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Mod Organizer Merge Modsl



Plugin for Mod Organizer 2. Finds and enables the mods containing a selected list of plugins and their required masters. Then places the selected plugins at the end of the load order. Useful for preparing a merge of plugins with e.g. zEdit.




Mod Organizer Merge Modsl



MIT LicenseCopyright (c) 2021-2022 Hannah SauermannPermission is hereby granted, free of charge, to any person obtaining a copyof this software and associated documentation files (the "Software"), to dealin the Software without restriction, including without limitation the rightsto use, copy, modify, merge, publish, distribute, sublicense, and/or sellcopies of the Software, and to permit persons to whom the Software isfurnished to do so, subject to the following conditions:The above copyright notice and this permission notice shall be included in allcopies or substantial portions of the Software.THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS ORIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THEAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHERLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THESOFTWARE.


I have a feeling that I have messed up some of my installation because I was unclear of how to install them. Sometimes when I install a optional file or anything else, MO asks me to merge, replace or rename the file. How can I be sure I always choose the correct option?


As a rule of thumb: If you install a new version of the main file "replace". If you install a "patch" for the main file "merge". If you install an option (as in: mod works correctly with or without it), "rename".


I too was confused on options of mods. I was originally doing them as Merge because they did come up with the same name as the original main mod, so, logically I would think merge. I did read thoroughly (perhaps I did miss something) but I don't recall the MO guide discussing specifially 'optional' mods and how to handle if they are the same name (i believe it talked about if unsure just give it a unique name). So I guess my question, so I better understand the why is: Why would a main file and an optional file try to install with the same mod name? Is that because of a configuration from the mod author which caused the mod manager (MO) to interpret the mod name given?


Another question. When you have a mod, say for example: Tobes Highres Textures 1_2 1024 main file and the Tobes Highres Textures 1_2b SMIM Patch optional file per STEP core. When installing the SIMM patch, it shows up with the same name. Do we 'merge' in this case scenario (case scenario being the patch is not for the main file, but for another mod), or do we give it a unique name (safe bet)?


1. If I download (Tobes Highres Textures 1_2 1024 main file and the Tobes Highres Textures 1_2b SMIM Patch) aligned with STEP core; when installing both (main and SMIM patch) they default to install with the same name. In this particular case: would I merge, or would i have the SMIM patch installed under a different name? Remember the main mod is Tobes Hires.... and the optional is a patch for a different mod, not the main mod.


The basic, and not-so-basic, uses of MO2 are covered above with the video tutorials above. That will definitely get you going but might not help much with figuring out the whole picture. What do you name mods? Which mods do you merge and not merge in MO2? Some people also prefer text to video and these guides provide a lot of text!


The provided "Wrye Bash Readme" files (General, Advanced, and Technical) contain all sorts of details. But they are references; not tutorials. While the WBPG provides an excellent tutorial style guide to the complexities of WB, there is a (useful to know but not essential) missing gap concerning how to fully merge compatible plugins into the BP so they can be deactivated, removing them from the "active plugin" list and reducing the number that need to be loaded by the game engine. This supplement covers that process (step 6) which is more important in some games (i.e. "Fallout New Vegas") than others due to a lower plugin cap, and hopefully provides some clarifying instructions that the original author assumed to be known by those completely new to modding in general while focusing strictly on the steps necessary to building a BP.


6. There is an intervening step undocumented in WBPG but visible in image "Basics 4", which is necessary to enable your "bashed patch" file to be able to "disable" certain plugins from being active because they are "merged" (fully incorporated) into the BP. (They will be "ghosted" with the addition of the extension ".ghost" to their current filename so the game engine will not recognize them as plugins. This is why you needed to enable the "auto-ghost" option in the second image.) This reduces the number of your "active" plugins, enabling you to keep under your game's plugin cap, and this step identifies and marks those that can be so "merged". Omitting this step is not fatal or even a problem, but does deprive you of one of the advantages provided by a BP.


10. Once the BP has been enabled, you should see that the "merged" plugins are now marked with a "green +" in their check boxes. They also no longer have the "mod index" number. This is because they have been fully incorporated into the BP and the plugins themselves have been ghosted. WB still knows about them, but they are now "invisible" to the game engine and it will no longer attempt to load them into memory. This has reduced your "active plugin" count by the number of such plugins.


WatchIn this step, you will be using a program called zMerge to reduce the overall ESP count. Earlier in the guide, you set up a plugin for MO2 called Merge Plugin Hide which will be used to automate moving merged plugins to the Optional directory for their respective mods. To make your life easier in the long run, I strongly suggest creating a merge profile for every merge in this guide, and keeping them. You will have to update merges in the future as included mods get updated, and not having to hunt for masters every time will greatly increase the likelihood that you hold on to a little of your sanity. Additionally, before starting, you can save yourself some time by creating a blank profile as the base for all of your merges. This can be accomplished by following these steps:


As you create your new merges, you will follow basically the same process for creating each merge profile, while using the "Blank for Merges" profile as the base. Once you have created a merge profile, run the following steps to prepare the merge:


Gray Cowl of Nocturnal - Delayed Start.espGray Cowl of Nocturnal - Unofficial Patch.espFalskaar - Boat Location.espFalskaar - Unique Region Names.espFalskaar - Bug Fixes.espMoonpath Music - Sky and Lighting fix - merged.esp


Now would be great time to check your Load Order. On Discord we have a bot that will validate your load order for you. It does this by comparing your load order against a master list. To use it, go to the #loadorder-bot channel and type !loadorder and upload your load order (in the same message). Your load order can be found at MO2/profiles/Legacy of the Dragonborn - Special Edition/loadorder.txt It will respond with a text file containing what you need to change. Missed deletions and merge plugins will have explanations listed in the file.


Another alternative is the FalloutNVLinuxLauncher. This scriptuses OverlayFS to merge mods andmount the result. The instructions are a little confusing, so these notesshould be used in addition to the README.


The merged game files will be mounted in/path/to/steam/steamapps/common/Fallout New Vegas. After you close Steam,the merged directory will be unmounted. In order to test that it is actuallyworking, install the JIP LN NVSE mod and type GetIsLAA in the console. Youshould get some output.


If none of the mod organizers work, then you can use the much simpler LoadOrder Optimization Tool. You will need to installand uninstall mods manually, but LOOT will help organize your plugins.txtfile. Note that this file is located in users/your_username/LocalSettings/Application Data/FalloutNV/.


Merging partitions does not update the partition metadata. You must edit the Power Query M or SQL query expression for the resulting partition to make sure processing operations process all data in the merged partition.


Partitions are defined by the Partitions object in Tabular Model Scripting Language (TMSL). To create, copy, or delete partitions, execute a CreaterOrReplace, Create, Alter, or Delete command. To merge partitions, execute a MergePartitions command.


In the Proxy Settings you can toggle between Replace and Merge. By default it will merge your MODs with the Hotfix data that Gearbox Software pushes to the game. The Borderlands 3 Hotfix updates the game to what GBX thinks is right. Usually, these are balance changes or minor bugs.


The Macabacus merger model implements advanced M&A, accounting, and tax concepts, and is intended for use in modeling live transactions (with some modification, of course). Advanced functionality includes multiple financing and capitalization scenarios, third-party financing, target debt repayment, asset or stock deal structure, IRC Section 338 elections, net operating losses and their limitation under IRC Section 382, and more. Given the complexity of this template, be sure you are comfortable with how to build an operating model and a M&A model. 2ff7e9595c


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