organizer even better than the Merge Plugins Script. Merged mods produced by Merge Plugins become mods in Mod Organizer without any post-merge steps. Just merge and go! USER REPORT SYSTEM: Merge Plugins Standalone connects to a server which has a database of user submitted reports on the merge-ability of plugins. Unlike the Merge Plugins Script, you can easily create and submit reports on plugins you've merged directly from the application. Once submitted to the backend, reports will be reviewed and added to the dictionary file if approved. There is a separate dictionary file for each game supported by Merge Plugins. Reports associated with plugins are displayed directly in the GUI, allowing you to make decisions on what to merge based on the experiences of other users. DICTIONARY VIEWER Merge Plugins Standalone has a Dictionary Viewer, which allows you to view the dictionary. The viewer supports both sorting and filtering. INTEGRATED UPDATES: You can update the dictionary or the program directly from the program itself. Heck, if you want, you can even elect to have the program download and install updates automatically! FILTERABLE LOG: Trying to troubleshoot? A filterable log with messages grouped and labeled according to what part of the program's functionality they correspond makes it easy. EXTENSIVE OPTIONS: Tweak the program to your liking, tapping into integrations, asset handling, the GUI, etc. ABUNDANT DOCUMENTATION: With over 30 pages of documentation, Merge Plugins is one of the best documented modding programs currently available. Help yourself by referring to the documentation when you have a question. Setup 1. Unpack Merge Plugins somewhere. E.g. C:\Program Files\Merge Plugins. 2. Start Merge Plugins. 3. If you don't see a profile for your game, right-click in the box and choose "New profile", then specify a profile name, game mode, and game path. You can browse for your game path by clicking on the browse icon. 4. If your profile is valid, its background color will turn a shade of light green. You can then select the profile by clicking the game icon (or any other part of the panel). 5. Once you've selected a profile, click "OK". Configuration When you first start Merge Plugins you should do some initial configuration. To start, click on the gear icon near the top of the window, this will open the Options Form. Once there, you'll want to: (1) configure integrations Go to the Integrations Tab. If you're using Mod Organizer, check the "I'm using Mod Organizer" checkbox. Then click Detect Integrations. If any integrations aren't found, you'll want to install them or browse to find them on your system. Make sure you verify the paths found by Merge Plugins, especially for Mod Organizer if you have multiple installations. (2) set your asset destination directory Go to the Merging Tab and click the browse icon by the text box. The folder you choose here will be where merges are placed. If you're using Mod Organizer this should be your Mod Organizer mods folder. (3) set merging options Go to the Merging Tab and check the boxes corresponding to the options you want to use. You'll want to use "Extract BSAs" or "Build Merged BSA" if you aren't using Mod Organizer. You can leave everything else as the defaults. (4) register a username Go to the General Tab and enter a username in the username text box. Click "Check" to verify the username is available. Once you have a username that's available, click "Register". This username is put on reports submitted to the backend. A username is required if you want to submit reports on plugins you've merged. Thanks APIs: superobject, TurboPower Abbrevia, ZeosDBO, xEdit xEdit: zilav, hlp, Sharlikran, ElminsterAU Testers: bla08, hishy, Kesta Translators: dhxxqk2010, Oaristys, Ganda, Martinezer, EHPDJFrANKy License Merge Plugins is released under the MPL. You can view the source code on GitHub.
×
×
  • Create New...