Note: Some mods it's better to just apply a filter so that it filters out white (single entry) then the flatten trees or whatever (so cells an worldspaces are flat) Then work your way down making edits to the duplicate entries. Most of the time just making them match the master. In cells just look for obvious mistakes, an keep it if you trust the mod (later on any issues will get red flagged) Most of this is just to make sure they didn't change something that you didn't want changed. Then just clean the mod like the FO3edit guide says about removing identical to masters an setting deleted to disabled. Then merge it, then one at a time doing the same thing any major issues will get red flagged in the filter.
May 02, 2018 About this mod. Skyrim Mod Combiner (SMC) is a free, fast and light-weight mod combiner utility for Skyrim. When you run SMC, it will hand-pick textures & models from all available mods and merge them into a new customized collection, where each and every file has been tested, compared and selected with careful consideration. In this video I show you how to mod Skyrim without the use of mod managers or the Steam Workshop. This is my first video, I hope it's helpful and informative.
Aug 22, 2020 Wyre Bash will improve Skyrim mod compatibility. It will fix load order issues, merge levelled lists and create a Bashed Patch to combine mods. Wyre Bash can also be used to install mods. Run xEdit and load the mods you want to merge. Use 'Check For errors' on files to be merged and fix any errors xEdit finds. See the FAQ for more information on errors and how to fix them. Hold control and click on each of the mods you want to merge so they're highlighted. Right-click on one of the mods and click 'Apply Script'.
No way is that even possible. Bah sure it is. Fallout 3 NEXUS has a never ending amount of buildings/places mods which all are totally awesome. However, most of them overlap in the either the vanilla content in which they change or the location in the game world which they are at. The Read me should tell if it's going to conflict with another area of the game world. Then there's no way to tell if the various modders that made these awesome places changed the same things. Like a tree, one modder moves it this way, another moddder moves it that way. Now it's floating in game.
What's worse is if a modder deletes the tree, then another mod that moves it loads after it. Which will cause one of the worst crashes in the game. Now consider all the other vanilla content often edited which is a lot more complex than just a tree. What if you don't want all that fancy complex stuff like scripts or quests because you are just wanting to merge all your Buildings/places mods into one huge mega mod. So that you could use 200 of them. Maybe you just wanted the simple part of the mod, the cells. Or other reasons.
I stumbled upon an answer, because I'm currently building a 100% conflict free load order, while also merging things into Mega sized Zergs .esp's lawlz You can figure out most of how to reduce a mod down to just the cells from what the guide says about cleaning mods, which you should be doing anyway @ Link
However I've found that FO3edit is really only good for the basic cleaning as discribed in the guide. For one thing it doesn't give you a warning about the users of something when you delete it. Also it just feels risky removing Nav-mesh data with FO3edit. So if you are planing on reducing a mod down to just the cells an the things in them, and nothing else. It seems more safe to use a combo of the GECK and FO3edit. Use FO3edit to perform the basic cleaning, then open it with the GECK as a sort of pre-delete of things. You get the warning for the users on the things that have related references, can also use the special tool to remove Nav-meshes. It would be tricky to save the Nav-mesh data, because sometimes it's interlaced with the vanilla cells or wasteland in the Nav-Mesh map data you see in FO3edit. A pre-delete with GECK removing all the Door teliport markers in the various cells the mod adds (which would also let you place the mod anywhere later on) Then using FO3edit to delete the Nav-mesh map data (keeping the actual cells navmesh) then open with geck an finalize the mesh after your new door teliports are in place (which might rebuild that Nav-mesh map data we see in FO3edit)
But this isn't tested. I'd rather just rebuild the Nav-meshes myself so that I know it's right and clean. It's a lot of work yeah, but not as much work as re-building the cells, which is where the bulk of the work is done in these Buildings/places mods. You would lose any of the good content though, but you wouldn't have to reduce a 100% clean mod. If it's clean just merge it as it is. The mods which change either vanilla cells or the wasteland, would need to be reduced though for obvious reasons.
Now an example.
I pretty much get a mod almost 100% conflict free in my load order before I merge it. Which at that time I'm also checking that there are no duplicate entries between the mods I'm about to merge together. This worked great at first I got 5 mods ready to merge, but had problems with the 6th. The first 5 were all pretty simple an clean, just adding new cells. The 6th was huge and also complex. Scripts and quests, and a bunch of fancy stuff. Also vanilla creatures were duplicated which broke MMM. Then some of the vanilla items were duplicated an therefore changed. :( Then the thing had 35,000 duplicate to master entries, with about 5000 hidden by moving the items a few units or even 0.0003 of a unit.
Needless to say it was pretty obvious that creating a merged mod of 200 buildings/places would be impossible. After about a week of failures an having to start over from scratch with the backup copy of the .esp for this dirty mod I figured it out. Carlsbro eclipse 12 manual. Basicly I'll clean it following the web-ensized FO3edit guide, then change the name of something simple like an armor (this sets the mod so that it needs saving) Switch the name back, then save it. While I'm also looking at the mod for what it is I need to remove. Next I'll open it with GECK. In this example I'm just trying to save all the hard work which was done in order to create the cells. So I'll start by removing the door teliport markers in the GECK for all the new cells. I'll save that, then start deleting things I saw while viewing in FO3edit which I thought would be a problem. So that the warning will pop up on the other users of what I'm deleting (because that stuff would have to be changed) Which I'll either make the changes on the fly, or write them down an change it in FO3edit so that this item doesn't use that script or this marker which is part of a quest an such.
Really all you need to have done in geck is the Door teleport markers, or the whole Nav-mesh if you want to be safe. (like I said removing actual Nav-mesh data inside cells with FO3edit is kind of scary) At any rate anything you delete in FO3edit which has another reference using it will show up as [03000456] Error could not be resolved, so really you just look for that stuff an delete it as well. Like placed items in cells, say I delete the creatures the mod contains, well in cells where ever there was a placed creature it's going to Error (which these Errors seem benign at least) However all you do is click on the name tab so that it will now sort the list in either A-Z or Z-A an the Errors will all stack up at the top or bottom, making them easy to find.
There's no way to really know if what you are deleting will cause a problem. Which is where the GECK comes in, just find the other users for that item an fix them. Mostly my plan is to just delete everything, an remake the Nav-meshes, because I want to make sure it's 100% clean. Any Advanced content I wanted to keep I'll either keep it in there or add it back in later on once it's merged.
The other bonus is since you are going back into the mod with it set to active in order to remake the Nav-mesh or keep the Nav-mesh an only move where the doors to the cells connect to the actual wasteland (so that tons of more mods can be used togehter) You can also set this mod to use FOOK2 as a master or 20thcenturyweapons any other mod which would allow you to place tons of cool loot in these really cool cells.
I have this dirty mod cleaned up now, so I'll merge it in, then work on it. Which before merging it might make a good point to rename the cells so that they all stay together in the list (for future reference) Say the first dirty mod I merge with a clean unchanged mod. I'll rename all the cells to
The zzz can be AAA if you wanted, it just puts the cells at the very top or very bottom, then the next two letters keep the mods seperated into groups of projects. Like the next dirty mod would be Ba Bb Bc Bd an so forth, so later on I can add an fix stuff because I know where to look.
How To Combine Mods In Skyrim Free
One time thru no fault of their own, a modder added duplicate entries for reflection/refraction data on all the items in a few cells. Two added refraction data entries for each item, with a total item count of 300-800 for each cell. In this mod there were tons of duplicate entries which was just from the clicking an clacking of creating things in the GECK an moving around from cell to cell. Basic cleaning won't get rid of this extra data, so you have to keep an eye out. Also it doesn't hurt to have a unchanged backup, or backup in stages durring your reduction/cleaning. A lot of the time you have to start over because it's not our job to fix these mods because we know nothing about them, that's up to the mods creator. But trial an error is the only way you can fix it yourself, so make backups an save before you do something you don't understand.
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Practicing magic in Skyrim is easily one of the main reasons why so many people love the game.
Embarking on a journey across the cold region of northern Tamriel can be fun when you’re slaying foes left and right with the power of your spells. Mastering the various schools of magic also gives you enough variety to keep you entertained for hours.
But now that Skyrim has been a thing for almost a decade, it’s only natural that people are looking to add more spells and learn new magical goodies to keep the game fun and fresh.
That’s where magic mods come in! Many of the spells included in these mods are as balanced as you get from the ones included in the base game, so balance won’t be a thing to worry about.
In any case, not every mod in this list is about adding new spells to the game. Some of these add amazing mechanics that greatly improve magic in general, so be sure to check out everything here and download anything that catches your eye.
20. Colorful Magic
Colorful magic gives a new taste to the way spell casting works in Skyrim.
Firstly it aims to add a plethora of new unique spells and enchantments, all of which can be freely used depending on your school of preference.
It also adds many enemies to the game, amongst which you’ll find some very colorful foes that give you a magic vibe like no other creatures in the game.
In general, even though this mod isn’t the most balanced on this list, it does give you over 350 unique spells to add to your large arsenal.
19. Face Light
Face Light makes this list because of its magical principles, but not mainly because of how effective or powerful it is.
It simply makes the lighting of your character’s face much more realistic upon activation, which makes this one of the best mods for people that need to take close-up pictures of their characters for one reason or another.
Face Light is a custom spell that you can choose to activate during any time in the game, as long as you have it equipped. And as long as you get this mod installed.
18. Enchanted Arsenal
Sure enough, you’ll come across various enchantment mods during your search for magic mods online.
However out of all those mods that change the way enchantments look, the Enchanted Arsenal mod is a fan-favorite. Mainly because of how easily customizable it is.
The mod gives you access to a variety of animations that you can add to any of your weapons, giving them a unique feel that the base game fails to provide.
It’s awesome and the best enchantment mod for those who want full customization of their weaponry.
Although there are some better mods on this list when it comes to the quality of visual effects added to the game, this one is worth looking into.
17. Spell Crafting for Skyrim
One of the features that you might be missing the most is spell crafting.
This mod adds the ability back into the game so you can create your own spells and abilities based on powers that the mod has included.
I mean really, you can create your own spells however you want them to look. That’s pretty boss.
16. Animated Enchantments Overhaul
If you want unique-looking weapons and enchanted weaponry to look like no other in the game, then this is the mod for you.
It will make your weapons look unique depending on the type of enchantment that they have, whilst also projecting a different vibe while wielding them that no other mod in the game is capable of achieving.
Easy but definitely a noticeable difference.
15. The Way of The Force
Are you a Star Wars fan?
I’m gonna guess yes and say you’ll absolutely love this mod.
With this you’ll be able to learn the ways of the Force thanks to a series of quests that get added to the game, and you’ll also be able to choose whether you want to be a Sith Lord or a Jedi Master with the powers that you’ll learn.
The mod adds countless new abilities to the game as well as many weapons fitting of a Force user.
14. Spellmaking in Skyrim – The Last Altar
Spellmaking in Skyrim makes it a little bit better to craft spells than the first mod that we reviewed on this list.
For starters, this makes it for players to go to an altar if they are to craft spells, which means you won’t be able to make spells wherever you go.
Although that’s a bit more inconvenient, it does make it fairer and more balanced. Sometimes mods try to do that!
In any case, this mod will allow you to combine abilities and spells to enhance your powers and come up with unique abilities that only you will be able to use. So there are plenty of upsides to try it out.
How To Combine Mods In Skyrim Se
13. Elemental Destruction Magic
Have you ever wondered why there are so few natural abilities to attack with?
Wouldn’t it be better if you could summon rocks and other natural elements to cast powerful spells of the School of Destruction?
The answer is most definitely, yes.
With this mod, you’ll be incorporating countless of new powers and abilities to the game based on some elements that the School of Destruction should be able to control in the base game.
That means that this mod is fully lore-friendly and really fun to play with.
12. Skyrim Spells and Powers
Made by the same author of the Bend Time mod, this one incorporates a ton of new spells to be used by mighty mages that have already reached higher levels in Skyrim.
As you might know, one of the main problems of vanilla magic is that some abilities get extremely repetitive and boring when you reach the higher levels.
So this mod is specifically meant to combat that little issue. Pros will love it.
11. Bend Time
As its name suggests, this mod allows you to play with time and bend it at your will.
When you cast this spell you’ll be able to stop time(as the name kinda suggests).
This ability comes to be extremely useful in any type of combat situation as you’ll be able to freeze over your enemies and deal damage fast. And they only get hit once time resumes.
Furthermore, you aren’t affected by the time-bending itself. Which means that you can freely walk and shoot arrows and steal all while your enemies are frozen in time.
10. Bat Travel Power
This mod is ideal to be used by players who are working on a lore-friendly vampire character.
This is a special type of fast travel that is meant to be used by vampires, as it turns them into a cloud of bats and helps them traverse Skyrim much quicker without having to discover some locations first.
You can even set your own markers and decide where you want to go on the map!
9. Midas Magic Evolved
Summon new creatures, destroy foes with powerful beams of energy, and use new conjuration spells with the Midas Magic Evolved pack of over 250 new abilities.
You can even shoot magic arrows with the new powers that you’re given, but beware!
Some of them can be very strong if your mage is a highly leveled up being. Be sure to use the powers wisely and don’t let things get out of control.
8. No Enchantment Restrictions
This mod allows you to enchant and disenchant items that the base game wouldn’t naturally allow you to do.
Which is highly convenient as it unlocks many more features that you can work with when crafting new pieces of armor and magical weaponry.
This also removes restrictions regarding the type of armor or weapon that you’re enchanting.
With this mod you might create enchantments that would be exclusive to armor that matches your build. Keygen gear template generator program. It’s highly convenient, although some might consider it a bit overpowered.
7. Lost Grimoire of Skyrim
Lost Grimoire of Skyrim is carefully created to allow players to add a plethora of new spells to the game, all of which you can use in a balanced environment without having to worry about the spells being broken or too overpowered.
In fact, this mod is one of the best at keeping things balanced and in check when adding new stuff to the game.
If you want to add a bunch of new mechanics to your magical repertoire and not having to worry about discarding the ones that are overpowered then this mod is exactly what you’re after.
6. Phenderix Magic Evolved
One of the largest additions of spells to the game, Phenderix Magic Evolved is a gigantic project that adds a lot of variety to the spells that come with base game Skyrim and introduces many new features.
One of the coolest features is spell combos that you can create with the many magical spells combined together.
You’ll be able to come across new spells by approaching magic vendor throughout Skyrim, and the best thing about this mod is that it also makes them appear as random loot too.
This means that you’ll be able to encounter new, powerful spells as you traverse the realm and slay foes with your magical prowess. Just play the game as normal and be pleasantly surprised along the way.
5. Forgotten Magic
Forgotten Magic isn’t made to introduce a lot of spells into the game as most other magic mods do.
In fact, it does the exact opposite.
The main purpose of Forgotten Magic is to provide the player with a small roster of new spells to cast, all of which feel like they belong in the game and complement each other surprisingly well.
4. Wintermyst – Enchantments of Skyrim
Neo geo bios for mame. Sure, base game Skyrim does have its fair share of enchantments to make your weapons and armor as powerful as can be.
But how cool would it be for you to enchant your armor with Overbearing spells?
How about arrows that do piercing frost damage?
All of this can be done with the Wintermyst set of enchantments which add over 120 different enchantments to the game. Neat!
3. Flying Mod
Objective basic 1.0 beta for mac. Riding a dragon is cool and all, but you know what’s even cooler?
Blasting past dragons by flying like a demigod across the lands of Skyrim!
The Flying Mod, although it remains in beta, is currently the best option that you have to traverse the skies of Tamriel with the sheer power of magic – no mount required!
The mod provides you with a powerful spell that lets you lift off from the ground with ease.
And it has a ton of different animations included to make you feel more immersed in your newfound abilities.
2. Deadly Spell Impacts
One of the major flaws of Skyrim (which might limit your immersion level) is that all spells leave the same mark when you cast them toward something.
Deadly Spell Impacts changes the damage done to structures and items when a spell hits them, making it more accurate to the type of spell that was cast.
As such, frozen spells will leave an icy mark on the surface that they land. And fire spells will make it even more clear that a blaze of flame has passed through the targeted point.
Maybe not a required addition but certainly adds more realism to this already incredible game.
1. Apocalypse – Magic of Skyrim
How To Combine Mods Skyrim
I really don’t want to spoil the magnificence that is the Apocalypse magic mod. So I say download it and try it for yourself first.
But it adds over 100 spells, all of which are carefully crafted and balanced, and they include amazing textures that you won’t find anywhere else in the game.
The creators of the mod have also made sure to make it compatible with other spell mods on this list so feel free to install it with other mods if you like!
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