Mator Posted September 23, 2015 Share Posted September 23, 2015 { 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 04/29/2015DescriptionMerge Plugins Standalone (or just Merge Plugins), is a tool for combining modsfrom Bethesda games which have .ESP/.ESM files. It uses the xEdit codebase asan 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.FeaturesMerge Plugins Standalone is a feature rich application that offers numerousadvantages over my Merge Plugins Script, let alone manual merging. Below is alist of some of the most notable features:MERGE PROFILES:Create profiles to manage different games or load orders. Each profile has itsown settings and merges.MERGE TRACKING:Merges are tracked. When you update a mod, any merges that mod is a part ofwill be classified as needing to be rebuilt.INFORMATIVE GUI:A rich, extensive GUI gives you all of the information you need to know to makemerging decisions on the fly.ASSET HANDLING:Merging manually will break the association of your source plugins with certainassets, leading to bugs. E.g. the grey face bug, voiceless NPCs, and garbledMCMs. Merge Plugins handles all of these assets for you, moving them to correctpaths so they can be found by your new merged plugin, preventing these bugs fromoccurring.SCRIPT FRAGMENT HANDLING:Papyrus script fragments are used in Bethesda games to handle crucial logic inDialog Topics, Quests, and Scenes. When merging the FormIDs of certain recordshave to be changed due to conflicts, which can break the association betweenscript fragments and their associated records. This leads to bugs such asdialog not triggering events, quests freezing, and broken scenes. Merge PluginsStandalone locates broken script fragments, decompiles them, adjusts theirsource code, renames them, and then recompiles them.BSA HANDLING:The program detects BSAs associated with plugins being merged, and accesses theassets in them as necessary for asset handling purposes. It can also fullyextract BSAs for plugins being merged, or create a merged BSA from the BSAsassociated with the plugins being merged.MOD ORGANIZER INTEGRATION:Merge Plugins integrates with Mod Organizer even better than the Merge PluginsScript. Merged mods produced by Merge Plugins become mods in Mod Organizerwithout any post-merge steps. Just merge and go!USER REPORT SYSTEM:Merge Plugins Standalone connects to a server which has a database of usersubmitted reports on the merge-ability of plugins. Unlike the Merge PluginsScript, you can easily create and submit reports on plugins you've mergeddirectly from the application. Once submitted to the backend, reports will bereviewed and added to the dictionary file if approved. There is a separatedictionary file for each game supported by Merge Plugins. Reports associatedwith plugins are displayed directly in the GUI, allowing you to make decisionson what to merge based on the experiences of other users.DICTIONARY VIEWERMerge Plugins Standalone has a Dictionary Viewer, which allows you to view thedictionary. 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 installupdates automatically!FILTERABLE LOG:Trying to troubleshoot? A filterable log with messages grouped and labeledaccording to what part of the program's functionality they correspond makes iteasy.EXTENSIVE OPTIONS:Tweak the program to your liking, tapping into integrations, asset handling, theGUI, etc.ABUNDANT DOCUMENTATION:With over 30 pages of documentation, Merge Plugins is one of the best documentedmodding programs currently available. Help yourself by referring to thedocumentation when you have a question.Setup1. 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 canbrowse for your game path by clicking on the browse icon.4. If your profile is valid, its background color will turn a shade of lightgreen. You can then select the profile by clicking the game icon (or any otherpart of the panel).5. Once you've selected a profile, click "OK".ConfigurationWhen 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 theOptions Form. Once there, you'll want to:(1) configure integrationsGo to the Integrations Tab. If you're using Mod Organizer, checkthe "I'm using Mod Organizer" checkbox. Then click DetectIntegrations. If any integrations aren't found, you'll want toinstall them or browse to find them on your system. Make sureyou verify the paths found by Merge Plugins, especially forMod Organizer if you have multiple installations.(2) set your asset destination directoryGo to the Merging Tab and click the browse icon by the text box.The folder you choose here will be where merges are placed. Ifyou're using Mod Organizer this should be your Mod Organizermods folder.(3) set merging optionsGo to the Merging Tab and check the boxes corresponding to theoptions you want to use. You'll want to use "Extract BSAs" or"Build Merged BSA" if you aren't using Mod Organizer. You canleave everything else as the defaults.(4) register a usernameGo to the General Tab and enter a username in the usernametext 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 onplugins you've merged.ThanksAPIs: superobject, TurboPower Abbrevia, ZeosDBO, xEditxEdit: zilav, hlp, Sharlikran, ElminsterAUTesters: bla08, hishy, KestaTranslators: dhxxqk2010, Oaristys, Ganda, Martinezer, EHPDJFrANKyLicenseMerge Plugins is released under the MPL. You can view the source code onGitHub. Link to comment Share on other sites More sharing options...
InsanePlumber Posted September 23, 2015 Share Posted September 23, 2015 I have problems with games profiles. ( normal user, I mean to use WB ) When going to run anything other than skyrim profile a selected profile on the next startup turns into skyrim profile. This is the first launch as you can see from the attached picture everything was detected correctly. For example, Fallout 3: Selecting profile for Fallout 3 Application after running a profile for Fallout 3. When I close application and run it again instead of Fallout 3 profile have Skyrim profile. Link to comment Share on other sites More sharing options...
Mator Posted September 23, 2015 Author Share Posted September 23, 2015 I have problems with games profiles. ( normal user, I mean to use WB ) When going to run anything other than skyrim profile a selected profile on the next startup turns into skyrim profile. I was able to recreate this. Adding a GitHub issue. Will probably fix today. EDIT: Resolved. https://github.com/matortheeternal/merge-plugins/issues/2 Link to comment Share on other sites More sharing options...
Mator Posted September 26, 2015 Author Share Posted September 26, 2015 Critical issue with build 2.0.1.30. If you updated to it, you should still be able to update to 2.0.1.33. If not, you can try creating a text document called changelog.txt in your merge plugins folder, which should stop the access violation and resume normal functionality. I also updated the download in the OP to 2.0.1.33. Link to comment Share on other sites More sharing options...
Uhuru N'Uru Posted October 17, 2015 Share Posted October 17, 2015 Using Merge Plugins Standalone v2.0.2.37 Beta I've found an issue with the Mod Organizer Path setting, which may also apply to the general path setting system. When using the browse button everything sets as normal with my path being set to D:\ModOrganizer\Skyrim\ However when I manually set my path to D:\ModOrganizer\Skyrim Missing of the closing slash (\), which should make no difference. The results are going to be confusing to anyone who couldn't figure out the reason. The MO mods folder couldn't be found, Nerge Plugins looked for "D:\ModOrganizer\SkyrimMods" rather than just "D:\ModOrganizer\Skyrim\Mods". "D:\ModOrganizer\Skyrim\ModOrganizer.ini" wasn't found because it looked for "D:\ModOrganizer\SkyrimModOrganizer.ini". Don't know if this error is just on MO path or all of them. On a positive note, showing the log when an error occurs in setting up, is great. It made finding the cause much easier than it may otherwise have been. Link to comment Share on other sites More sharing options...
Mator Posted October 17, 2015 Author Share Posted October 17, 2015 Using Merge Plugins Standalone v2.0.2.37 Beta I've found an issue with the Mod Organizer Path setting, which may also apply to the general path setting system. When using the browse button everything sets as normal with my path being set to D:\ModOrganizer\Skyrim\ However when I manually set my path to D:\ModOrganizer\Skyrim Missing of the closing slash (\), which should make no difference. The results are going to be confusing to anyone who couldn't figure out the reason. The MO mods folder couldn't be found, Nerge Plugins looked for "D:\ModOrganizer\SkyrimMods" rather than just "D:\ModOrganizer\Skyrim\Mods". "D:\ModOrganizer\Skyrim\ModOrganizer.ini" wasn't found because it looked for "D:\ModOrganizer\SkyrimModOrganizer.ini". Don't know if this error is just on MO path or all of them. On a positive note, showing the log when an error occurs in setting up, is great. It made finding the cause much easier than it may otherwise have been. Hi, I'm resolving this in the next build. See the GitHub issue: https://github.com/matortheeternal/merge-plugins/issues/16 Thanks for the report! Link to comment Share on other sites More sharing options...
InsanePlumber Posted October 22, 2015 Share Posted October 22, 2015 When I try to merge: FO3 Wanderers Edition - Main File.esm with: FO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Optional VATS Halftime.espUUF3P - FWE Patch.esp MPS It does not allow to merge FO3 Wanderers Edition - Main File.esm due to "errors" in ESM. [00:00] Checking for Errors in [09] FO3 Wanderers Edition - Main File.esm [00:00] EnchJM "Junk Master" [ENCH:09005ED6] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] T3TEnchZhuRongFlame "Burning" [ENCH:090072C2] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] T3TEnchFirelanceFlame "Alien Flames" [ENCH:090072C3] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] BltcEnchThor "BltcThorATK" [ENCH:09034E37] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] BltcEnchMDMA "BltcMDMAATK" [ENCH:090354ED] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] BltcEnchMeth "BltcMethATK" [ENCH:090354EE] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] BltcEnch2CB "Bltc2CBATK" [ENCH:090354F0] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] BltcEnchXanax "BltcXanaxATK" [ENCH:090354F2] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] BltcEnchHeroin "BltcHeroinATK" [ENCH:090354F4] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] BltcEnchpCp "BltcpCpATK" [ENCH:090354F6] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] EnchJMSabre "Junk Metal Effects" [ENCH:09FA189E] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] EnchJMBlade "Junk Metal Effects" [ENCH:09FA189F] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] EnchJMSpear "Junk Metal Effects" [ENCH:09FA18A0] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] EnchJMKnife "Junk Metal Effects" [ENCH:09FA18A1] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] EnchJMHammer "Junk Metal Effects" [ENCH:09FA18A2] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:00] EnchJMKatana "Junk Metal Effects" [ENCH:09FA18A3] [00:00] ENCH \ ENIT - Effect Data \ Flags -> <Unknown: 1> [00:04] All Done! Some time ago, I asked about it Sharlikran. Some flags are added by the GECK and from within the GECK there is no way to change it.Those values are left as unknown. Is it possible to add options in MPS that allows you to merge plugin without need to remove these "Unknow" in xEdit? Link to comment Share on other sites More sharing options...
Mator Posted October 22, 2015 Author Share Posted October 22, 2015 @InsanePlumber:Right click the plugin -> go to errors -> click Ignore Errors. Link to comment Share on other sites More sharing options...
InsanePlumber Posted October 22, 2015 Share Posted October 22, 2015 Somehow I missed it. Thank you. Link to comment Share on other sites More sharing options...
Mator Posted October 22, 2015 Author Share Posted October 22, 2015 Somehow I missed it. Thank you. No problem man, it's all good. I'm just glad I already made it!! Link to comment Share on other sites More sharing options...
craigsumner Posted February 16, 2016 Share Posted February 16, 2016 I just used the "Fix Errors" command for the first time. I just writing to say how much I love you. Mator 1 Link to comment Share on other sites More sharing options...
craigsumner Posted February 17, 2016 Share Posted February 17, 2016 I want to suggest three additions to the very useful 'flags' column. 1. DLL You mention in the docs (I think) that a DLL makes a mod unable to be merged. So, it would be useful to see that in the app. Today, I look manually in any mod that has the SKSE flag icon in MO. On a related note, I guess it's having a DLL isn't a complete death sentence for merging. MoreHUD has one, and it seems to be working well in a merge so far. 2. NAVI Plugins with NAVI records require a bunch of extra steps (as you also address in the docs). I know this is trickier to show in Merge, because it's inside the plugin. But it would be useful to treat them strategically. Today, I filter for NAVI records in TES5Edit, then take a screenshot. Yes, a screenshot. Ugh. Another aside, I couldn't figure out how to get your QuickDisplay script to print the name of the plugin. 3. Script Targeted Plugins explicitly named in scripts should be considered carefully before merging. The offending script could be in any mod, including the same mod as the plugin. I recognize that this is tricky, because of the scope of the search. Today, handle this using a small, inefficient tool I wrote, which: - Takes my MO mods directory. - Catalogs all of the plugin files it can find. - Catalogs all of the script files it can find. - Tests the contents of every script file for every plugin name. - Writes a line to a csv file for every hit. Last time I ran it took 1.5 hours. Yikes. Like I said: Inefficient. Then I keep that spreadsheet open and check every plugin against it before I add it to a merge. Maybe Merge could expose a similar process on the MO integration page, then refer to the results when displaying the flags. Link to comment Share on other sites More sharing options...
Mator Posted February 17, 2016 Author Share Posted February 17, 2016 All good suggestions. Stuff relating to item 3 is planned, but efficiency is a major concern. Link to comment Share on other sites More sharing options...
craigsumner Posted February 25, 2016 Share Posted February 25, 2016 I'm getting an odd plugin error with 'Werewolf Perks Expanded'. I confirmed this in a simple load order, and with a fresh merge profile. Merge finds this error with the plugin, but TES5Edit doesn't. I tried the fix command, but I don't think it changed anything. Filename: WerewolfPerksExpanded.esp Hash: A65EDB5F File size: 13.73 KB Date modified: 2/25/2016 9:34:23 AM Merge rating: No rating Flags[0]: [E] Has errors Number of records: 40 Number of overrides: 15 Author: Default Description: Masters[0]: Skyrim.esm Masters[1]: Update.esm Masters[2]: Dawnguard.esm Errors[0]: DLC1AnimalVigorPerk "Animal Vigor" [PERK:020059A5] Errors[1]: PERK \ Effects \ Effect \ DATA - Effect Data \ Quest + Stage \ Quest Stage -> <Warning: Quest Stage not found in "CreatureDialogueWerewolf "<Error: No strings file for lstring ID 000126C2>" [QUST:00000E46]"> Reports: Link to comment Share on other sites More sharing options...
zilav Posted February 25, 2016 Share Posted February 25, 2016 This was resolved in xEdit source code. I don't use term "fixed" because it isn't a bug https://github.com/TES5Edit/TES5Edit/issues/204 Link to comment Share on other sites More sharing options...
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