Bloody good question actually... and to answer it I'm not entirely sure. My best guess is that since the 'newer' mod would be unable to find its parent mod (as you've merged it) it would cease to work. Even though all of the parent mod's files still exist they aren't under the same .esp file name so I highly doubt this 'newer' mod would work. So I would avoid merging mods that have other mods that are dependant on them... unless of course you do a test run to see if it works first.
if you have the original esp and the merged esp still in load order you can load them up with the dependent mod in xedit, then change the dependent mod to require the merged esp instead of the original. i just started merging but the walkthrough i was following showed us how to do that
For anyone having issues running MergePlugins with Mod Organizer 2: You'll need to add MergePlugins.exe as an executable to Mod Organizer 2 in the same way you would do with F4SE, FO4Edit, etc. Launching MergePlugins without doing so will result in only the base .esm files loading. Launching MergePlugins through MO2 will show every single mod you have installed, but I've yet to try to merge anything as I'm unaware if there are any discrepancies with it and MergePlugins. Unsure if anyone else has pointed this out, but wanted to post this as I don't see anything related to this near the top. MergePlugins still works today with Mod Organizer 2.
In case anyone is using Vortex, there's an option in the Settings Menu that tells you where your downloaded mods are (i believe it is 'downloads'). That's where you have to put the archived (.rar) files of your merged mod. As for the Merge Plugins program only giving the Nexus Mod Manager option, that's just where it will put your file after it finishes merging them. You can just select the NMM option and take your files from there.
@@harambe893 Since i already had an old Mod manager, that's the option that appeared to me. Nothing appeared to you? i mean, it's really just the place where the merged files will be placed, so i guess you could chose anywhere.
I'm a big noob, but you don't really need to manually move the archives to all the folders, NMM can automatically do it for you, other than that it's a great and short guide.
Im a MO2 user and my plugins do not show up in the merge plugins tool, can you elaborate on what you mean by portable installation please, I think my porblem is related to this.
ok I've tried doing this, but when I get to around 4:05 and select mod organizer, the ok button greys out like in the video, but when I put in the paths for my mod folder and mod manager, the OK button still stays grayed out. I don't know what I'm doing wrong.
Yeah so was I... Ive always loved modding my games, but never thought messing around with them would be so easy. The fellas that make these programs are brilliant
For anyone trying to do this with weapon mods, have in mind that for some reason part of the files (textures, sounds, etc) may not go into the merged mod, or are locked in a .ba2 file despite you marking in the Merged Plugins program to paste them into your mod. If that happens, you can get those missing files from the archive (.rar) or the actual mod and drop it in your merged mod. Sometimes, these files will also be in .ba2. In that case, you can use a program called BA2 Extractor to open these files and drop it in your merged mod. I don't know if you can just delete the BA2 afterwards, but i assume you can, as everything from them is now in your merged mod files.
@@resmittien9817 Yes; everything that uses Textures, Sounds, Animations, etc. So basically, there are three things to keep in mind if you want your merge to work: 1. Only chose ONE Master esp when you merge mods. Remember in the video when he told you to mark "Fallout.esm"? that's the master. Some mods require you to mark more than just Fallout.esm to be put in your merge (they will require whatever stuff becomes red when you mark them). If a mod requires more than Fallout.esm, you should take these mods out of your merge just to be safe. Otherwise it is POSSIBLE that your merge will not work. 2. Your merged mods needs to be in a continuous order. About 80% of the time this will not be an issue, but sometimes when you check your merge for errors it will say that one or two mods cannot be merged, or that an error occurred (they will be marked with X). The problem is: when you take these mods out of your merge, you create a 'hole' in your load order (your merge file becomes organge). Just to be safe, you should restart the procedure of merging your mods without the problematic ones. In my experience, merging mods while letting this 'hole' made only some of them work, and clicking to 'fix errors' did nothing. It may be possible to fix this hole, but i do not know how. 3. Extract the .ba2 files into your merge. These are the files that whatever texture/sound/animation are. Sometimes you will not find them in your merge for whatever reason, so you can just go to the mod file itself (the .rar), open it, and get the .ba2 files from there. A specific program is needed to extract these .ba2 files. It's not particularly hard to find it using google. If you do all that, in my experience, there is no mod that won't work. I have merges with more than 30 mods, even from different types (clothing, weapons, perks, etc), tough some people do not advice to mix them up.
Tysm for this. I had trouble following gamer poet's merge plugins guide because it was mainly for skyim and not fallout 4 which is what I wanted to use this for. Had to do a little workaround since I couldn't get merge plugins to play nice with Mod Organizer, but all I did was take the .esps from the mods I wanted to combine, throw the esps in my fallout 4 data folder temporarily while I merge them, and then repackage the mod to install with MO including the new merged plugin. Again, thank you so much, I was beginning to reach the plugin limit with all the modular mods I was installing that would install like 5-10 esps at once, and while I still havn't quite been able to solve my VIS esp problem, this definitely cut down on my esp count and gained me some performance back (My game starts to lag a little bit when I begin to approach the plugin limit)
I know Im 3 months late in replying here, but Im so glad I could help out man. The MergePlugins program really is a god send to help counter all of the modular mods there are to download! And nice job with the work around, I dont use MO myself, but good thinking just dodging the mod manager altogether until you had the merged esp to install. Should work as a workaround for anyone having trouble with MergePlugins and whatever manager they use.
HOLY HELL IT WORKED! Okay, I have no idea where I was failing back in Feb trying to merge some mods for a buddy, but it never worked. I followed what you did and it worked perfectly! Thank you for this! EDIT: Never mind. It only appeared to work. Trying to merge 4 old perk mods together and it is failing miserably. It isn't actually merging the edited lines. It's just overriding as if the esp files were in load order like normal.
Is this what I need to do for a weapon I am modding, say the basic combat rifle for example, to where I want to have multiple custom receivers available to build at the workbench?
There is one question that i was curious about: Some mods come with extra folders like meshes that aren't included with the ESP. How are those handled?
a *BIG HINT* for everyone to avoid the plug-in limit is to not use ESP files if the mod you want offers an ESL version. ESL mods DO NOT count towards the plug-in load limit
Thank you for this. A couple modders I follow upload textures mods & this helped merge them together. Gonna use this method for whenever I start getting a lot of mods that are similar to help lower my load order =)
Thank you very much. I LOVE canon weapons but there is a literal metric shitton out there, so I merged them all into one little esp and can play now with even more mods. Thank you
So trying to merge Dak's weapons, followed the steps, but the folder that is created doesn't have a esp in there, does that mean something went horrifically wrong? Oh am using MO2.
i was able to merge a few workshop plugins successfully, and one of them i have installed the same ways as the others and it doesn't show up in the NMM and clues and i just check the files are in their locations
If the files are in the correct spot, I really don't know why they wouldn't be showing up in NMM. I've never had that happen here... but as annoying as it is maybe just recreating those merges and trying again may fix whatever is causing it to not show up.
So, when I merge the simple weapon mods together, a few of them are invisible. I was trying to make a revolver pack of sorts and three of the nine mods showed up for me to grab, but the gun its self-was invisible. I thought I had heard that it could be Nexus Mod Manager not installing correctly. Is there any other reason this could occur? And if it is NMM, do I just re-install the mod?
I believe that has to do with the mesh andd texture files not bbeing taken during the merge... there is an option (under the merging tab @ 4:25) for "extract BSAs" that is unticked by default... turning this on in theory allows the program to merge the Bethesda Software Archives that should contain the mesh and textures, which should in turn result in no more invisible guns (or armour, if you go to do armour merges).. I haven't personally tried this myself, but give it a whirl and let us know how it goes :)
last time i heard of that it was because the person who did it removed the whole mod . as well as the textures of those mods . the moder told him not to un install the mod but to just click it off in the load order and the plug ins tab .
@@dailyeclecticgaming6137 Well, I did all the merging with this thing on and got an invisible weapon :( Maybe anything else to prevent guns from being invisible?
I'm completely new in modding on Fallout 4. How do I make a compatibility patch? to cut this short, I'm editing the NPC race from a mod and using the NPC race selection from the crimes against nature mod. Then making it as a compatibility patch.
I'm afraid making compatibility patches it beyond me at this time. If you have two mods that don't work together, it requires whatever is clashing to be edited to play nice to make a compatibility patch... and I wouldn't know where to even begin, sorry. If anyone else knows how to make compatibility patches, I'd be interested in knowing the process too if you have a tutorial you can link for Roger here.
thank u dude ur instructions were very good simple and straight forward but i have one question if the plugin has a bsa it wont work properly after its been merged is there anyway to fix that ???
man i loved this thank you so much, i usually watch Gopher but man his video just confused the hell out of me cxause he was trying to explain it for 3 different users (MO-Nexus-and manual) this was great thanks again :D #255+ lol
Good one man, there's always another mod isn't there, it never ends haha. And I can see how a video covering all three at once could be annoying to follow. I probably would have tried making it into 3 separate videos if I was Gopher. Either way, Im glad you found the video helpful. It's always nice to hear when a video helped out :)
The merge definitely should not be deleting any files... and i would recommend that you don't delete anything after making a merge either... in case something goes wrong with the merge its always good to be able to reactivate the old mods. In the video I talk about "deactivating" or "unticking" the original mods from your load order after you've made a merge... and you will have to do this because the original mod and the merge should both be doing the same thing (assuming the merge worked that is) So once you've made a merge you're happy with all you need to do is make sure it has been ACTIVATED in your load order and make sure all the original mods used in the merge are DEACTIVATED in your load order. Hope this helps :) And sorry for not replying until now, I hope this is still relevant for you
I'd like to merge all my weapons mods together. Some of them are quite big, and I am wondering if this is even possible. Being able to categorize some of my similar mods would really come in handy. Thanks for the tutorial.
Glad I could help... and I know what you mean about getting straight to the point. Nothing irks me more than 10 minutes of chatting before the actual useful info :P
Yeah, long story short; that'll happen. Now I haven't tested this myself, but in the MergePlugins program, under Options and on the Merging tab, there is a check box called "Extract BSAs". Now I'm not sure why this is off with default settings, but checking this box should make it so MergePlugins takes the texture/mesh files as well, hence no invisible guns.... or at least that's the theory. It may make the program run slower and maybe that why it's off by default. But it cant hurt to give a go. Let us know how it goes :) I'm keen to see if it works that easy!
Worked my Live Dismemberment mod had 7 esps merged them all and worked fine went to test and saw a man loose his arm to a Hound... He gave me money after I killed the Hound while I held his arm in his face.
Idk if you still play after 8 months but those esps are not compatible with each other, you need to delete all but the one you want e.g extreme over regular :)
Your tutorial was straight to the point and easy to follow however I have run into a snag. I have a lot of weapon mods and I have merged 5 - 7 weapon mods into each merge but now I find that a large percentage of the items have disappeared. What do I do?
dose it also work with weapon and armors that use script to be able to add to level list and mods that have quests in them? also will it merge "ba2" file in to one or they will be in there original "ba2" file also will I be able to separate mods that I have merge in to other location but only to use merge "esp" file without old esp files to keep it safe if something goes wrong with my game and I have to reinstall it again also I am asking as I have limited HDD space, ty
I did 2 merges with merge plugins, one with 33 plugins and other with 24, but whenever I load the game I get constant ctd’s, even if i converted the mods to esl files, so how exactly do I get to have let’s say 500 mods by tricking the game engine and nexus mod manager? Since nexus says I have over 255 mods although they are mostly esl files
This is an awsome tool to have but I have one question maybe two, when you create the new mod and want to add to it do you delete the one you already made originally or just leave it, and can you uninstall the originals from which they came from ?
ok i have a big question i just got done doing my armor merging every checked out nice i have the files and about 10 sec later my C:Windows/cmd.exe popped up going threw the file that merge plugin just got done doing, should i be worried?
It really depends on what words were coming up in the cmd window I guess. Plenty of programs can invoke the cmd window and it's usually not anything to be concerned about... but I don't think I've even had it pop up after making a merge. Without any more info I can't really say though, sorry. If anyone else has experienced the cmd window popping up after making a merge, let us know ?
I have done like in your Tutorial but the Mod doesn't run. Error message: Missing master and .... But the missing master files are the files I merged before ...?
I had to download weaponsmith extended for another mod, then had to individually download 12 weapons in order to not have invisible guns everywhere 🙄. Does anybody know if I should merge the weapons and weaponsmith extended together? Also, can I merge all of the different armors into a pack, or just armors with their retextures?
Thanks for your clear instructions. Quick question - if I merge a bunch of outfit mods that I have already used in-game, will the outfits in the game disappear after I merge the mods? I.e. will settlers need to be re-clothed etc? If so, does this cause any other issues other than having to recraft and re-clothe the settlers? Thanks for your help.
I can't be 100% sure of this, as Ive never done it myself, but I think you should be fine. When the game goes looking for the content of the original mods it'll just find it within the merge. I don't think you'll have naked settlers everywhere, but again I don't know for sure so proceed with care.
Thanks for your quick reply. I gave it a shot and did end up with naked settlers/mannequins everywhere unfortunately. The clothing disappeared from all containers etc as well. This in itself doesn't bother me as I can craft the items again with no issues. I'm only concerned about introducing bugs/glitches into my game or corrupting saves. Especially since I plan to merge other mods soon, e.g. weapon mods. Like you said, I had assumed that the game would just find the relevant items in the merge but it didn't...which makes me worry that each time I merge more mods I will be further corrupting my game as it seems to treat a merge as an "uninstall". Which makes me think (for example) that merging companion mods would undo any quests/affinity progress, merging settlement mods would cause structures to disappear, etc etc. The process should be fine for simple stat tweaks but I guess it could be problematic for any mods that involve crafting or questing...which make up 90% of my mods LOL! I would assume then that the safest mods to merge would be 1) mods that are freshly installed / not used yet. 2) mods that tweak stats or general game play settings or 3) retexture mods that only make aesthetic changes. Would you agree? Many thanks.
Ah bugger, I really thought it would have been ok... obviously the best way to play around with mod is with a fresh game so you don't have any saves to corrupt... but given you are playing around with an in progress game I think you've hit the nail on the head. Given you got naked settlers it definitely appears that the game assumes you've uninstalled the mod (which you technically do i guess... well, deactivate at the least) and doesn't simply find the files in the merge. It's a neat little experiment, and I'm glad you've given it a shot, it really highlights a bit about how the game handles these merges. Having said all that I agree 100% with what you've theorised about which mods should be safe to merge in an existing save! Basically if you would feel uncomfortable uninstalling the mod, then dont merge it, as the game assumes the mod was uninstalled and could very well screw up the save. Personally I've never done any major modding on an in-progress game because I have modded games to death before and I really do like to avoid corruptions. But I know there are plenty of mods that can be introduced/removed mid game, I just wouldn't be able to tell you which ones :S Out of curiosity, were you able to deactivate the outfit merge you made and reactive all the outfit mods to reverse the damage?
Yes and no... For most of those you can merge the esps... buuut you might have to have a more manual approach. Supermonstah666 and I briefly touch on this in his comment (check below for his name). At the very least you can give it a go and see if it works as testing weapon mods is as simple as loading the game and spawning them in. If it doesn't work then remove the merged esp you made and re-activate the old esps, easy as. And if you leave a comment in Supermonstah666's comment chain we might get his attention again and see if we can't come up with something. But I hear ya, those weapon and scope mods are a killer of esp space :S
Unticking it will take it out of the load order (and hence not use one of the 255 plugin spaces) but will keep all the files intact in case you wish to load it up again later. This is a good idea for when you're testing a merge you've made... because if the merge doesn't work you can simply untick the merge plugin and re-tick all the mods you were merging :) Hope this helps!
The program crashed for me while merging, now when I open it it gives me this infinite error 'access vop;atopm at address 0091b403 in module mergeplufins.exe read address 000000000 idk what to do, did the program break and needs an update?
Great walk-through. I know I'm a bit late to the party, but I have a question others might as well. When merging, some files require AWKR and DLCRobots, but the program always loads AWKR first, then most of my mods, then DLCRobots. Because of this, I get almost all of my mods not loading until it loads DLCRobots. That is when it is able to load the remaining 2 or 3 mods. How do I tell the merge program to load required mods first? Thanks for your response.
I'm not 100% sure I get what you're asking.... the main point of merging mods is to free up space in the plugins list so that you can fit more mods in as there is a 255 plugin limit in Fallout 4. In some cases merging similar mods may increase performance, but probably not to any noticeable level (it might load a tad quicker?) And if you're saying at the end there that Vanilla Fallout 4 performed better than a modded Fallout 4 with 220 plugins.... that's to be expected, you're adding a whole host of additional content, textures to load, scripts to run, potential file conflicts... and all of that is bound to slow the game down a little (or a lot depending on the mods). Lastly, I will say, that it is possible to have a modded Fallout 4 that runs better than Vanilla, but I'm talking about only having 10 or so mods and most of them geared towards better performance (like "Dynamic shadows" and optimised texture replacers, etc) Hope this answers your question mate :)
@@dailyeclecticgaming6137 My Msi pc is three years old, I ran vanilla fallout 4 without any mods and the game ran smoothly, but there was no audio. I'm having alot of problems with my pc so I'll just buy a new pc in a few months.
I've been using this for a long while and it works well with a few caveats. Unfortunately, it doesn't work for esl files including if you have a mod with a esl as one of the masters. Also, it doesn't merge ba2 file contents so I have to do extract and repack everything myself and rename the archives to newmodname-main.ba2 or newmodname-textures.ba2.
Hi man, I probably wont be doing a tutorial on either of those as I have no experience with either. But if I ever use them I'll consider making a video on them
If you mean selecting all the plugins (or unchecking all the plugins, like here [2:53]), then all you need to do is right-click and click that option. If you mean in a folder somewhere then it's just Ctrl + A like normal :)
Hahaha that description is priceless... I do what I can and I've always been pretty good at instructing... probably one of the reasons I'm going back to study teaching soon :)
Greetings. Not that i reckon you think I would be less clever than a baby, but I don't see how to do this. When i after having downloaded Merge Plugins manually, then open the "Merge Plugins"-folder, upon which this dude in this video sees all his esp's, I only see my esm's. I use NMM, and have always downloaded using NMM whenever I could. Does this mean I need to manually re-download all my mod.'s, then do as instructed here in this video, and then drop them into NMM when finished merging? I don't see any means of dragging my esp's from NMM to Merge Plugins. This is all something I do to minimize plugins, as I otherwise have beyond 300 plugins activated. The thing is, I'm having a seamingly all-breaking issue, with loading, causing all my mod.'s to reset. Even when that's happened, loading/quickloading, resets all mod.'s once again, meaning this will re-happen every time I load. I posted a bugreport about this here: www.nexusmods.com/fallout4/mods/35736?tab=bugs I fear the game on this character is broken permanently. I'd be delighted if this issue could become perfectly solved. Kindly requesting aid.
@@dailyeclecticgaming6137 Greetings. I've posted a response to a comment, regarding an issue I figured you may know how to solve. kopied, and pasted it below. "Greetings. Not that i reckon you think I would be less clever than a baby, but I don't see how to do this. When i after having downloaded Merge Plugins manually, then open the "Merge Plugins"-folder, upon which this dude in this video sees all his esp's, I only see my esm's. I use NMM, and have always downloaded using NMM whenever I could. Does this mean I need to manually re-download all my mod.'s, then do as instructed here in this video, and then drop them into NMM when finished merging? I don't see any means of dragging my esp's from NMM to Merge Plugins. This is all something I do to minimize plugins, as I otherwise have beyond 300 plugins activated. The thing is, I'm having a seamingly all-breaking issue, with loading, causing all my mod.'s to reset. Even when that's happened, loading/quickloading, resets all mod.'s once again, meaning this will re-happen every time I load. I posted a bugreport about this here: www.nexusmods.com/fallout4/mods/35736?tab=bugs I fear the game on this character is broken permanently. I'd be delighted if this issue could become perfectly solved. Kindly requesting aid. ". Not your trouble, I know, though solving aid would be much appreciated. Thank you in advance. Klaus Lehrmann Vis mindre
Thank you very much, i was struggling with an issue i didnt even know i had until i came across this, appears to be working fine with vortex but the options menu wont accept the pathing, no major issues ingame though.
Great video! I have an issue though. I am playing Skyrim SE but let me first preface this by saying that I use NMM. I have tried MO and just didn't get it. Plus all of my mods were already in NMM and it said they were unmanageable in MO. Ok now that that's out of the way, I got all the way to the end by watching the video, did everything step by step in creating a new merge--it was green etc. I added it and activated it on NMM. However, when I go to my LO, I don't see the new merge with my new name on it. I still see all of the other old files, but not my new merged patch (I'm merging Claralux patches) of which I named "Claralux Patches". I'm not sure if I did something wrong at the very end or why that merge is not showing up at the bottom of my LO so I can organize it with the rest of my mods. My second question would be as follows: once this is fixed (which I'm sure one of you can certainly help me), I'm assuming that my new merge would go towards the bottom of my LO below the lowest master? Any help would be most appreciated. Again, great video! Thanks!
Thanks for the comment man!... Now as for this weirdness happening to you, you can see the new merge in NMM (to activate it as you have)... but where are you trying to view the load order from? I would have thought that by activating it in NMM it would be all fine and dandy... At the risk of sounding like an IT department, have you tried re-making the merge a second time? And as for you second question; I think the position of the new merge in your LO is highly dependant upon what it is you were merging and what dependencies those mods have... but placing the new merge at the end of the load order is a pretty safe bet. Also, to follow from that, if you are merging mods together that another mod (lets call it mod X) depends upon that probably wont end well, as Mod X probably wont be able to find the mod it needs within the merge. So if no other mods require the new merge, then placing it at the very end of the LO should be fine :)
So, I followed your instructions step by step this time (I probably was distracted the first time). Let me just say that you are a lifesaver. Thank you so much for this video. It was intuitive, easy to understand, and you explained everything in detail but also in simple enough terms for those of us that are not computer savvy to understand. Thanks again. You saved my game and let me add more mods! edit: so i am still having an issue when i'm trying to create another patch. for some reason i'm getting an error log that is saying my masters (the dlcs hearthfire, dawnguard, etc.) need to be loaded before my mods. they are. i've tried re-arranging things to no avail. i'm at a loss. hopefully you can help with this aspect. sorry to keep bothering you.
Thanks again so much for this video. I was able to merge two sets of patches. However, when I got around to do my third, I'm having an issue. It is not placing my DLC esm files at the top of the first list that shows up after you click a profile (my dawnguard, dragonborn, etc). Instead it is placing mods ahead of them and not allowing me to do anything and giving me log errors and not loading the esp files for the merge. I have no idea how to fix it. I have tried rearranging everything I possibly could. Again, this video was so great and helped me so much. You literally cut my plugins from 277 to about 256. Once I merge the rest of my patches, I will be even way less bogged down. You are truly a lifesaver as I have literally spent more time trying to perfect my mods than I have playing >.
i noticed you didnt check extract bsa, hows that work? when i merged some of my mods the ones with bsa's didnt work intill i extracted the bsa's with bae into the new mod made using the merged esp
I can't express how great this comment is to me. I've never needed to merge any mods that have bsa's personally, so it never occurred to me that that would be why mods like weapon mods are have problems merging. So if we ensure that 'extract bsa' is checked, will that allow weapon mods and the like to be merged... are they any other steps?
ive never actually used this program i use the 1.9 script for xedit to merge plugins and even tho it does have the option to extract bsa's it dosent seem to work for me, but basically go to the mod your merging put the bsa into the program bae which is for breaking apart bsa's into lose files and have it extract the new lose folders which are like textures meshes sometimes scripts into the folder where the new esp is just be careful and test your mods they say its not good to merge mods with heavy scripting but light scripting can work. like im doing this with skyrim se and i had about 11 small tweak mods i merged cause im out of plugin slots but 2 of them had bsa files and when i tested in game the new esp all the mods worked except for the 2 with bsa's so i extracted those bsas for the new merged mod and they worked fine :)
Hmm, I guess I just stuck to the simpler mods for merging (namely those modular mods that install multiple plugins, you know the ones...) as that was going to save me enough space and never looked into anything trickier. This is definitely good information to have though if I look to cramming anything more into my Fallout 4 and need the space. And very good for viewers of this video to know, so thank you lonelyawakening!
ya theres alot of mods i still want to add but just cant figure out how to make room, im now playign with this program trying to figure it out, if it lets me add files to a merge without having to make the merge from scratch that would be really useful. im pretty new to modding this way im used to just chunking everything in and praying it worked lol. took me hours last night to figure out how to get rid of black faced npcs but i figured out how to find the conflicts in xedit and delete the player data from 1 of the 2 mods that where clashing
Haha, once you start modding games there's no turning back! I don't know about you , but I get almost as much fun creating the best game I can with modding as I do playing the game itself :P
One note, u cant merge esl/esm with data property without change it dependent on other plugin. 2 way to fix itu, merge it with the plugin or uninstall the plugin.
Well from what i can gather from a thread over on reddit, you can make the merge in this program and then just install/use it like any other downloaded mod with Vortex. For that specific part of the video you've linked, I would hazard a guess and say select either option (NMM or MO) and just set the mod manager path to a folder on your desktop. Once the mod has been made and the program sends it to that folder, grab it and use it in vortex how you would any other mod. If merge plugins doesn't let you do that and it seems desperate to find NMM or MO, then I'd just download one of them to keep merge plugins happy, merge the mods using this tutorial, and then take the finished merge and use it with vortex like you would any other mod. Hope this helps man, let us know how it goes!! Cheers
Hello, I am trying to merge Neiro's CROSS related weapons & outfits together. I did what you said step by step but when I went to look for the "VirtualInstall" folder under my Fallout4 mod but can't seem to find it, suggestions?
Nevermind, found my first merge file under my folder "Merge Plugins\Merges" Thank you for this video! I have been trying to find a easy way to do this for a while now!
Hey JokerKardz, sorry I havn't been replying to comments all too timely of late, but Im glad it worked out for you. And thanks for the compliment, Im glad I could make the tutorial easy to follow
When I get to the part for picking my .esp to merge the list only has the main dlc's and none of my other plugins. I did everything in the video. please help
Someone else has run into this problem too... and I'm not sure I'm going to be very helpful... if it's not under your Nexus Mod Manager folder then I dont really know where else it could be. If I do find out I will let you guys know asap. At 7:45 in the video the program does say where it saved the new merge... maybe it saved it somewhere else on your computer.
If you're using Nexus Mod Manager it should be there... I'm not sure why it wouldn't be sorry. Just find where your mods are being stored and hopefully you'll find the virtualinstall folder. If anyone else knows why this would be happening let us know - it'd be greatly appreciated.
@@dailyeclecticgaming6137 okay I found out what was happening instead of going to games and then Nexus mod manager I was going to program files Nexus mod manager.
hi! first of all thx for the vid but i have a problem: whenever i add the mod manager path (i use nexus), it doesnt add the mod manager mods path. i was searching for it but my fallout mod folder doesnt have any mods in it. i also dont have the virtualinstall folder. can someone help me?
hello there, first of all thank you for that short and well done tutorial! I did everything in this video as shown and followed all instructions, but im having some issues. I only merge weapons mods which dont throw any errors but when im starting the game some of these weapons, which are merged, are appearing invisible. any idea on how to fix it? :)
Well, I'm probably too late on this, but nevertheless. Personally I use MO2, and I discovered that the issue on my end was that the ba2 names no longer matched the esp names, so they weren't activated in the "Archives" tab. My solution was to download the Bethesda Archive Extractor from the nexus, Unpack all the ba2 files, and add the loose files to the mod. Huge success, cue theme music, riding into sunset
the only problem i have with merge plugins is that you cannot merge weapon mods since the merged weapons will be invisible in game. after looking online this has to do with the ba2 files and i have no clue how to fix this. any ideas?
Oh, interesting... I've never tried merging weapon mods so I didn't know that was a thing... Gimme a day supermonstah666 and I'll see what I can find out :)
let me save you the trouble m8, found it on my own. the problem was that the weapon textures and meshes of some of the mods where packed into .ba2 archives and because of that could not be succesfully loaded into the game. i used archive2 (which you get by installing the ck) to unpack the ba2 files and then delete them. that worked. i know have about 70 weapon mods compacted into 5 merges.
Actually just hopped on my computer to see if I could work out your problem and saw that you already had haha. In my video (th-cam.com/video/R9Rs1vwb9j0/w-d-xo.html) where I talk about fixing a bug in the 'Unique NPCs' mod I used archive2 to open up a ba2 file and was gonna give that a crack, but ya beat me too it :P ... also, that's rather impressive that youve merged 70 mods into 5!! That's crazy levels of good.
Haha yeah it's always helpful when there aren't a bunch of other master files to load in. Makes for a nice clean merge. I'm glad everything worked out :)
Hi- I need to merge 3 plugins so I can pick conflict winners, but this video just assumed there are never any conflicts. Does anyone know of a guide for merging plugins such that I can use headparts qnd facegen from mod A, default armor from mod B and perks and spells from mod C, which, inexplicably, also contains conflicting headparts that I definitely do NOT want to override those from mod B? The merge I just made following this tutorial made no attempt to resolve the conflicts but instead went in strict load-order sequence and picked the last to load as conflict winners- which I can do myself by adjusting load order. Obviously, a load-order merge is NOT what I need. Thanks.
Just wondering if 'patches' for standalone weapons should be merged with their masters or merged together? For example, I have the RU556 AWKCR plugin and an animations plugin for the USP pistol. Is it better to just merge the RU556 AWKCR with the original RU556 mod or is it best to leave the original masters alone and merge the RU556 AWKCR and the USP animations together? Or does it even matter (I was thinking since the 'patch' plugins usually appear below their masters, then merging with the masters would probably solve any load order issues)? Thanks
As the patches probably alter files found in the original mod, I'd say merging them might cause errors where the merger accidentally uses some files from the patch and some files from the original. Having said that, merging all of the patches together is very easy to do and works a treat, so I'd probably do that (so long as the merger doesn't find any errors). And if you're still unsure, simply make the merge, activate it (and deactivate the mods/patches it contains) and then hop in game to see if it worked... if it didn't work, just deactivate the merge and reactive the mods/patches it contained; no harm done!
yeah no worries man, that's just the nature of it, not every mod will play ball. But you got most that you wanted so that's great! Were you trying to clean up your load order or get some extra space for more mods?
Thanks for this, but what if you have a mod that requires a mod you merged?
Bloody good question actually... and to answer it I'm not entirely sure. My best guess is that since the 'newer' mod would be unable to find its parent mod (as you've merged it) it would cease to work. Even though all of the parent mod's files still exist they aren't under the same .esp file name so I highly doubt this 'newer' mod would work. So I would avoid merging mods that have other mods that are dependant on them... unless of course you do a test run to see if it works first.
Daily Eclectic Gaming Alright thanks 😁
if you have the original esp and the merged esp still in load order you can load them up with the dependent mod in xedit, then change the dependent mod to require the merged esp instead of the original. i just started merging but the walkthrough i was following showed us how to do that
Nice!~ I'll have to give that a try :)
ya its not to hard just make sure when you swap the master required you spell it exactualy the same as the merged esp even caps
For anyone having issues running MergePlugins with Mod Organizer 2: You'll need to add MergePlugins.exe as an executable to Mod Organizer 2 in the same way you would do with F4SE, FO4Edit, etc.
Launching MergePlugins without doing so will result in only the base .esm files loading. Launching MergePlugins through MO2 will show every single mod you have installed, but I've yet to try to merge anything as I'm unaware if there are any discrepancies with it and MergePlugins.
Unsure if anyone else has pointed this out, but wanted to post this as I don't see anything related to this near the top. MergePlugins still works today with Mod Organizer 2.
thanks alot
In case anyone is using Vortex, there's an option in the Settings Menu that tells you where your downloaded mods are (i believe it is 'downloads'). That's where you have to put the archived (.rar) files of your merged mod. As for the Merge Plugins program only giving the Nexus Mod Manager option, that's just where it will put your file after it finishes merging them. You can just select the NMM option and take your files from there.
So what do I click on when inside merge plugins options?
@@harambe893 Since i already had an old Mod manager, that's the option that appeared to me. Nothing appeared to you? i mean, it's really just the place where the merged files will be placed, so i guess you could chose anywhere.
I spent 2 days trying to understand many tutorials, and then i see this and i understand everything, thanks god
Thanks man you just saved me like 20 ESP slots from see-through scopes for all those daggone weapon patches
This was really helpful. Since, I like a lot of standalone armor mods, this helped out a lot.
I'm a big noob, but you don't really need to manually move the archives to all the folders, NMM can automatically do it for you, other than that it's a great and short guide.
If you're a Mod Organizer 2 user, set up MO as a portable installation, otherwise MergePlugins won't work with it (yet).
I also had to run merged plugins from MO2 to get them to show up (it took me a while to realise this)
Im a MO2 user and my plugins do not show up in the merge plugins tool, can you elaborate on what you mean by portable installation please, I think my porblem is related to this.
@@ioanevetts8878 THANK YOU for commenting this!! I could only see the main files at first and I was so confused!
ok I've tried doing this, but when I get to around 4:05 and select mod organizer, the ok button greys out like in the video, but when I put in the paths for my mod folder and mod manager, the OK button still stays grayed out. I don't know what I'm doing wrong.
nvm fixed it. If you put in your info, then uncheck the mod organizer box, it lets you hit ok. IDK why though.
I'm actually taken aback how simple this was to accomplish
Yeah so was I... Ive always loved modding my games, but never thought messing around with them would be so easy. The fellas that make these programs are brilliant
This tutorial was a god send!
Confirmed is still working, I'm using Mod Organizer. Merged 3 plugins into 1. No errors, thanks.
Thank you. You have just created a monster.
Weapons packs for days.... this'll make FO4 glorious lmao
Do you think merging Weaponsmith extended and all the individual weapons I had to download together will workM
For anyone trying to do this with weapon mods, have in mind that for some reason part of the files (textures, sounds, etc) may not go into the merged mod, or are locked in a .ba2 file despite you marking in the Merged Plugins program to paste them into your mod. If that happens, you can get those missing files from the archive (.rar) or the actual mod and drop it in your merged mod. Sometimes, these files will also be in .ba2. In that case, you can use a program called BA2 Extractor to open these files and drop it in your merged mod. I don't know if you can just delete the BA2 afterwards, but i assume you can, as everything from them is now in your merged mod files.
what about clothing mods do i need to do that?
@@resmittien9817 Yes; everything that uses Textures, Sounds, Animations, etc. So basically, there are three things to keep in mind if you want your merge to work:
1. Only chose ONE Master esp when you merge mods. Remember in the video when he told you to mark "Fallout.esm"? that's the master. Some mods require you to mark more than just Fallout.esm to be put in your merge (they will require whatever stuff becomes red when you mark them). If a mod requires more than Fallout.esm, you should take these mods out of your merge just to be safe. Otherwise it is POSSIBLE that your merge will not work.
2. Your merged mods needs to be in a continuous order. About 80% of the time this will not be an issue, but sometimes when you check your merge for errors it will say that one or two mods cannot be merged, or that an error occurred (they will be marked with X). The problem is: when you take these mods out of your merge, you create a 'hole' in your load order (your merge file becomes organge). Just to be safe, you should restart the procedure of merging your mods without the problematic ones. In my experience, merging mods while letting this 'hole' made only some of them work, and clicking to 'fix errors' did nothing. It may be possible to fix this hole, but i do not know how.
3. Extract the .ba2 files into your merge. These are the files that whatever texture/sound/animation are. Sometimes you will not find them in your merge for whatever reason, so you can just go to the mod file itself (the .rar), open it, and get the .ba2 files from there. A specific program is needed to extract these .ba2 files. It's not particularly hard to find it using google. If you do all that, in my experience, there is no mod that won't work. I have merges with more than 30 mods, even from different types (clothing, weapons, perks, etc), tough some people do not advice to mix them up.
@@adriano7444 Wow,thanks for responding,that's really helpful! (:
Tysm for this. I had trouble following gamer poet's merge plugins guide because it was mainly for skyim and not fallout 4 which is what I wanted to use this for. Had to do a little workaround since I couldn't get merge plugins to play nice with Mod Organizer, but all I did was take the .esps from the mods I wanted to combine, throw the esps in my fallout 4 data folder temporarily while I merge them, and then repackage the mod to install with MO including the new merged plugin. Again, thank you so much, I was beginning to reach the plugin limit with all the modular mods I was installing that would install like 5-10 esps at once, and while I still havn't quite been able to solve my VIS esp problem, this definitely cut down on my esp count and gained me some performance back (My game starts to lag a little bit when I begin to approach the plugin limit)
I know Im 3 months late in replying here, but Im so glad I could help out man. The MergePlugins program really is a god send to help counter all of the modular mods there are to download! And nice job with the work around, I dont use MO myself, but good thinking just dodging the mod manager altogether until you had the merged esp to install. Should work as a workaround for anyone having trouble with MergePlugins and whatever manager they use.
HOLY HELL IT WORKED! Okay, I have no idea where I was failing back in Feb trying to merge some mods for a buddy, but it never worked. I followed what you did and it worked perfectly!
Thank you for this!
EDIT: Never mind. It only appeared to work. Trying to merge 4 old perk mods together and it is failing miserably. It isn't actually merging the edited lines. It's just overriding as if the esp files were in load order like normal.
Is this what I need to do for a weapon I am modding, say the basic combat rifle for example, to where I want to have multiple custom receivers available to build at the workbench?
what should i do if i use vortex? should i check im using nexus mod manager or should i just leave it as is?
Man, you are awesome. Other tutorials are really complicated but yours is really clear for a non-native English. Have a nice day!
I'm a vortex user and can confirm that this process works.
For the integration part @3:55, I left it blank.
There is one question that i was curious about: Some mods come with extra folders like meshes that aren't included with the ESP. How are those handled?
...you just maintain the file structure and merge the meshes and stuff as normal.
a *BIG HINT* for everyone to avoid the plug-in limit is to not use ESP files if the mod you want offers an ESL version. ESL mods DO NOT count towards the plug-in load limit
Thank you for this. A couple modders I follow upload textures mods & this helped merge them together. Gonna use this method for whenever I start getting a lot of mods that are similar to help lower my load order =)
hi, i'm using mod organizer 2 and when i tick "i'm using mod organizer" and select my Mod Organizer folder it doesnt let me click "ok"
same, ive got everything where it needs to be and it doesnt seem to care
When I have everything filled out, it will allow 'handle script fragments' to be checked, but if I check MO, it borks & pisses a houseplant.
steamcommunity.com/app/72850/discussions/0/1657817111847021416/
Read Djwhitty's reply
Thank you very much. I LOVE canon weapons but there is a literal metric shitton out there, so I merged them all into one little esp and can play now with even more mods. Thank you
and they were stable together? you didn't do any conflict resolution or anything?
@@theboraxbandit9563 Yes. Tried them before and they worked great together. So I Put them together
So trying to merge Dak's weapons, followed the steps, but the folder that is created doesn't have a esp in there, does that mean something went horrifically wrong? Oh am using MO2.
i was able to merge a few workshop plugins successfully, and one of them i have installed the same ways as the others and it doesn't show up in the NMM and clues and i just check the files are in their locations
If the files are in the correct spot, I really don't know why they wouldn't be showing up in NMM. I've never had that happen here... but as annoying as it is maybe just recreating those merges and trying again may fix whatever is causing it to not show up.
try restarting nmm . i might show up that way .
Could you merge different mods? Like Cross outfits
What do I do with the path when I have Vortex instead NMM? Do I leave it empty?
So, when I merge the simple weapon mods together, a few of them are invisible. I was trying to make a revolver pack of sorts and three of the nine mods showed up for me to grab, but the gun its self-was invisible. I thought I had heard that it could be Nexus Mod Manager not installing correctly. Is there any other reason this could occur? And if it is NMM, do I just re-install the mod?
I believe that has to do with the mesh andd texture files not bbeing taken during the merge... there is an option (under the merging tab @ 4:25) for "extract BSAs" that is unticked by default... turning this on in theory allows the program to merge the Bethesda Software Archives that should contain the mesh and textures, which should in turn result in no more invisible guns (or armour, if you go to do armour merges).. I haven't personally tried this myself, but give it a whirl and let us know how it goes :)
last time i heard of that it was because the person who did it removed the whole mod . as well as the textures of those mods . the moder told him not to un install the mod but to just click it off in the load order and the plug ins tab .
@@dailyeclecticgaming6137 Well, I did all the merging with this thing on and got an invisible weapon :( Maybe anything else to prevent guns from being invisible?
Can you merge esps with esms? What happens?
Will this work with multiple weapon mods?
You won my subscribe. Just the perfect tutorial I was looking for.
Welcome! I'm glad I could help. Seems this tutorial is what quite a few people were looking for :)
I'm completely new in modding on Fallout 4. How do I make a compatibility patch? to cut this short, I'm editing the NPC race from a mod and using the NPC race selection from the crimes against nature mod. Then making it as a compatibility patch.
I'm afraid making compatibility patches it beyond me at this time. If you have two mods that don't work together, it requires whatever is clashing to be edited to play nice to make a compatibility patch... and I wouldn't know where to even begin, sorry.
If anyone else knows how to make compatibility patches, I'd be interested in knowing the process too if you have a tutorial you can link for Roger here.
thank u dude ur instructions were very good simple and straight forward but i have one question if the plugin has a bsa it wont work properly after its been merged is there anyway to fix that ???
Thank you Thank you Thank you. You're a life saver. I saw another video regarding Merge Plugins but I couldn't follow it. Yours is easy to understand
man i loved this thank you so much, i usually watch Gopher but man his video just confused the hell out of me cxause he was trying to explain it for 3 different users (MO-Nexus-and manual) this was great thanks again :D #255+ lol
Good one man, there's always another mod isn't there, it never ends haha. And I can see how a video covering all three at once could be annoying to follow. I probably would have tried making it into 3 separate videos if I was Gopher. Either way, Im glad you found the video helpful. It's always nice to hear when a video helped out :)
Honestly one of the best tutorials I’ve ever used. Straight to the point no bs.
what if a mod needs another mod but other mods also need that mod, what will happen then?
does this work with creation club plugins?
So wait...i will need to delete the files from my game after i merge them? or its deleting themself after merge?
The merge definitely should not be deleting any files... and i would recommend that you don't delete anything after making a merge either... in case something goes wrong with the merge its always good to be able to reactivate the old mods.
In the video I talk about "deactivating" or "unticking" the original mods from your load order after you've made a merge... and you will have to do this because the original mod and the merge should both be doing the same thing (assuming the merge worked that is)
So once you've made a merge you're happy with all you need to do is make sure it has been ACTIVATED in your load order and make sure all the original mods used in the merge are DEACTIVATED in your load order. Hope this helps :)
And sorry for not replying until now, I hope this is still relevant for you
Yeah, i figure it out, i mean that if its uncheck the mods from the load list...or i have to uncheck them but i found out so...thanks anyway
@@redxd6504 just uncheck them . the mods need the textures form the mod for it to work .
I'd like to merge all my weapons mods together. Some of them are quite big, and I am wondering if this is even possible. Being able to categorize some of my similar mods would really come in handy. Thanks for the tutorial.
How do I merge esps that are flagged as an esl? Mod organizer for some reason has esps listed as esls and that's probably the reason why I can't merge
Very useful, straight to the point, thank you
Glad I could help... and I know what you mean about getting straight to the point. Nothing irks me more than 10 minutes of chatting before the actual useful info :P
Yeah so like alot of weapon mods that I have merged are invisible and I dont know why
Yeah, long story short; that'll happen.
Now I haven't tested this myself, but in the MergePlugins program, under Options and on the Merging tab, there is a check box called "Extract BSAs". Now I'm not sure why this is off with default settings, but checking this box should make it so MergePlugins takes the texture/mesh files as well, hence no invisible guns.... or at least that's the theory. It may make the program run slower and maybe that why it's off by default. But it cant hurt to give a go.
Let us know how it goes :)
I'm keen to see if it works that easy!
Omg man right out the gate grenade spamming was the first thing that needed to be modded in this game.
Worked my Live Dismemberment mod had 7 esps merged them all and worked fine went to test and saw a man loose his arm to a Hound... He gave me money after I killed the Hound while I held his arm in his face.
Haha nice... i guess you could say you 'gave him a hand' XD.....
... I'll show myself out.
Idk if you still play after 8 months but those esps are not compatible with each other, you need to delete all but the one you want e.g extreme over regular :)
Your tutorial was straight to the point and easy to follow however I have run into a snag. I have a lot of weapon mods and I have merged 5 - 7 weapon mods into each merge but now I find that a large percentage of the items have disappeared.
What do I do?
dose it also work with weapon and armors that use script to be able to add to level list and mods that have quests in them? also will it merge "ba2" file in to one or they will be in there original "ba2" file also will I be able to separate mods that I have merge in to other location but only to use merge "esp" file without old esp files to keep it safe if something goes wrong with my game and I have to reinstall it again also I am asking as I have limited HDD space, ty
I did 2 merges with merge plugins, one with 33 plugins and other with 24, but whenever I load the game I get constant ctd’s, even if i converted the mods to esl files, so how exactly do I get to have let’s say 500 mods by tricking the game engine and nexus mod manager? Since nexus says I have over 255 mods although they are mostly esl files
Thanks for this, man. I really appreciate this tutorial!
seems some steps are missing if you do this through MO2
Saving this for later! Definitely need this
This is an awsome tool to have but I have one question maybe two, when you create the new mod and want to add to it do you delete the one you already made originally or just leave it, and can you uninstall the originals from which they came from ?
ok i have a big question i just got done doing my armor merging every checked out nice i have the files and about 10 sec later my C:Windows/cmd.exe popped up going threw the file that merge plugin just got done doing, should i be worried?
It really depends on what words were coming up in the cmd window I guess. Plenty of programs can invoke the cmd window and it's usually not anything to be concerned about... but I don't think I've even had it pop up after making a merge. Without any more info I can't really say though, sorry.
If anyone else has experienced the cmd window popping up after making a merge, let us know ?
I have done like in your Tutorial but the Mod doesn't run. Error message: Missing master and .... But the missing master files are the files I merged before ...?
Im going to try this since even if I can mostly follow the other ways I have 270 or so mod 15 mods or so over the 255
Can i delete the original mod after i merge it into onw?
Finally a video that actually makes sense! Thank you so much.
I had to download weaponsmith extended for another mod, then had to individually download 12 weapons in order to not have invisible guns everywhere 🙄.
Does anybody know if I should merge the weapons and weaponsmith extended together? Also, can I merge all of the different armors into a pack, or just armors with their retextures?
This is one of the best tutorials i've seen bro, very well explained even for me because i'm not a native english speaker xD thank you!
Thanks for your clear instructions. Quick question - if I merge a bunch of outfit mods that I have already used in-game, will the outfits in the game disappear after I merge the mods? I.e. will settlers need to be re-clothed etc? If so, does this cause any other issues other than having to recraft and re-clothe the settlers? Thanks for your help.
I can't be 100% sure of this, as Ive never done it myself, but I think you should be fine. When the game goes looking for the content of the original mods it'll just find it within the merge. I don't think you'll have naked settlers everywhere, but again I don't know for sure so proceed with care.
Thanks for your quick reply. I gave it a shot and did end up with naked settlers/mannequins everywhere unfortunately. The clothing disappeared from all containers etc as well.
This in itself doesn't bother me as I can craft the items again with no issues. I'm only concerned about introducing bugs/glitches into my game or corrupting saves. Especially since I plan to merge other mods soon, e.g. weapon mods. Like you said, I had assumed that the game would just find the relevant items in the merge but it didn't...which makes me worry that each time I merge more mods I will be further corrupting my game as it seems to treat a merge as an "uninstall". Which makes me think (for example) that merging companion mods would undo any quests/affinity progress, merging settlement mods would cause structures to disappear, etc etc.
The process should be fine for simple stat tweaks but I guess it could be problematic for any mods that involve crafting or questing...which make up 90% of my mods LOL! I would assume then that the safest mods to merge would be 1) mods that are freshly installed / not used yet. 2) mods that tweak stats or general game play settings or 3) retexture mods that only make aesthetic changes. Would you agree? Many thanks.
Ah bugger, I really thought it would have been ok... obviously the best way to play around with mod is with a fresh game so you don't have any saves to corrupt... but given you are playing around with an in progress game I think you've hit the nail on the head. Given you got naked settlers it definitely appears that the game assumes you've uninstalled the mod (which you technically do i guess... well, deactivate at the least) and doesn't simply find the files in the merge. It's a neat little experiment, and I'm glad you've given it a shot, it really highlights a bit about how the game handles these merges.
Having said all that I agree 100% with what you've theorised about which mods should be safe to merge in an existing save! Basically if you would feel uncomfortable uninstalling the mod, then dont merge it, as the game assumes the mod was uninstalled and could very well screw up the save. Personally I've never done any major modding on an in-progress game because I have modded games to death before and I really do like to avoid corruptions. But I know there are plenty of mods that can be introduced/removed mid game, I just wouldn't be able to tell you which ones :S
Out of curiosity, were you able to deactivate the outfit merge you made and reactive all the outfit mods to reverse the damage?
Thanks for your advice. The good news is that I haven't experienced any glitches or bugs since the merge...yet. Fingers crossed!
No problemo my dude. Here's to everything staying stable in our games :P
This is is the easiest nub-friendly tutorial out here. Thanks :)
That's a very usefull video to me and any modder ever existed
Haha, tell me about it, it's amazing how quick you can fill up the 255 plugins slots
Would this work for all those 3dscopes and individual weapon esps? they take up a lot of esp space lol
Yes and no... For most of those you can merge the esps... buuut you might have to have a more manual approach. Supermonstah666 and I briefly touch on this in his comment (check below for his name).
At the very least you can give it a go and see if it works as testing weapon mods is as simple as loading the game and spawning them in. If it doesn't work then remove the merged esp you made and re-activate the old esps, easy as.
And if you leave a comment in Supermonstah666's comment chain we might get his attention again and see if we can't come up with something. But I hear ya, those weapon and scope mods are a killer of esp space :S
Looks really easy to do. Just a quick question you said to untick the plug in, but do you also remove them from your mod list in nexus mod manager??
Unticking it will take it out of the load order (and hence not use one of the 255 plugin spaces) but will keep all the files intact in case you wish to load it up again later. This is a good idea for when you're testing a merge you've made... because if the merge doesn't work you can simply untick the merge plugin and re-tick all the mods you were merging :) Hope this helps!
The program crashed for me while merging, now when I open it it gives me this infinite error 'access vop;atopm at address 0091b403 in module mergeplufins.exe read address 000000000 idk what to do, did the program break and needs an update?
I don't have a virtual folder any help would be appreciated!
Great walk-through.
I know I'm a bit late to the party, but I have a question others might as well.
When merging, some files require AWKR and DLCRobots, but the program always loads AWKR first, then most of my mods, then DLCRobots. Because of this, I get almost all of my mods not loading until it loads DLCRobots. That is when it is able to load the remaining 2 or 3 mods.
How do I tell the merge program to load required mods first?
Thanks for your response.
Does this help FO4 perform better? Before 220 plugins fallout 4 ran better.
I'm not 100% sure I get what you're asking.... the main point of merging mods is to free up space in the plugins list so that you can fit more mods in as there is a 255 plugin limit in Fallout 4. In some cases merging similar mods may increase performance, but probably not to any noticeable level (it might load a tad quicker?)
And if you're saying at the end there that Vanilla Fallout 4 performed better than a modded Fallout 4 with 220 plugins.... that's to be expected, you're adding a whole host of additional content, textures to load, scripts to run, potential file conflicts... and all of that is bound to slow the game down a little (or a lot depending on the mods). Lastly, I will say, that it is possible to have a modded Fallout 4 that runs better than Vanilla, but I'm talking about only having 10 or so mods and most of them geared towards better performance (like "Dynamic shadows" and optimised texture replacers, etc)
Hope this answers your question mate :)
@@dailyeclecticgaming6137 My Msi pc is three years old, I ran vanilla fallout 4 without any mods and the game ran smoothly, but there was no audio. I'm having alot of problems with my pc so I'll just buy a new pc in a few months.
yeah no audio is a bit wierd... sorry to hear you're having issues with your pc, but getting a new one is always fun :)
I've been using this for a long while and it works well with a few caveats.
Unfortunately, it doesn't work for esl files including if you have a mod with a esl as one of the masters.
Also, it doesn't merge ba2 file contents so I have to do extract and repack everything myself and rename the archives to newmodname-main.ba2 or newmodname-textures.ba2.
It cant find my ''mod manager mods path'' manually
and if I try to find it manually, I cant find the virtual install file.
Would you consider doing a tutorial on using Vortex and Mator Smash?
Hi man, I probably wont be doing a tutorial on either of those as I have no experience with either. But if I ever use them I'll consider making a video on them
Hey thank you man great video. I merged all my CROSS Armor mods together with full success. thank you for the clear cut info.l
What happens if you go over 255?
Thanks for this useful tutorial. I love ultra modding my games lol. subscribed.
No worries Kazuto - glad I could help! When it comes to modding, I don't know about you, but I cant stop haha
Excellent modding tool. Great tutorial, easy to follow and well explained. Thanks so much.
You're welcome mate! Glad you enjoyed
whats the shortcut you used to select all?
If you mean selecting all the plugins (or unchecking all the plugins, like here [2:53]), then all you need to do is right-click and click that option. If you mean in a folder somewhere then it's just Ctrl + A like normal :)
bruh best tutorial I've ever seen instructions are so clear a baby would know how to do it after watching this. Thank you
Hahaha that description is priceless... I do what I can and I've always been pretty good at instructing... probably one of the reasons I'm going back to study teaching soon :)
Greetings.
Not that i reckon you think I would be less clever than a baby, but I don't see how to do this. When i after having downloaded Merge Plugins manually, then open the "Merge Plugins"-folder, upon which this dude in this video sees all his esp's, I only see my esm's. I use NMM, and have always downloaded using NMM whenever I could. Does this mean I need to manually re-download all my mod.'s, then do as instructed here in this video, and then drop them into NMM when finished merging? I don't see any means of dragging my esp's from NMM to Merge Plugins. This is all something I do to minimize plugins, as I otherwise have beyond 300 plugins activated. The thing is, I'm having a seamingly all-breaking issue, with loading, causing all my mod.'s to reset. Even when that's happened, loading/quickloading, resets all mod.'s once again, meaning this will re-happen every time I load. I posted a bugreport about this here: www.nexusmods.com/fallout4/mods/35736?tab=bugs
I fear the game on this character is broken permanently. I'd be delighted if this issue could become perfectly solved. Kindly requesting aid.
@@dailyeclecticgaming6137
Greetings.
I've posted a response to a comment, regarding an issue I figured you may know how to solve. kopied, and pasted it below.
"Greetings.
Not that i reckon you think I would be less clever than a baby, but I don't see how to do this. When i after having downloaded Merge Plugins manually, then open the "Merge Plugins"-folder, upon which this dude in this video sees all his esp's, I only see my esm's. I use NMM, and have always downloaded using NMM whenever I could. Does this mean I need to manually re-download all my mod.'s, then do as instructed here in this video, and then drop them into NMM when finished merging? I don't see any means of dragging my esp's from NMM to Merge Plugins. This is all something I do to minimize plugins, as I otherwise have beyond 300 plugins activated. The thing is, I'm having a seamingly all-breaking issue, with loading, causing all my mod.'s to reset. Even when that's happened, loading/quickloading, resets all mod.'s once again, meaning this will re-happen every time I load. I posted a bugreport about this here: www.nexusmods.com/fallout4/mods/35736?tab=bugs
I fear the game on this character is broken permanently. I'd be delighted if this issue could become perfectly solved. Kindly requesting aid. ".
Not your trouble, I know, though solving aid would be much appreciated.
Thank you in advance.
Klaus Lehrmann
Vis mindre
Thank you very much, i was struggling with an issue i didnt even know i had until i came across this, appears to be working fine with vortex but the options menu wont accept the pathing, no major issues ingame though.
this is the best mergeplugins tutorial I've seen
got a question, though: it's great for small things but what about weapon mods?
Good shit man, quick too the point
Glad you liked it man!
Great video! I have an issue though. I am playing Skyrim SE but let me first preface this by saying that I use NMM. I have tried MO and just didn't get it. Plus all of my mods were already in NMM and it said they were unmanageable in MO. Ok now that that's out of the way, I got all the way to the end by watching the video, did everything step by step in creating a new merge--it was green etc. I added it and activated it on NMM. However, when I go to my LO, I don't see the new merge with my new name on it. I still see all of the other old files, but not my new merged patch (I'm merging Claralux patches) of which I named "Claralux Patches". I'm not sure if I did something wrong at the very end or why that merge is not showing up at the bottom of my LO so I can organize it with the rest of my mods. My second question would be as follows: once this is fixed (which I'm sure one of you can certainly help me), I'm assuming that my new merge would go towards the bottom of my LO below the lowest master? Any help would be most appreciated. Again, great video! Thanks!
Thanks for the comment man!... Now as for this weirdness happening to you, you can see the new merge in NMM (to activate it as you have)... but where are you trying to view the load order from? I would have thought that by activating it in NMM it would be all fine and dandy...
At the risk of sounding like an IT department, have you tried re-making the merge a second time?
And as for you second question; I think the position of the new merge in your LO is highly dependant upon what it is you were merging and what dependencies those mods have... but placing the new merge at the end of the load order is a pretty safe bet. Also, to follow from that, if you are merging mods together that another mod (lets call it mod X) depends upon that probably wont end well, as Mod X probably wont be able to find the mod it needs within the merge. So if no other mods require the new merge, then placing it at the very end of the LO should be fine :)
So, I followed your instructions step by step this time (I probably was distracted the first time). Let me just say that you are a lifesaver. Thank you so much for this video. It was intuitive, easy to understand, and you explained everything in detail but also in simple enough terms for those of us that are not computer savvy to understand. Thanks again. You saved my game and let me add more mods!
edit: so i am still having an issue when i'm trying to create another patch. for some reason i'm getting an error log that is saying my masters (the dlcs hearthfire, dawnguard, etc.) need to be loaded before my mods. they are. i've tried re-arranging things to no avail. i'm at a loss. hopefully you can help with this aspect. sorry to keep bothering you.
Thanks again so much for this video. I was able to merge two sets of patches. However, when I got around to do my third, I'm having an issue. It is not placing my DLC esm files at the top of the first list that shows up after you click a profile (my dawnguard, dragonborn, etc). Instead it is placing mods ahead of them and not allowing me to do anything and giving me log errors and not loading the esp files for the merge. I have no idea how to fix it. I have tried rearranging everything I possibly could. Again, this video was so great and helped me so much. You literally cut my plugins from 277 to about 256. Once I merge the rest of my patches, I will be even way less bogged down. You are truly a lifesaver as I have literally spent more time trying to perfect my mods than I have playing >.
It keeps telling me that the maximum load order has been reached. Whats the max that can be in a single merge?
i noticed you didnt check extract bsa, hows that work? when i merged some of my mods the ones with bsa's didnt work intill i extracted the bsa's with bae into the new mod made using the merged esp
I can't express how great this comment is to me. I've never needed to merge any mods that have bsa's personally, so it never occurred to me that that would be why mods like weapon mods are have problems merging.
So if we ensure that 'extract bsa' is checked, will that allow weapon mods and the like to be merged... are they any other steps?
ive never actually used this program i use the 1.9 script for xedit to merge plugins and even tho it does have the option to extract bsa's it dosent seem to work for me, but basically go to the mod your merging put the bsa into the program bae which is for breaking apart bsa's into lose files and have it extract the new lose folders which are like textures meshes sometimes scripts into the folder where the new esp is just be careful and test your mods they say its not good to merge mods with heavy scripting but light scripting can work. like im doing this with skyrim se and i had about 11 small tweak mods i merged cause im out of plugin slots but 2 of them had bsa files and when i tested in game the new esp all the mods worked except for the 2 with bsa's so i extracted those bsas for the new merged mod and they worked fine :)
Hmm, I guess I just stuck to the simpler mods for merging (namely those modular mods that install multiple plugins, you know the ones...) as that was going to save me enough space and never looked into anything trickier. This is definitely good information to have though if I look to cramming anything more into my Fallout 4 and need the space.
And very good for viewers of this video to know, so thank you lonelyawakening!
ya theres alot of mods i still want to add but just cant figure out how to make room, im now playign with this program trying to figure it out, if it lets me add files to a merge without having to make the merge from scratch that would be really useful. im pretty new to modding this way im used to just chunking everything in and praying it worked lol. took me hours last night to figure out how to get rid of black faced npcs but i figured out how to find the conflicts in xedit and delete the player data from 1 of the 2 mods that where clashing
Haha, once you start modding games there's no turning back! I don't know about you , but I get almost as much fun creating the best game I can with modding as I do playing the game itself :P
how do you use this with mo2
One note, u cant merge esl/esm with data property without change it dependent on other plugin.
2 way to fix itu, merge it with the plugin or uninstall the plugin.
3:58 In the video... What if I am using Vortex mod manager? That option does not show up
Well from what i can gather from a thread over on reddit, you can make the merge in this program and then just install/use it like any other downloaded mod with Vortex.
For that specific part of the video you've linked, I would hazard a guess and say select either option (NMM or MO) and just set the mod manager path to a folder on your desktop. Once the mod has been made and the program sends it to that folder, grab it and use it in vortex how you would any other mod.
If merge plugins doesn't let you do that and it seems desperate to find NMM or MO, then I'd just download one of them to keep merge plugins happy, merge the mods using this tutorial, and then take the finished merge and use it with vortex like you would any other mod.
Hope this helps man, let us know how it goes!! Cheers
I followed this for skyrim and got an empty merge folder. Any ideas on what I did wrong?
Hello,
I am trying to merge Neiro's CROSS related weapons & outfits together. I did what you said step by step but when I went to look for the "VirtualInstall" folder under my Fallout4 mod but can't seem to find it, suggestions?
Nevermind, found my first merge file under my folder "Merge Plugins\Merges"
Thank you for this video! I have been trying to find a easy way to do this for a while now!
Hey JokerKardz, sorry I havn't been replying to comments all too timely of late, but Im glad it worked out for you. And thanks for the compliment, Im glad I could make the tutorial easy to follow
When I get to the part for picking my .esp to merge the list only has the main dlc's and none of my other plugins. I did everything in the video. please help
So, when I get this set up, I can't find the virtualInstall, niether does the program?
Someone else has run into this problem too... and I'm not sure I'm going to be very helpful... if it's not under your Nexus Mod Manager folder then I dont really know where else it could be. If I do find out I will let you guys know asap.
At 7:45 in the video the program does say where it saved the new merge... maybe it saved it somewhere else on your computer.
The mod manager path isn't showing the virtual install for me.
If you're using Nexus Mod Manager it should be there... I'm not sure why it wouldn't be sorry. Just find where your mods are being stored and hopefully you'll find the virtualinstall folder.
If anyone else knows why this would be happening let us know - it'd be greatly appreciated.
At 7:45 in the video, merge Plugins tells me where it saved my new merge... perhaps at that stage for you it wass saved in a different destination
Ok how do i find where my mods are then.
@@dailyeclecticgaming6137 okay I found out what was happening instead of going to games and then Nexus mod manager I was going to program files Nexus mod manager.
Can I merge any plugins together or do they have to be related in the same mod?
hi! first of all thx for the vid but i have a problem: whenever i add the mod manager path (i use nexus), it doesnt add the mod manager mods path. i was searching for it but my fallout mod folder doesnt have any mods in it. i also dont have the virtualinstall folder. can someone help me?
hello there, first of all thank you for that short and well done tutorial!
I did everything in this video as shown and followed all instructions, but im having some issues. I only merge weapons mods which dont throw any errors but when im starting the game some of these weapons, which are merged, are appearing invisible. any idea on how to fix it? :)
Well, I'm probably too late on this, but nevertheless. Personally I use MO2, and I discovered that the issue on my end was that the ba2 names no longer matched the esp names, so they weren't activated in the "Archives" tab. My solution was to download the Bethesda Archive Extractor from the nexus, Unpack all the ba2 files, and add the loose files to the mod. Huge success, cue theme music, riding into sunset
@@LordSoldin Can you tell where exactly should i put all these unpacked files?
the only problem i have with merge plugins is that you cannot merge weapon mods since the merged weapons will be invisible in game. after looking online this has to do with the ba2 files and i have no clue how to fix this. any ideas?
Oh, interesting... I've never tried merging weapon mods so I didn't know that was a thing... Gimme a day supermonstah666 and I'll see what I can find out :)
let me save you the trouble m8, found it on my own. the problem was that the weapon textures and meshes of some of the mods where packed into .ba2 archives and because of that could not be succesfully loaded into the game. i used archive2 (which you get by installing the ck) to unpack the ba2 files and then delete them. that worked. i know have about 70 weapon mods compacted into 5 merges.
Actually just hopped on my computer to see if I could work out your problem and saw that you already had haha. In my video (th-cam.com/video/R9Rs1vwb9j0/w-d-xo.html) where I talk about fixing a bug in the 'Unique NPCs' mod I used archive2 to open up a ba2 file and was gonna give that a crack, but ya beat me too it :P ... also, that's rather impressive that youve merged 70 mods into 5!! That's crazy levels of good.
yeah for weapons it's not that hard since most of em only have the fallout4.esm as master. only hassle is unpacking all of those ba2 files.
Haha yeah it's always helpful when there aren't a bunch of other master files to load in. Makes for a nice clean merge. I'm glad everything worked out :)
Still working in 2020,thanks!
Hi- I need to merge 3 plugins so I can pick conflict winners, but this video just assumed there are never any conflicts. Does anyone know of a guide for merging plugins such that I can use headparts qnd facegen from mod A, default armor from mod B and perks and spells from mod C, which, inexplicably, also contains conflicting headparts that I definitely do NOT want to override those from mod B? The merge I just made following this tutorial made no attempt to resolve the conflicts but instead went in strict load-order sequence and picked the last to load as conflict winners- which I can do myself by adjusting load order. Obviously, a load-order merge is NOT what I need. Thanks.
Just wondering if 'patches' for standalone weapons should be merged with their masters or merged together? For example, I have the RU556 AWKCR plugin and an animations plugin for the USP pistol. Is it better to just merge the RU556 AWKCR with the original RU556 mod or is it best to leave the original masters alone and merge the RU556 AWKCR and the USP animations together? Or does it even matter (I was thinking since the 'patch' plugins usually appear below their masters, then merging with the masters would probably solve any load order issues)?
Thanks
As the patches probably alter files found in the original mod, I'd say merging them might cause errors where the merger accidentally uses some files from the patch and some files from the original. Having said that, merging all of the patches together is very easy to do and works a treat, so I'd probably do that (so long as the merger doesn't find any errors). And if you're still unsure, simply make the merge, activate it (and deactivate the mods/patches it contains) and then hop in game to see if it worked... if it didn't work, just deactivate the merge and reactive the mods/patches it contained; no harm done!
Thanks heaps for the reply. Yeah that makes sense. 1 or 2 mods didn't want to play the game but I got most of the ones I wanted merged. Thanks again!
yeah no worries man, that's just the nature of it, not every mod will play ball. But you got most that you wanted so that's great! Were you trying to clean up your load order or get some extra space for more mods?