New vegas merge plugins
Author: h | 2025-04-24
Fallout New Vegas ; Mod Troubleshooting ; Is it safe to merge two plugins with Merge Plugins xEdit Script? Fallout New Vegas. Open Community 810 members Discussion; The author of this tool is the same author as Merge Plugins . This is the successor to that tool, but the author said Merge Plugins is better for merging New Vegas plugins
merge plugins new vegas - WeaDown
[size=7]{ Merge Plugins Standalone }[/size]Video TutorialNews- v2.3.1 Hotfix release 12/29/2016, 12:25AM (PST)- Added SSE Support, v2.3 release 12/28/2016, 11:45PM (PST)- v2.2.3 Hotfix release 9/28/2016, 10:31AM (PST)- v2.2.2 Hotfix release 9/27/2016, 10:22AM (PST)- v2.2.1 Hotfix release 9/27/2016, 12:20AM (PST)- v2.2 release (FALLOUT 4 SUPPORT) 9/25/2016, 11:18AM (PST)- Gamer Poets Video Tutorial Released 1/27/2016, 12:10PM (PST)- v2.1.3 Hotfix release 1/5/2016, 12:30AM (PST)- proter shared a Simplified Chinese translation 1/4/2016 11:30PM (PST) - v2.1.2 Hotfix release 12/28/2015, 9:50PM (PST)- Official public release 12/23/2015, 5:30PM (PST)- Public beta made available, 09/22/2015, 11:59PM (PST)- Alpha made available 05/23/2015- Development started 04/29/2015DescriptionMerge Plugins Standalone (or just Merge Plugins), is a tool for combining modsfrom Bethesda games which have .ESP/.ESM files. It uses the xEdit codebase asan API, and can be used with Skyrim, Oblivion, Fallout New Vegas, Fallout 3, andFallout 4. Merge Plugins Standalone is the successor to my Merge Plugins xEdit Script.DocumentationDocumentation for Merge Plugins is provided in the "doc" folder in CHM andPDF format. The provided documentation is extremely thorough, I highlyrecommend you at least skim it so you know what is provided. If you post aquestion that is answered in the documentation, I will not answer it. Instead, I will refer you to the section of the documentation where your question is answered.Also note that while you're running Merge Plugins you can press F1 and clickon any part of the application to access documentation on it.Additionally, most components in Merge Plugins have mouse-over hints whichvary in length from a single sentence to a full paragraph.FeaturesMerge Plugins Standalone is a feature rich application that offers numerousadvantages over my Merge Plugins Script, let alone manual merging. Below is alist of some of the most notable features:MERGE PROFILES:Create profiles to manage different games or load orders. Each profile has itsown settings and merges.MERGE TRACKING:Merges are tracked. When you update a mod, any merges that mod is a part ofwill be classified as needing to be rebuilt.INFORMATIVE GUI:A rich, extensive GUI gives you all of the information you need to know to makemerging decisions on the fly.ASSET HANDLING:Merging manually will break the association of your source plugins with certainassets, leading to bugs. E.g. the grey face bug, voiceless NPCs, and garbledMCMs. Merge Plugins handles all of these assets for you, moving them to correctpaths so they can be found by your new merged plugin, preventing these bugs fromoccurring.SCRIPT FRAGMENT HANDLING:Papyrus script fragments are used in Bethesda games Fallout New Vegas ; Mod Troubleshooting ; Is it safe to merge two plugins with Merge Plugins xEdit Script? Fallout New Vegas. Open Community 810 members Discussion; The author of this tool is the same author as Merge Plugins . This is the successor to that tool, but the author said Merge Plugins is better for merging New Vegas plugins Description:-------------------So I was among those who did not want to have all those plugins for the "Recipes for Weapon Mods" mod, but still wanted to use the mod anyway (along with WMX), so I followed the advice of ThorinStahlhaut in the posts and used the Merge Plugins and FNVEdit to merge the plugins into one mod. This mod has two versions, "Simple" and "Realistic".Install:-----------The following is for the (WMX) versionMake sure you have Recipes for Weapon Mods installed (you only need the WMR.esm plugin from Weapon_Mod_Recipes_Original_1_02 enabled) and antistar's Weapon Mods Expanded installed (pretty much need everything, you will need to have all the WMX_DLC versions installed (not the merged version), except for the Pre-Order-Pack stuff, you can have the merged version of this). This mod utilizes all the dlcs available for FNV so be sure to have all of them. ThenDownload the mod and extract to your data folder and check this file in your launcher (kinda guessing on this instruction)(Remember, only download one of the files. Meaning only download the realistic version or the simple version, not both)OrUse vortex to install it and let it handle everything (this is what I did).The following is for the (Original) versionMake sure you have Recipes for Weapon Mods installed (you only need the WMR.esm plugin from Weapon_Mod_Recipes_Original_1_02 enabled). This mod utilizes all the dlcs available for FNV so be sure to have all of them. ThenDownload the mod and extract to your data folder and check this file in your launcher (kinda guessing on this instruction)(Remember, only download one of the files. Meaning only download the realistic version or the simple version, not both)OrUse vortex to install it and let it handle everything (this is what I did).Uninstall:---------------Uncheck file in the launcher and delete ESP file from your data folder (again guessing on this instruction)OrUse vortex to uninstall it (if you used vortex like I did)Credit to the makers of Fallout New Vegas (in case I need it), and credit to DSoG_Sergeon.Comments
[size=7]{ Merge Plugins Standalone }[/size]Video TutorialNews- v2.3.1 Hotfix release 12/29/2016, 12:25AM (PST)- Added SSE Support, v2.3 release 12/28/2016, 11:45PM (PST)- v2.2.3 Hotfix release 9/28/2016, 10:31AM (PST)- v2.2.2 Hotfix release 9/27/2016, 10:22AM (PST)- v2.2.1 Hotfix release 9/27/2016, 12:20AM (PST)- v2.2 release (FALLOUT 4 SUPPORT) 9/25/2016, 11:18AM (PST)- Gamer Poets Video Tutorial Released 1/27/2016, 12:10PM (PST)- v2.1.3 Hotfix release 1/5/2016, 12:30AM (PST)- proter shared a Simplified Chinese translation 1/4/2016 11:30PM (PST) - v2.1.2 Hotfix release 12/28/2015, 9:50PM (PST)- Official public release 12/23/2015, 5:30PM (PST)- Public beta made available, 09/22/2015, 11:59PM (PST)- Alpha made available 05/23/2015- Development started 04/29/2015DescriptionMerge Plugins Standalone (or just Merge Plugins), is a tool for combining modsfrom Bethesda games which have .ESP/.ESM files. It uses the xEdit codebase asan API, and can be used with Skyrim, Oblivion, Fallout New Vegas, Fallout 3, andFallout 4. Merge Plugins Standalone is the successor to my Merge Plugins xEdit Script.DocumentationDocumentation for Merge Plugins is provided in the "doc" folder in CHM andPDF format. The provided documentation is extremely thorough, I highlyrecommend you at least skim it so you know what is provided. If you post aquestion that is answered in the documentation, I will not answer it. Instead, I will refer you to the section of the documentation where your question is answered.Also note that while you're running Merge Plugins you can press F1 and clickon any part of the application to access documentation on it.Additionally, most components in Merge Plugins have mouse-over hints whichvary in length from a single sentence to a full paragraph.FeaturesMerge Plugins Standalone is a feature rich application that offers numerousadvantages over my Merge Plugins Script, let alone manual merging. Below is alist of some of the most notable features:MERGE PROFILES:Create profiles to manage different games or load orders. Each profile has itsown settings and merges.MERGE TRACKING:Merges are tracked. When you update a mod, any merges that mod is a part ofwill be classified as needing to be rebuilt.INFORMATIVE GUI:A rich, extensive GUI gives you all of the information you need to know to makemerging decisions on the fly.ASSET HANDLING:Merging manually will break the association of your source plugins with certainassets, leading to bugs. E.g. the grey face bug, voiceless NPCs, and garbledMCMs. Merge Plugins handles all of these assets for you, moving them to correctpaths so they can be found by your new merged plugin, preventing these bugs fromoccurring.SCRIPT FRAGMENT HANDLING:Papyrus script fragments are used in Bethesda games
2025-04-16Description:-------------------So I was among those who did not want to have all those plugins for the "Recipes for Weapon Mods" mod, but still wanted to use the mod anyway (along with WMX), so I followed the advice of ThorinStahlhaut in the posts and used the Merge Plugins and FNVEdit to merge the plugins into one mod. This mod has two versions, "Simple" and "Realistic".Install:-----------The following is for the (WMX) versionMake sure you have Recipes for Weapon Mods installed (you only need the WMR.esm plugin from Weapon_Mod_Recipes_Original_1_02 enabled) and antistar's Weapon Mods Expanded installed (pretty much need everything, you will need to have all the WMX_DLC versions installed (not the merged version), except for the Pre-Order-Pack stuff, you can have the merged version of this). This mod utilizes all the dlcs available for FNV so be sure to have all of them. ThenDownload the mod and extract to your data folder and check this file in your launcher (kinda guessing on this instruction)(Remember, only download one of the files. Meaning only download the realistic version or the simple version, not both)OrUse vortex to install it and let it handle everything (this is what I did).The following is for the (Original) versionMake sure you have Recipes for Weapon Mods installed (you only need the WMR.esm plugin from Weapon_Mod_Recipes_Original_1_02 enabled). This mod utilizes all the dlcs available for FNV so be sure to have all of them. ThenDownload the mod and extract to your data folder and check this file in your launcher (kinda guessing on this instruction)(Remember, only download one of the files. Meaning only download the realistic version or the simple version, not both)OrUse vortex to install it and let it handle everything (this is what I did).Uninstall:---------------Uncheck file in the launcher and delete ESP file from your data folder (again guessing on this instruction)OrUse vortex to uninstall it (if you used vortex like I did)Credit to the makers of Fallout New Vegas (in case I need it), and credit to DSoG_Sergeon.
2025-04-04InstallationDownload the latest release and unzip the 'merge-plugins' folder into your MO2 plugins folder.The file structure should look like this:...\MO2\plugins\merge-plugins\*.pyUsageSelect your main profile where all your mods are enabled. Run `Prepare Merge` from the plugin menu and select this as the base profile for merge preparation by clicking on `Load active profile as base`. The virtual file system of this profile will be used to generate the plugin-to-mod mapping. Then close the window. (The mapping is stored persistently in the `plugins/data/merge-plugins` folder if you want to delete it for some reason)Change to a new profile for creating the merge. (Copy your main profile instead of creating a fresh one to keep the mod order)Run `Prepare Merge` again and select the plugins you want to merge by dragging them into the right list. Reorder the list to match your desired load order from top (low priority) to bottom (high priority). Finally click the `Prepare merge in active profile` button and close the window.The mods that contain those plugins will be enabled and the plugins placed at the end of the load order. Additionally, masters of the active plugins will be enabled as well until there are no missing masters left.Run tools like zEdit to generate the merge as usual.More Usage InfoInstead of searching plugins separately in the left table, you can import a list of plugins from your clipboard directly into the right list.Copy a list of plugins separated by a new line into your clipboard and press the `Import entries from clipboard` button. Plugins that do not exist in the mapping table are ignored. Check the log window for warning and info messages about the import.Example:Skyrim.esmDawnguard.esmDragonborn.esm DevelopmentThe code can be found on GitHub. Please report any bugs you find here on Nexus or on GitHub. Feel free to request additional features if you think some functionality is missing.
2025-04-08