- How To Combine Mods In Skyrim 1
- How To Combine Mods Skyrim
- How To Combine Mods In Skyrim Pc
- How To Combine Mods In Skyrim 2
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Billy joel complete hits collection rar files. For TES and Fallout Bethesda games, primarily Skyrim
Introduction
Tutorial how to merge Mods with TES5Edit. No Guarantee that it works. First of all make BackUp from all ESP files you change something. Load all desired Plugins into Tes5edit. (Make sure that the mergeplugin is the last plugin in the list or creat a new one) 2. Mark you desired esp as modified. Apr 12, 2015 I know about merging.but I wanted to be sure if its safe to merge like 10 or more Follower mods? There are hundreds of follower mods uploaded and I wanted to use few of them.I dont want to take risk in having above 100mods installed. And also Im using Guild Starter Mod.so that I.
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.
The Skyrim Flora Overhaul mod by Vurt is a must to make Skyrim’s already beautiful landscape gorgeous. The grass will be denser, more realistic, and with more flowers. The trees will be larger and will make the forests look darker and lusher. You can combine it with other mods such as Verdant - A Skyrim Grass Plugin for an even better result. Installing Skyrim mods on console is actually quite easy, but first, you need to make a Bethesda.net account at the Bethesda website The rest is easy. Next time you boot up Skyrim, load a game. Oct 19, 2015 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).
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. Manual s calculation software.
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. Medieval conquest warband wiki. 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. Ableton keygen r2r not working mac. 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).
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'). Insanity asylum workout list. 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).
How To Combine Mods In Skyrim 1
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Note: Some mods it's better to just apply a filter so that it filters out white (single entry) then the flatten trees or whatever (so cells an worldspaces are flat) Then work your way down making edits to the duplicate entries. Most of the time just making them match the master. In cells just look for obvious mistakes, an keep it if you trust the mod (later on any issues will get red flagged) Most of this is just to make sure they didn't change something that you didn't want changed. Then just clean the mod like the FO3edit guide says about removing identical to masters an setting deleted to disabled. Then merge it, then one at a time doing the same thing any major issues will get red flagged in the filter.
No way is that even possible. Bah sure it is. Qpst tool versi 2.7.399. Fallout 3 NEXUS has a never ending amount of buildings/places mods which all are totally awesome. However, most of them overlap in the either the vanilla content in which they change or the location in the game world which they are at. The Read me should tell if it's going to conflict with another area of the game world. Then there's no way to tell if the various modders that made these awesome places changed the same things. Like a tree, one modder moves it this way, another moddder moves it that way. Now it's floating in game.
What's worse is if a modder deletes the tree, then another mod that moves it loads after it. Which will cause one of the worst crashes in the game. Now consider all the other vanilla content often edited which is a lot more complex than just a tree. What if you don't want all that fancy complex stuff like scripts or quests because you are just wanting to merge all your Buildings/places mods into one huge mega mod. So that you could use 200 of them. Maybe you just wanted the simple part of the mod, the cells. Or other reasons.
I stumbled upon an answer, because I'm currently building a 100% conflict free load order, while also merging things into Mega sized Zergs .esp's lawlz You can figure out most of how to reduce a mod down to just the cells from what the guide says about cleaning mods, which you should be doing anyway @ Link
However I've found that FO3edit is really only good for the basic cleaning as discribed in the guide. For one thing it doesn't give you a warning about the users of something when you delete it. Also it just feels risky removing Nav-mesh data with FO3edit. So if you are planing on reducing a mod down to just the cells an the things in them, and nothing else. It seems more safe to use a combo of the GECK and FO3edit. Use FO3edit to perform the basic cleaning, then open it with the GECK as a sort of pre-delete of things. You get the warning for the users on the things that have related references, can also use the special tool to remove Nav-meshes. It would be tricky to save the Nav-mesh data, because sometimes it's interlaced with the vanilla cells or wasteland in the Nav-Mesh map data you see in FO3edit. A pre-delete with GECK removing all the Door teliport markers in the various cells the mod adds (which would also let you place the mod anywhere later on) Then using FO3edit to delete the Nav-mesh map data (keeping the actual cells navmesh) then open with geck an finalize the mesh after your new door teliports are in place (which might rebuild that Nav-mesh map data we see in FO3edit)
But this isn't tested. I'd rather just rebuild the Nav-meshes myself so that I know it's right and clean. It's a lot of work yeah, but not as much work as re-building the cells, which is where the bulk of the work is done in these Buildings/places mods. You would lose any of the good content though, but you wouldn't have to reduce a 100% clean mod. If it's clean just merge it as it is. The mods which change either vanilla cells or the wasteland, would need to be reduced though for obvious reasons.
How To Combine Mods Skyrim
Now an example.
I pretty much get a mod almost 100% conflict free in my load order before I merge it. Which at that time I'm also checking that there are no duplicate entries between the mods I'm about to merge together. This worked great at first I got 5 mods ready to merge, but had problems with the 6th. The first 5 were all pretty simple an clean, just adding new cells. The 6th was huge and also complex. Scripts and quests, and a bunch of fancy stuff. Also vanilla creatures were duplicated which broke MMM. Then some of the vanilla items were duplicated an therefore changed. :( Then the thing had 35,000 duplicate to master entries, with about 5000 hidden by moving the items a few units or even 0.0003 of a unit.
Needless to say it was pretty obvious that creating a merged mod of 200 buildings/places would be impossible. After about a week of failures an having to start over from scratch with the backup copy of the .esp for this dirty mod I figured it out. Basicly I'll clean it following the web-ensized FO3edit guide, then change the name of something simple like an armor (this sets the mod so that it needs saving) Switch the name back, then save it. While I'm also looking at the mod for what it is I need to remove. Next I'll open it with GECK. In this example I'm just trying to save all the hard work which was done in order to create the cells. So I'll start by removing the door teliport markers in the GECK for all the new cells. I'll save that, then start deleting things I saw while viewing in FO3edit which I thought would be a problem. So that the warning will pop up on the other users of what I'm deleting (because that stuff would have to be changed) Which I'll either make the changes on the fly, or write them down an change it in FO3edit so that this item doesn't use that script or this marker which is part of a quest an such.
How To Combine Mods In Skyrim Pc
Really all you need to have done in geck is the Door teleport markers, or the whole Nav-mesh if you want to be safe. (like I said removing actual Nav-mesh data inside cells with FO3edit is kind of scary) At any rate anything you delete in FO3edit which has another reference using it will show up as [03000456] Error could not be resolved, so really you just look for that stuff an delete it as well. Like placed items in cells, say I delete the creatures the mod contains, well in cells where ever there was a placed creature it's going to Error (which these Errors seem benign at least) However all you do is click on the name tab so that it will now sort the list in either A-Z or Z-A an the Errors will all stack up at the top or bottom, making them easy to find.
There's no way to really know if what you are deleting will cause a problem. Which is where the GECK comes in, just find the other users for that item an fix them. Mostly my plan is to just delete everything, an remake the Nav-meshes, because I want to make sure it's 100% clean. Any Advanced content I wanted to keep I'll either keep it in there or add it back in later on once it's merged.
The other bonus is since you are going back into the mod with it set to active in order to remake the Nav-mesh or keep the Nav-mesh an only move where the doors to the cells connect to the actual wasteland (so that tons of more mods can be used togehter) You can also set this mod to use FOOK2 as a master or 20thcenturyweapons any other mod which would allow you to place tons of cool loot in these really cool cells.
I have this dirty mod cleaned up now, so I'll merge it in, then work on it. Which before merging it might make a good point to rename the cells so that they all stay together in the list (for future reference) Say the first dirty mod I merge with a clean unchanged mod. I'll rename all the cells to
The zzz can be AAA if you wanted, it just puts the cells at the very top or very bottom, then the next two letters keep the mods seperated into groups of projects. Like the next dirty mod would be Ba Bb Bc Bd an so forth, so later on I can add an fix stuff because I know where to look.
How To Combine Mods In Skyrim 2
One time thru no fault of their own, a modder added duplicate entries for reflection/refraction data on all the items in a few cells. Two added refraction data entries for each item, with a total item count of 300-800 for each cell. In this mod there were tons of duplicate entries which was just from the clicking an clacking of creating things in the GECK an moving around from cell to cell. Basic cleaning won't get rid of this extra data, so you have to keep an eye out. Also it doesn't hurt to have a unchanged backup, or backup in stages durring your reduction/cleaning. A lot of the time you have to start over because it's not our job to fix these mods because we know nothing about them, that's up to the mods creator. But trial an error is the only way you can fix it yourself, so make backups an save before you do something you don't understand.
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