
The Merge Plugins utility also works well with mods that provide items like armor and clothing. This also preserves items that already exist in saved games. The current version of the Merge Plugins utility can also merge mods without changing the FormIDs, thus preserving the capability to use items in these mods without the need to revise all the mods that use these items. Examples of mods like this are note the examples are old and will be replaced shortly with some newer examples. For mods that don't create objects used by other mods that aren't being merged, the resulting merged mod should be free of any problems. This includes mods containing Papyrus scripts.

Mator's Merge Plugins utility can be used to merge theoretically any installed mod with any other installed mod following "The Rule of One", which requires that the behaviour of the assets after the merge are identical to their behaviour before. The FAQ in the Nexus description for the Merge Plugins is also quite valuable since it covers the major issues associated with merging plugins including problems caused by changing FormIDs as discussed later in this guide. It is now possible to merge Fallout and Oblivion plugins, a particularly useful feature since Fallout NV cannot handle nearly as many plugins as other Bethesda games. Mator's Merge Plugins utility has evolved to where it provides a simple way to do even complex merges.

In Skyrim, SkyProc is used by several active Skyrim mods e. This guide does not cover the use of patches created by SkyProc or other similar tools. Merge Plugins requires the most recent version of 圎dit which is available at the Fallout 4 reference above. The x in 圎dit stands for the first three letters of each of the separate editors for each of the Bethesda games. Mator's Merge Plugins provides very capable mod merging tools that can be used across all the Bethesda games that are much more capable than any older merging tools. The techniques below are listed in order of increasing complexity. Some of these methods create or merge compatibility patches for multiple mods using a single esp plugin, thus reducing the need for multiple esp plugins to provide compatibility patches for various pairs of mods. There are multiple methods that can be used to merge all or portions of esp plugin files to allow large collections of plugins to fit inside the plugin limit of Bethesda games. This small guide outlines the primary methods for merging existing plugins and for creating plugins that merge conflict resolutions and content for multiple mods. While this may seem like a lot, most heavily modded games need more plugins than allowed with this limit.
