Ok so I've recruited the help of Colonel Tannanbaum for my mod, and he is more then happy to help, which is going to help me, I can get more sleep if I need to and focus on other thing's so its nice, but the only issue that is keeping us from working from two separate .esp's is that we're both not versed on the 'merge' function in GECK, especially with reports that its buggy.
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Nov 14, 2017 Merge Plugins Standalone Fallout 4 - posted in Mators Utilities Support (archived, read-only): I followed GamerPoets video Tutorial on setting up and using MP with NMM and everything worked as far as I could tell so I disabled the original mods and activated the merged mod in place. When I loaded my save the game obviously told me the originals were missing and I said ok and went to diamond. Nov 08, 2018 Merge Plugins Standalone (or just Merge Plugins), is a tool for combining mods from Bethesda games which have.ESP/.ESM files. It uses the xEdit codebase as an API, and can be used with Skyrim, Oblivion, Fallout New Vegas, Fallout 3, and Fallout 4.
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Don't run Merge Plugins while NMM is updating/installing plugins, the open the file 'C:UsersAdministratorAppDataLocalFallout4DLCList.txt' and get a copy of your installed DLC.esp files. Now open 'C:UsersAdministratorAppDataLocalFallout4plugins.txt' and add the 'Fallout4.esp' as well as the contents of DLCList. Aug 28, 2017 On the other hand, It is always fine and recommended to create Merged Patch (not same as merged mods) for Fallout 4 mods, remove leveled lists from it and let Wrye Bash handle them.- ## -Edit: It might be best that I link Crimsonrider's quick guide about how to properly merge mods that do not cause issues with resource files.
Is there an alternate way I can merge the work he has in to mine? Or vice versa? Cause for now he's editing the main .esp and gonna send that back to me, but this way would go much more simple, we can work on separate things at the same time, for now we're just trading off and its not productive.