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Merged Patch

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Royhr
Posts: 386
Joined: Tue Mar 03, 2015 3:33 am

Merged Patch

Post by Royhr » Thu Mar 12, 2015 1:42 pm

First off if this is the wrong forum for this question then I do apologize  but it seemed like a logical location.


Ok I get a little confused about this. I've always read about the need to create a merged patch. Now I know how to create one ok using FNVEdit. Where I get confused is what mods to include in a patch and if you ever need more than one? Because I generally just fire up FNVEdit, let it all load and then created a merged patch including everything and load it last. But I recently read something somewhere that mentioned something about creating a merged patch but to not include a certain mod, I think it may have been related to lighting or weather, and to then place the merged patch before the mod(s) omitted... So if the install instructions do not detail anything about a merged patch what is the rule of thumb?



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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

rule of thumb is use

Post by Puppettron » Thu Mar 12, 2015 3:07 pm

rule of thumb is use everything unless otherwise stated.  and don't rely on just the edit function, you'll likely have to go through and do more changes.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

somelilboy
Posts: 2
Joined: Fri Mar 13, 2015 5:04 pm

I dont know of any mod that

Post by somelilboy » Sun Mar 15, 2015 3:22 pm

I dont know of any mod that shouldn't be used with one i know that merge patches change a few things like the ammount of caps in a safe etc but it only changes the value. I use merge patches with a bunch of weather mods and such and i have no issues.



Runnerblank
Posts: 208
Joined: Tue Jun 11, 2013 3:09 pm

 

Post by Runnerblank » Mon Mar 16, 2015 6:50 am

 


A merged patch is easy with FNVEdit.


From http://steamcommunity.com/sharedfiles/filedetails/?id=158611358 (For Fallout 3 Editor but the instructions are the same)


Ok, in order to create a merged patch you're going to need this program called FNVEdit.




Once you have that program, extract the contents of the archive into a folder. Once complete, run the Fallout 3 Edit program, as an administrator if required. Now once the program has opened up, a window should appear. In this window should display ALL mods that you have in your directory, enabled or disabled, it doesn't matter, it will be in that list. Just ignore it and click 'OK.'. Now it should begin loading your mods into Fallout 3 Edit application. Now the time it takes for all mods to be loaded will vary on the amount of mods you have installed and the size of those mods. Once the program has finished loading all of your mods; In the left-hand side of the screen should have all of your loaded mods on there, simply right-click, at the bottom where it says 'Other' click there, then click 'Create merged patch'. Once clicked, you should be prompted with a notification asking for a name for the merged patch, simply type a name for the merged patch, I recommend just calling it "Merged Patch". Click OK. Now exit out of the program and click OK to save changes.



We're not done yet, there is one final step: Open up your desired mod manager (FOMM or NMM) and go to the bottom of your load-order, at the bottom there should be your merged patch with the name you gave it. Simply activate/check this merged patch.



*WARNING: Maintain merged patch at the bottom of your load-order at ALL times! Failing to do so will inevitably result in a crash-upon-start up 100% of the time! ALWAYS keep your merged patch at the bottom of your load order!*


Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

somelilboy wrote:i know that

Post by TJ » Mon Mar 16, 2015 3:46 pm

[quote=somelilboy]i know that merge patches change a few things like the ammount of caps in a safe etc but it only changes the value. [/quote]


No they do not. That means one of your mods changed that.


My project Dash is on Kickstarter!



farmerboy464
Posts: 76
Joined: Tue Feb 11, 2014 4:21 am

https://www.youtube.com/watch

Post by farmerboy464 » Mon Mar 16, 2015 5:03 pm

https://www.youtube.com/watch?v=qVKe51dRm2M


That video is by a modder called Gopher.  It'll show you how to make a merged patch and how to use FNVEdit, if the written instruction's aren't your style (I know they're not mine :P).



Thenryb
Posts: 144
Joined: Sun Feb 15, 2015 6:47 pm

I only recently noticed that

Post by Thenryb » Tue Aug 25, 2015 5:47 am

I only recently noticed that when I create a merged patch the version shown in the HEDR is 1.32 rather than 1.34. The same things happens when I use either the ScriptorRon or Matortheternal's tool for merging esps. This occurs even when every esp affected by the merge patch or included in the proposed esp merger show the HEDR as 1.34. Is this intended or is it an issue on my end? 


My computer specs are too embarrassing to reveal, but the game still runs.

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