Just wanna say thanks for this tutorial. You were on point with everything except just ONE minor yet significant detail. At 8:38 you changed the merge output to MO mod folder, but you didnt explain that you were doing that and you did it so fast that i had to watch and pause a few different times to catch what you did there. Anybody using MO2 would still have the merge output set to the temporary folder you told us to make at 6:28. Of course i will be the first to admit i made that part a bit harder on myself for NOT having my users/owner/appdata folder UNHIDDEN which is where MO2's mod folder happens to be. Took my like 2 hours to realize why things weren't working lolol(feeling stupid for that 1). This minor change makes the difference of whether the merge shows up in MO2 left window or not. But other than this 1 little thing, you explained and fully idiot proofed everything else, so i cannot in good conscience tell you to make a whole new tutorial for this 1 thing, so i'd just say either mention it in your description, or have my comment stand out so other MO2 users can see it and not have to go through all comments to see it.
@@viung Changing the merge output path to MO/mods is what tells your merge to pop out as a distinct line item in your left pane. otherwise the output will get thrown into your Overwrite folder (or wherever you set your zEdit executable output).
Two tips for anyone seeing this: > as of v0.6.5, zMerge's script relinker function requires MO2 installations be PORTABLE. if you see "AppData" in your file path, your profile is instanced, meaning there's no guarantee implicit dependencies will be fully functional. you must REINSTALL MOD ORGANIZER 2 AND ALL YOUR MODS IN A PORTABLE PROFILE for script relinker to work. this isn't necessary to merge if you know what you're doing, but then you wouldn't be taking instructions from a youtube comment. > only Kortex mod manager users were instructed to make the temp folder. make sure you follow instructions according to the manager you are using.
@@cxrdinxl Since apparently u know what u are talking about just 1 question, 7:05 he creates that folder (data) in the merge mod and says everything goes in there its just in kortex case, or some other variant because i look into some of my mods and they dont have that data folder (they are not merge mods) so i was thinking just merge mods will have that folder??
Man...you are amazing. Allmost the whole fuc... day i try to figure it out what to do woth all those plugins (cause just today i learned about that 255 limit), try to work with Merge plugins and then this. You sir are a savior!
I have a question that may be idiotic, but here goes. Say I am merging a set of armor mods - if I created the merged esp, then take the assets from the original mods - MESHES and TEXTURES and combine them all into one Data folder can this all then be repacked as one 'new' mod suitable for independent installation? And allowing all the old single mods to be uninstalled/removed completely? Yes, I understand there could/would be issues if this was done on an existing playthrough and form IDs were changed. But what if the assets of the mods did not yet appear in game (e.g. starting a fresh playthrough.) I have a rather large selection of armor and weapon mods that I like just the way they are, have no intention of updating, and would find it much easier if I could condense them all into into four or five mega mods, not only freeing up ESPs, but also making my install/re-install process much more streamlined.
I'm having this issue where sometimes mods put in merges aren't working. The merge itself will successfully go through, but then when I load the game the content from some of the merged mods will no longer be there. Like as an example I just merged a clothing/armor mod together with a few others, and now the clothing is no longer in my inventory. Is there a way to fix this? Thanks.
I tried merging three armor mods. DX necromancer, Merta assassin, and Merta black rose. When I load into my game after the merge it tells me there are missing ESPs from those mods and when I load in my character isn't wearing the armor anymore. I'm not sure what I did wrong. I'm using mod organizer, but the profile I'm using is the Lexy's LOTD downloaded from wabbajack.
Im having an issue where the Merged plugins.esp don't even appear on Mo2, i followed every step you took but to no avail, there is no Merged mod appearing in the list, any fix for this issue?
I know it has been 7 months and you probably figured it out, but just in case, go to your merge output path and look for the folder named after your merge. When you find it, move it to MO2 (Archive), then to the folder titled 'mods.' Refresh MO2 and it should be there.
Does this work work with Skyrim VR? I’m using Mod Organizer but when I launch sedition and create a profile, it doesn’t recognize any Skyrim installs. Just “none”.
how do you get the z edit to be seen in your vortex. Wtf??? Why am I the only mother effer thats not getting it.? I wish everyone would describe everything step by step.
Hey, do I need to limit how many mods are in one merge? I’m trying to merge my weapon mods and it keeps breaking. Ends up CTD whenever a weapon that has been merged tries to load. All the files appear to be present and in their places, can’t figure out what’s missing or broken. I cleaned my mods beforehand, too.
Can you shed a bit more light on why installing through vortex in that manner is necessary? i.e., why not just extract to a separate folder, and show Vortex where the executable is? Whenever I follow your steps, I get an error when deploying stating that two files are "locked by an external application" so I'm thinking.... does just launching zEdit through vortex not do the trick?
technically you dont even have to launch through vortex I just choose to install this way to more easily view the version numbers and check if I need to update. as for the error, it should be fixed in .17 before a stable release is published.
so im stuck mim using vortex...unter integration settings there are two options (mod manager path) And (mods manager mods path). Under merge settings we are supposed to select (merge output path). The mod manager path is my defalt install for the vortex app it gets auto detected but I'm getting caught up on the other two. I can go to vortex app mods (left side) folder(top) to find the data folder There are three options.(open game folder.) (open game mods folder.) (open mods staging folder.) but im not sure what one goes where in z edit?
PLEASE seperate these into 2 video's. One for Vortex/Kortex one for MO2... Waiting for all your instructions word by word just to find the MO2 parts is absolutely destroying me. Note to self: Make MO2/Zmerge Tutorial.
you need to follow the first 55 secs for the preparation (first steps), jump through the min 1:17 to 1:58 to follow the installation instructions via MO 2 at the 4:04 he gaves an instruction for MO 2 users and from there is where you need to follow the rest of his video, from here he explains how to use zmerge no matter if you use MO 2, vortex or any other
I'm going to make a tutorial video on how to use zmerge since gamerpoets is taking their sweet time. It's super easy do to after you merge the plugins you have to drop the assets over wether they are loose or packed.
When the mods are merged, can you delete the mods that are merged OR do they still have to be installed (but unchecked) in MO2? When I used a mergeplugin in Tes5edit I could not delete the merged mods for some reason, they had to be installed but unchecked othervise the merged mod did not work. This is way over my head so I get brainworms if I try to understand it. Thank you for the guide but please split it up as other comment, people can get brainworms from less confusion ;)
I was wrong in regards to NMM . On another note is there an option without using any mod manager just unzip the file and start merging stuff will that work?
I cannot get my merge into MO2. It doesn't appear there automatically and I can't drag the esp into MO2 when it does show up in my files. Can somebody tell me what I'm missing here?
Just navigate yourself into "zEdit\merges" folder and make an archive out of all the content in the folder (not the merge folder itself). Then add it to MO2 and install.
Very well and good, but I have followed the directions to install it to the letter and it won't run in MO2. Frustration that no one seems to have any information to solve my problem.
@Yggdrasil Modding Which folder, specifically? Is it the game’s “Data” folder? Something related to MO2 itself? I’ve tried numerous destinations, and all I get is the program shitting out an error message that says “Error: ENOENT: no such file or directory”
@@expendableround6186 For future reference for others, the fist bar (MO path) is your MO path ONLY, the second bar (MO mods) is the specific mods folder for the game you are loading mods for. ie. For Skyrim Special Edition: Mod Organizer\Skyrim SE\mods or for Fallout 4: Mod Organizer\Fallout 4\mods. Hope this helps. Edit: Okay, having tried a merge of my own, it doesn't work. I get the same error as you.
Cheers for the vid my dude. How do you know if a merge will be succesfull/have no errors? I've heard that you can use xEdit to check if it has any errors but i don't know how.
there are many breakpoints where errors can be found: the first is zmerge will tell you, these errors are usually fixed by switching merge method. the second you need to open in xedit, right click the plugin in the left pane and click check for errors. dont check the vanilla plugins, those will always have errors. you can check before the merge so that if you remerge the errors are less likely, and you can check afterwards. both is also a good idea. many errors are fixed by simply right clicking the line and removing. others require marking the record for deletion and cleaning the plugin. others can be ignored entirely. some if you know what you are doing can be fixed by changing the errored value to what it was intended to be.
@@yggdrasilmodding3094 Thanks for the reply! What problems won't be solved if you create a merge patch through xEdit from the mods you want to merge thenmerge through zEdit?
@@huzash6977 merged patch in xedit is not supported. it is mostly recommended to make a manual patch, however aside from that the other option is smashed patch via mator smash.
@@stardaggerrihannsu2363 please actually explain why we should avoid Vortex or shut the fuck up about it. I've been using it for a year now with ZERO issues.
@@connorboyle2585 For what i know Vortex isnt bad, its just has to many problems in general comparing to other managers u may not have them but a lot of ppl do and its not their fault believe me, he doesnt have features like MO2 but in the other Vortex is very easy to use, Kortex is just a mix of both, he doesnt have that many issues, pretty straigh foward and has good features
@@ricardosousa1436 Vortex doesn't have any problems. I've been using it for over 3 years now and have close to 2500 hours using it. I've use all 3 managers including MO/MO2 and NMM and have over 7000 hrs total modding time in Skyrim, so I'm no noob. I have 20 profiles in my LE install and over 850 mods in my LE Vortex Staging folder. I also manage SSE and Enderal, Morrowind, Oblivion, Sims4 and a few other games with it. No issues... works perfectly. It's very stable, and has many advanced features and works well with all the modding tools out there. 1000s of people use it and are happy with it. Those who have issues with it just haven't bothered to take the time to learn how to properly use it.
The way this program is setup is infuriating. I have to scroll through my huge modlist trying to find all the individual mods because they didn't put in a search function. And one simple missclick outside of the small create merge screen and it just does all the work. Seriously needs to be fixed. If you're using mod organizer. Just ctrl+a and disable all mod on the left side. and just enable all the mods you want to merge before you run zedit. That way the only mods that show up are the ones you want to merge.
@@yggdrasilmodding3094 I didn't even think about trying ctrl+f. But still with mod organizer it's a lot easier to just disable all other mods. Just remember to re-enable everything before you launch skyrim
did a fresh install recently to clean up my setup and just did a reinstall of merge plugins. and for whatever reason they weren't copy all the assets. just face geoms and tints for skyrim se. and also copied scripts and seq's. i swapped over to zmerge but it did the same thing at first. and if you ask copy general assets was clicked on both yes they were. this most recent reinstall, 4th time, it copied half the assets and ignored the rest. so no iea whats going on. before i did a fresh install of my skyrim se it worked perfectly fine. so clueless as to whats going on atm.
@@silentoption nmm is not updated by nexus staff anymore, and has not been for almost 2 years now. the updates you see are from community members who still use it. as for the nexus page with it, that has not been updated since may 2018. I try to maintain support for the most supported managers, and nmm is not a supported manager
@@yggdrasilmodding3094 I didn't say NMM is still supported by Nexus staff anymore. Github leak do have updates done by volunteers. You can check the website yourself. You have the right to not support NMM but your information that in no longer get updated since May 2018 is false. Copied text Last Update was 29 Days ago. From website: Release 0.65.11 @DuskDweller DuskDweller released this 29 days ago Assets 3 Nexus.Mod.Manager-0.65.11.exe 7.23 MB Source code (zip) Source code (tar.gz) Release Notes Please be aware that these latest releases are not fully code signed as our certificate has elapsed - so you will need to accept any warnings that Windows throws at you. 0.65.11 New features Added Appveyor support. Bugfixes Fix .esl not showing up/removing in plugin list when activating/deactivating mods. with .esl files. (thanks to user jbostrus on Github)github.com/Nexus-Mods/Nexus-Mod-Manager/releases
Great vid, very clear even for a newbie. I hadn't realised that the gear options changed when selecting zMerge, so I didn't know about the integration bit until I watched this : ) Is it normal that I have to set all my mod preferences again after building a merge, or am I doing something wrong?
great tutorial! gave it a thumbs up and even subbed. very clear and concise. i like that you took your time. maybe do a follow-up of adding a mod to the merge? would be interesting. btw - you didn't say anything about leaving the mod enabled (for mo2 users). for example, 1 of the mods just has an esp, the other has an esp and a folder of some sort. would i check he mods on the right, because i'll need the folder, and uncheck the plugin on the left side? thanks!
Make sure to maximize the app when you run it. At the time of this post, if it's not mazimized (default is half screen), after the merge is built, the X to exit the window is off screen and the app cannot be closed. EDIT: Even then occasionally the merge window will still be cut off because lolMator. Jesus, how can a guy so smart be this inept with UIs? Someone, please help the lad out. It's starting to become painful.
I have no idea whats going on after 5:21. This is one of those annoying tutorials where narrator skips over stuff without explanation while giving the impression of providing step by step guide. Super annoying.
He didn't really edit anything and recorded mic with no mastering. Why would he need Davinci? He can get the same effect with whatever program he's using. He doesn't need a new editor.
Just finally learning about zEdit and zMerge after finally getting MO2 to work right. If you have made a merge via merged plugin and want to rebuild it in zMerge, how would you go about doing that?
@@yggdrasilmodding3094 Got it. So if you make a merge within zMerge, can you rebuild a merge if you add new plugins or do you have to start from scratch each time?
Just wanna say thanks for this tutorial. You were on point with everything except just ONE minor yet significant detail. At 8:38 you changed the merge output to MO mod folder, but you didnt explain that you were doing that and you did it so fast that i had to watch and pause a few different times to catch what you did there. Anybody using MO2 would still have the merge output set to the temporary folder you told us to make at 6:28. Of course i will be the first to admit i made that part a bit harder on myself for NOT having my users/owner/appdata folder UNHIDDEN which is where MO2's mod folder happens to be. Took my like 2 hours to realize why things weren't working lolol(feeling stupid for that 1). This minor change makes the difference of whether the merge shows up in MO2 left window or not. But other than this 1 little thing, you explained and fully idiot proofed everything else, so i cannot in good conscience tell you to make a whole new tutorial for this 1 thing, so i'd just say either mention it in your description, or have my comment stand out so other MO2 users can see it and not have to go through all comments to see it.
@@viung Changing the merge output path to MO/mods is what tells your merge to pop out as a distinct line item in your left pane. otherwise the output will get thrown into your Overwrite folder (or wherever you set your zEdit executable output).
Two tips for anyone seeing this:
> as of v0.6.5, zMerge's script relinker function requires MO2 installations be PORTABLE. if you see "AppData" in your file path, your profile is instanced, meaning there's no guarantee implicit dependencies will be fully functional. you must REINSTALL MOD ORGANIZER 2 AND ALL YOUR MODS IN A PORTABLE PROFILE for script relinker to work. this isn't necessary to merge if you know what you're doing, but then you wouldn't be taking instructions from a youtube comment.
> only Kortex mod manager users were instructed to make the temp folder. make sure you follow instructions according to the manager you are using.
@@cxrdinxl Since apparently u know what u are talking about just 1 question, 7:05 he creates that folder (data) in the merge mod and says everything goes in there its just in kortex case, or some other variant because i look into some of my mods and they dont have that data folder (they are not merge mods) so i was thinking just merge mods will have that folder??
Who was that masked man that just saved me?! Thanks so much man!
Nah. When you do your integration setting correctly then zMerge automatically link the Merge output to your Mods folder.
Ive spent 2 days trying to find a good way to merge plugins this man the GOAT
THANK YOU, this is EXACTLY what I needed!!
This is going to be so useful for some of my Armor Mods
2:00 - 2:05. How in the billy hell does that make sense and what do I have to do?
Man...you are amazing. Allmost the whole fuc... day i try to figure it out what to do woth all those plugins (cause just today i learned about that 255 limit), try to work with Merge plugins and then this. You sir are a savior!
I have a question that may be idiotic, but here goes. Say I am merging a set of armor mods - if I created the merged esp, then take the assets from the original mods - MESHES and TEXTURES and combine them all into one Data folder can this all then be repacked as one 'new' mod suitable for independent installation? And allowing all the old single mods to be uninstalled/removed completely?
Yes, I understand there could/would be issues if this was done on an existing playthrough and form IDs were changed. But what if the assets of the mods did not yet appear in game (e.g. starting a fresh playthrough.) I have a rather large selection of armor and weapon mods that I like just the way they are, have no intention of updating, and would find it much easier if I could condense them all into into four or five mega mods, not only freeing up ESPs, but also making my install/re-install process much more streamlined.
Why so many cuts? It's seems like you just cut some important parts
I'm having this issue where sometimes mods put in merges aren't working. The merge itself will successfully go through, but then when I load the game the content from some of the merged mods will no longer be there. Like as an example I just merged a clothing/armor mod together with a few others, and now the clothing is no longer in my inventory. Is there a way to fix this? Thanks.
Thank you so much. Super simple video and super easy to follow!
Where do I get that skyrim themed resource display thing
Wow, what's the program you using to open your programs in the desktop?
I tried merging three armor mods. DX necromancer, Merta assassin, and Merta black rose. When I load into my game after the merge it tells me there are missing ESPs from those mods and when I load in my character isn't wearing the armor anymore. I'm not sure what I did wrong. I'm using mod organizer, but the profile I'm using is the Lexy's LOTD downloaded from wabbajack.
I've been playing new vegas with some minor mods merges and the game freezes every few minutes any advice?
Im having an issue where the Merged plugins.esp don't even appear on Mo2, i followed every step you took but to no avail, there is no Merged mod appearing in the list, any fix for this issue?
Try building the merge, then closing zMerge and Mod Organiser. Reopen MO2 and the mod + plugin should be there.
I found the merged ESP in a sub-folder titled 'merges' in the folder where zEdit is run from
I know it has been 7 months and you probably figured it out, but just in case, go to your merge output path and look for the folder named after your merge. When you find it, move it to MO2 (Archive), then to the folder titled 'mods.' Refresh MO2 and it should be there.
Does this work work with Skyrim VR? I’m using Mod Organizer but when I launch sedition and create a profile, it doesn’t recognize any Skyrim installs. Just “none”.
This is soooooooo much more complicated than it should be. That's not your fault, it's whoever wrote Kortex and so on.
how do you get the z edit to be seen in your vortex. Wtf??? Why am I the only mother effer thats not getting it.? I wish everyone would describe everything step by step.
How come I don't have the relink tab appearing?
Nicely done video than you very much!
Hey, do I need to limit how many mods are in one merge? I’m trying to merge my weapon mods and it keeps breaking. Ends up CTD whenever a weapon that has been merged tries to load. All the files appear to be present and in their places, can’t figure out what’s missing or broken. I cleaned my mods beforehand, too.
It's the same plugin limit for everything 255
How does zMerge handles navmesh issues?
you dont merge mods with nav meshes , thats the goof
@@ArchWizardCj oh, that explained why I was having some crashes a year ago, lols
very awesome quick and useful tutorial!
btw any way you could do a tutorial on your desktop home setup?
Thank you, you are my life and mod list saver
dude. you really need to split this up for the different mod file organizing programs, its super confusing going back and forth
This. It's a bit of a mess.
Can you shed a bit more light on why installing through vortex in that manner is necessary? i.e., why not just extract to a separate folder, and show Vortex where the executable is? Whenever I follow your steps, I get an error when deploying stating that two files are "locked by an external application" so I'm thinking.... does just launching zEdit through vortex not do the trick?
technically you dont even have to launch through vortex I just choose to install this way to more easily view the version numbers and check if I need to update. as for the error, it should be fixed in .17 before a stable release is published.
@@yggdrasilmodding3094 Awesome, thanks for the reply! I was able to get it working last night following the rest of your steps!
so im stuck mim using vortex...unter integration settings there are two options (mod manager path) And (mods manager mods path). Under merge settings we are supposed to select (merge output path).
The mod manager path is my defalt install for the vortex app it gets auto detected but I'm getting caught up on the other two.
I can go to vortex app mods (left side) folder(top) to find the data folder There are three options.(open game folder.) (open game mods folder.) (open mods staging folder.) but im not sure what one goes where in z edit?
does anyone know how to deal with invisible armors when merging armor mods?
PLEASE seperate these into 2 video's. One for Vortex/Kortex one for MO2...
Waiting for all your instructions word by word just to find the MO2 parts is absolutely destroying me.
Note to self: Make MO2/Zmerge Tutorial.
you need to follow the first 55 secs for the preparation (first steps), jump through the min 1:17 to 1:58 to follow the installation instructions via MO 2 at the 4:04 he gaves an instruction for MO 2 users and from there is where you need to follow the rest of his video, from here he explains how to use zmerge no matter if you use MO 2, vortex or any other
I'm going to make a tutorial video on how to use zmerge since gamerpoets is taking their sweet time. It's super easy do to after you merge the plugins you have to drop the assets over wether they are loose or packed.
@@zweihander7465 wheres that tutorial boii
When the mods are merged, can you delete the mods that are merged OR do they still have to be installed (but unchecked) in MO2? When I used a mergeplugin in Tes5edit I could not delete the merged mods for some reason, they had to be installed but unchecked othervise the merged mod did not work. This is way over my head so I get brainworms if I try to understand it.
Thank you for the guide but please split it up as other comment, people can get brainworms from less confusion ;)
I was wrong in regards to NMM . On another note is there an option without using any mod manager just unzip the file and start merging stuff will that work?
yeah. you can just run the program anywhere.
I cannot get my merge into MO2. It doesn't appear there automatically and I can't drag the esp into MO2 when it does show up in my files. Can somebody tell me what I'm missing here?
Just navigate yourself into "zEdit\merges" folder and make an archive out of all the content in the folder (not the merge folder itself). Then add it to MO2 and install.
What is the mod manager mod path for mod organizer 2 the video cuts out. The part at 7 mins
Very well and good, but I have followed the directions to install it to the letter and it won't run in MO2. Frustration that no one seems to have any information to solve my problem.
You need to be in Portable Mode.
Hey, how do I remove a plugin from a merge that I did? Do I have to delete the merge and re-do it?
click edit in zmerge on the merge you want to edit, uncheck the plugin, save the change, rebuild the merge
(Mod Organizer 2)
Where do I put the “Manage Output Path?”
You skipped over that part.
the output path for the merges is your mods directory.
@Yggdrasil Modding
Which folder, specifically? Is it the game’s “Data” folder? Something related to MO2 itself? I’ve tried numerous destinations, and all I get is the program shitting out an error message that says “Error: ENOENT: no such file or directory”
@@expendableround6186 For future reference for others, the fist bar (MO path) is your MO path ONLY, the second bar (MO mods) is the specific mods folder for the game you are loading mods for. ie. For Skyrim Special Edition: Mod Organizer\Skyrim SE\mods or for Fallout 4: Mod Organizer\Fallout 4\mods. Hope this helps.
Edit: Okay, having tried a merge of my own, it doesn't work. I get the same error as you.
Thanks so much for this tutorial! Also btw you have a great voice!
Failed to resolve element at path:
Anyone know what this means I’m doing wring?
How did you make your wallpaper?
Cheers for the vid my dude. How do you know if a merge will be succesfull/have no errors? I've heard that you can use xEdit to check if it has any errors but i don't know how.
there are many breakpoints where errors can be found: the first is zmerge will tell you, these errors are usually fixed by switching merge method. the second you need to open in xedit, right click the plugin in the left pane and click check for errors. dont check the vanilla plugins, those will always have errors. you can check before the merge so that if you remerge the errors are less likely, and you can check afterwards. both is also a good idea. many errors are fixed by simply right clicking the line and removing. others require marking the record for deletion and cleaning the plugin. others can be ignored entirely. some if you know what you are doing can be fixed by changing the errored value to what it was intended to be.
@@yggdrasilmodding3094 Thanks for the reply! What problems won't be solved if you create a merge patch through xEdit from the mods you want to merge thenmerge through zEdit?
@@huzash6977 merged patch in xedit is not supported. it is mostly recommended to make a manual patch, however aside from that the other option is smashed patch via mator smash.
this is sadly as confusing as it helps since it covers all the different managers :(
People shouldn't be using Vortex and WTF is Kortex?!?! MO2 is the only valid mod manager!
@@stardaggerrihannsu2363 please actually explain why we should avoid Vortex or shut the fuck up about it. I've been using it for a year now with ZERO issues.
@@connorboyle2585 For what i know Vortex isnt bad, its just has to many problems in general comparing to other managers u may not have them but a lot of ppl do and its not their fault believe me, he doesnt have features like MO2 but in the other Vortex is very easy to use, Kortex is just a mix of both, he doesnt have that many issues, pretty straigh foward and has good features
@@ricardosousa1436 Vortex doesn't have any problems. I've been using it for over 3 years now and have close to 2500 hours using it. I've use all 3 managers including MO/MO2 and NMM and have over 7000 hrs total modding time in Skyrim, so I'm no noob. I have 20 profiles in my LE install and over 850 mods in my LE Vortex Staging folder. I also manage SSE and Enderal, Morrowind, Oblivion, Sims4 and a few other games with it. No issues... works perfectly. It's very stable, and has many advanced features and works well with all the modding tools out there. 1000s of people use it and are happy with it. Those who have issues with it just haven't bothered to take the time to learn how to properly use it.
Could you just make a video for mod organizer 2? ill get you 10 subs
The way this program is setup is infuriating. I have to scroll through my huge modlist trying to find all the individual mods because they didn't put in a search function. And one simple missclick outside of the small create merge screen and it just does all the work. Seriously needs to be fixed.
If you're using mod organizer. Just ctrl+a and disable all mod on the left side. and just enable all the mods you want to merge before you run zedit. That way the only mods that show up are the ones you want to merge.
ctrl+f does exist. it just works weird
@@yggdrasilmodding3094 I didn't even think about trying ctrl+f. But still with mod organizer it's a lot easier to just disable all other mods. Just remember to re-enable everything before you launch skyrim
Thanks man, good tutorial.
very nice thank you for this.
did a fresh install recently to clean up my setup and just did a reinstall of merge plugins. and for whatever reason they weren't copy all the assets. just face geoms and tints for skyrim se. and also copied scripts and seq's. i swapped over to zmerge but it did the same thing at first. and if you ask copy general assets was clicked on both yes they were. this most recent reinstall, 4th time, it copied half the assets and ignored the rest. so no iea whats going on. before i did a fresh install of my skyrim se it worked perfectly fine. so clueless as to whats going on atm.
Thanks for taking the time to do this :) Saved my hide!
Are those some kind of widgets on your desktop? Looks awesome
You ever figure it out?
would this work with Nexus Mod Manager
there are several extra steps needed for nmm to work with zedit. as well, nmm is no longer publicly supported.
@@yggdrasilmodding3094 yes but github still update NMM on their website despite Nexus Mod website removing as their main mod manager
@@yggdrasilmodding3094 it would be helpful if you a tutorial on it
@@silentoption nmm is not updated by nexus staff anymore, and has not been for almost 2 years now. the updates you see are from community members who still use it. as for the nexus page with it, that has not been updated since may 2018.
I try to maintain support for the most supported managers, and nmm is not a supported manager
@@yggdrasilmodding3094 I didn't say NMM is still supported by Nexus staff anymore. Github leak do have updates done by volunteers. You can check the website yourself. You have the right to not support NMM but your information that in no longer get updated since May 2018 is false. Copied text Last Update was 29 Days ago. From website: Release 0.65.11
@DuskDweller DuskDweller released this 29 days ago
Assets
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Nexus.Mod.Manager-0.65.11.exe
7.23 MB
Source code
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Source code
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Release Notes
Please be aware that these latest releases are not fully code signed as our certificate has elapsed - so you will need to accept any warnings that Windows throws at you.
0.65.11
New features
Added Appveyor support.
Bugfixes
Fix .esl not showing up/removing in plugin list when activating/deactivating mods. with .esl files. (thanks to user jbostrus on Github)github.com/Nexus-Mods/Nexus-Mod-Manager/releases
cant follow you
How the hell am I supposed to use this tool with Nexus??? I can't seem to find a fukin tutorial for that...
Great vid, very clear even for a newbie.
I hadn't realised that the gear options changed when selecting zMerge, so I didn't know about the integration bit until I watched this : )
Is it normal that I have to set all my mod preferences again after building a merge, or am I doing something wrong?
great tutorial! gave it a thumbs up and even subbed. very clear and concise. i like that you took your time.
maybe do a follow-up of adding a mod to the merge? would be interesting.
btw - you didn't say anything about leaving the mod enabled (for mo2 users). for example, 1 of the mods just has an esp, the other has an esp and a folder of some sort. would i check he mods on the right, because i'll need the folder, and uncheck the plugin on the left side?
thanks!
if you dont use the copy general assets option, then you will need to leave the mod enabled while also leaving the plugins disabled.
Make sure to maximize the app when you run it. At the time of this post, if it's not mazimized (default is half screen), after the merge is built, the X to exit the window is off screen and the app cannot be closed.
EDIT: Even then occasionally the merge window will still be cut off because lolMator.
Jesus, how can a guy so smart be this inept with UIs? Someone, please help the lad out. It's starting to become painful.
I have no idea whats going on after 5:21. This is one of those annoying tutorials where narrator skips over stuff without explanation while giving the impression of providing step by step guide. Super annoying.
what a mess
Great tutorial but you had troubles with your video/audio editing... I recommend you davinci Resolve
He didn't really edit anything and recorded mic with no mastering. Why would he need Davinci?
He can get the same effect with whatever program he's using.
He doesn't need a new editor.
@@NerdsPlayhouse I recommend Davinci because is user friendly ez to use
thank you
this is fucked up man, you gotta seperate the steps for the different programs
It was fine. Have to get past all of the MM setup since I still use NMM. But cringed every he pronounced Data.
Pretty horrendous editing of this clip. Certain screens appear for like 0.1 seconds. Difficult to follow.
Just finally learning about zEdit and zMerge after finally getting MO2 to work right. If you have made a merge via merged plugin and want to rebuild it in zMerge, how would you go about doing that?
you would have to delete the old merge and recreate it in zmerge. I do not think there is or ever will be a merge import option
@@yggdrasilmodding3094 Got it. So if you make a merge within zMerge, can you rebuild a merge if you add new plugins or do you have to start from scratch each time?
@@jemailaddress9495 you can just rebuild as you add plugins
does this work with skyrim vr? doesnt seem to identify the path when i add the game profile