Difference between revisions of "Mod Merging"

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== Mod Merging ==
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== TESVGecko ==
TESVGecko tool is in development; its [http://www.darkcreations.org/forums/forum/222-tesvgecko/ official discussion forum is at the Dark Creations website].


There is currently no tool available for easily merging Skyrim mods.  No tool that works as quickly, easily, and effectively as TES4Gecko does for Oblivion.  Hopefully a programmer write a utility for merging Skyrim mods at some point.
Current options:


TESVEdit: Use Merge Plugins Script for TesVEdit: http://www.nexusmods.com/skyrim/mods/37981/? Works 99% of the time, the rest is usually a badly optimized mod with errors and wild edits.


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== Manually Merge in the CK ==


 
Open up two or more mods in the CK at the same time, with the file you want to merge the data to being the active file.  Select an item you want to copy and give it a new name.  When asked if you want to create a new object, say yes.  Be sure to copy every little detail that you want to merge.  Let's say you want to merge your NPC into another mod.  You may not be able to just copy the actor object into the other mod and get away with it.  Your actor might arrive naked, confused, broken, and helpless.  If your actor has custom armor, custom AI packages, custom dialog in a custom quest, carries a custom sword, and belongs to a custom faction, you better copy all of those objects into your mod too.
Options:
 
'''(1) Do some manual merging in the CK.'''
 
Open up the two or more mods in the CK at the same time, with the file you want to merge the data to being the active file.  Select an item you want to copy and give it a new name.  When asked if you want to create a new object, say yes.  Be sure to copy every little detail that you want to merge.  Let's say you want to merge your NPC into another mod.  You may not be able to just copy the actor object into the other mod and get away with it.  Your actor might arrive naked, confused, broken, and helpless.  If your actor has custom armor, custom AI packages, custom dialog in a custom quest, carries a custom sword, and belongs to a custom faction, you better copy all of those objects into your mod too.


This merging approach is rather time-consuming.
This merging approach is rather time-consuming.


== Use the Creation Kit's Version Control ==


For merging an .esp file into a pre-existing .esm file, the Creation Kit's [[Version control]] system may be of use (with Wrye Bash perhaps assisting in turning an .esp into an .esm). See also the tutorial on [http://www.sureai.de/development/tutorials/skyrim-creation-kit-version-control/?lang=en setting up Version Control at the SureAI website].


'''(2) Merge mods with''' [http://skyrim.nexusmods.com/downloads/file.php?id=5064 TESVSnip].
== Round-Robin Work/Taking Turns ==
This utility is easy to install, and fairly easy to use once you figure out how the interface works.  This process is not fully automated.  After loading up two or more mods in the window and expanding all the branches, you still have to select branches or individual edits to copy to the other mod.  You have to be careful about creating duplicate FormIDs within the merged mod.  You can edit the FormIDs so that they are no longer duplicates.  There is a spell that you can use to locate duplicate FormIDs before saving.  You can save your mod with a new name, or save it on top of one of the mods you are merging to preserve its name and protect dialog that may be attached to it.


Merging mods this way can still be slow and problem-prone, but it is faster than using the CKTESVSnip was used for some pretty heavy-duty modding in the days before the CK was released.  It can do many of the things that TES4Edit could do for Oblivion.
If you are working on a modding project with multiple modders and your mod is very complex and does not merge easily using the existing methods, you may consider taking turns working on the fileOne modder at a time would work on it while the others would refrain from working on it since anything they built would be very hard to merge in.  Alternately, you may figure out what types of work you are doing that are easy to merge.  One modder at a time would work on the main file with all of its difficult-to-merge content, and the other modders would build pieces of the mod that you had proven were easy to merge to the main file.


Here is the link to an illustrated tutorial that explains some of the details on how to merge mods with TESVSnip:  [http://skyrim.nexusmods.com/downloads/file.php?id=10208 Mod Merging with TESVSnip]
== X-edit merging ==
You can merge files using XEdit with the latest update. Follow the process given in their release notes.




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{{Notice|border-width=2px|color=yellow|
The section on TESVSnip has been removed - the utility is NOT safe to use on your mod at ANY time for anything other than read-only lookups of data. DO NOT USE IT to save data you intend to keep in a live project.


 
See [http://forums.bethsoft.com/topic/1381441-merging-mods-or-esp-problem/page__pid__20953514#entry20953514 this topic] and [http://forums.bethsoft.com/topic/1378149-forms-unsafe-to-touch-with-tesvsnip/ this one] at Bethesda forums.
If you are working on a modding project with multiple modders and your mod is very complex and does not merge easily using the existing methods, you may consider taking turns working on the file. One modder at a time would work on it while the others would refrain from working on it since anything they built would be very hard to merge in. Alternately, you may figure out what types of work you are doing that are easy to merge.  One modder at a time would work on the main file with all of its difficult-to-merge content, and the other modders would build pieces of the mod that you had proven were easy to merge to the main file.
}}
[[Category:Solutions]]

Latest revision as of 10:26, 17 October 2024

TESVGecko[edit | edit source]

TESVGecko tool is in development; its official discussion forum is at the Dark Creations website.

Current options:

TESVEdit: Use Merge Plugins Script for TesVEdit: http://www.nexusmods.com/skyrim/mods/37981/? Works 99% of the time, the rest is usually a badly optimized mod with errors and wild edits.

Manually Merge in the CK[edit | edit source]

Open up two or more mods in the CK at the same time, with the file you want to merge the data to being the active file. Select an item you want to copy and give it a new name. When asked if you want to create a new object, say yes. Be sure to copy every little detail that you want to merge. Let's say you want to merge your NPC into another mod. You may not be able to just copy the actor object into the other mod and get away with it. Your actor might arrive naked, confused, broken, and helpless. If your actor has custom armor, custom AI packages, custom dialog in a custom quest, carries a custom sword, and belongs to a custom faction, you better copy all of those objects into your mod too.

This merging approach is rather time-consuming.

Use the Creation Kit's Version Control[edit | edit source]

For merging an .esp file into a pre-existing .esm file, the Creation Kit's Version control system may be of use (with Wrye Bash perhaps assisting in turning an .esp into an .esm). See also the tutorial on setting up Version Control at the SureAI website.

Round-Robin Work/Taking Turns[edit | edit source]

If you are working on a modding project with multiple modders and your mod is very complex and does not merge easily using the existing methods, you may consider taking turns working on the file. One modder at a time would work on it while the others would refrain from working on it since anything they built would be very hard to merge in. Alternately, you may figure out what types of work you are doing that are easy to merge. One modder at a time would work on the main file with all of its difficult-to-merge content, and the other modders would build pieces of the mod that you had proven were easy to merge to the main file.

X-edit merging[edit | edit source]

You can merge files using XEdit with the latest update. Follow the process given in their release notes.


The section on TESVSnip has been removed - the utility is NOT safe to use on your mod at ANY time for anything other than read-only lookups of data. DO NOT USE IT to save data you intend to keep in a live project.

See this topic and this one at Bethesda forums.