Merging Project Nevada
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Tacitvrno
- Posts: 20
- Joined: Tue Jun 19, 2018 1:40 pm
Merging Project Nevada
Project Nevada-WMX
Project Nevada-EVE All DLC
Project Nevada-Rebalance Complete
Project Nevada-AlL DLC
Project Nevada-TTW
Project Nevada-PPA Patch
They are all patches for PN, i have already merged them and checked them in fnvEdit to solve conflicts in a Feature Patch according to my load order needs. I just want to know if doing this will have repercussions 10 hours from installation and my save will die or something like that.
By the way, another question. Will merging plugins improve stability in a game? I mean, in the end after all the records overwrite each other during gameplay, you are running the same game with or without merging plugins, right?
Forgot to mention i'm using Merge plugin standalone.
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Tacitvrno
- Posts: 20
- Joined: Tue Jun 19, 2018 1:40 pm
No? No weird stuff happening?
- RoyBatty
- Gary
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No you can't just merge
No you can't just merge things, especially when they have MCM options. Also Merge Plugins doesn't support anything older than Skyrim and that's right from mator's mouth.

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Mystical Panda
- Posts: 750
- Joined: Wed Mar 30, 2016 2:02 pm
[quote=Tacitvrno]No? No
No? No weird stuff happening? Don't do it? No improve in stability? Im sorry if im being an idiot, but this is not my native language.
[/quote]^^ that ... One of the problems with just programmatically merging mods is within some scripts the names of plugins are hard-coded; renaming the plugins will prevent the script from 'seeing' them.
To be honest, it's possible to merge pretty much everything together, edit the effected scripts and recompile them. The biggest problem is, many scripts check for 'other' modders plugins, not just their own to determine if something should be activated or 'considered' when the script is running. Keeping track of something like that would definitely be challenging and would require customized not just the intended mods, but possibly many others. Then there's the problem of the 'modders' updated data which would requires an intermediate step each time they're released- rather than just the usual 'plug n play' (so to speak).
Also, trying to get help from others when trying locate a problem, especially when posting on forums, would be compounded by the fact that most if not all would be unfamiliar with the extent and current state of the modified scripts and merged data.
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Tacitvrno
- Posts: 20
- Joined: Tue Jun 19, 2018 1:40 pm
Damn, i get the idea, so
One last question, imagine in my pc i managed to merge 100 mods into 1 plugin and in another identical pc i have them separated as normal(with no conflicts). I have basically the same game on both pc's, will the first pc perform better?
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Mystical Panda
- Posts: 750
- Joined: Wed Mar 30, 2016 2:02 pm
[quote=Tacitvrno]Damn, i
Damn, i get the idea, so basically only do it if i have the ability to check each and every script in the mods and rewrite them when needed, its not just about x edit entries. Thanks for the info guys.
One last question, imagine in my pc i managed to merge 100 mods into 1 plugin and in another identical pc i have them separated as normal(with no conflicts). I have basically the same game on both pc's, will the first pc perform better?
[/quote]That's a really good question, and from a 'systems' point of view (without exhaustive testing), I'd have to say yes; the less data to load and 'sift' through at any given time the better. I would venture that load times would improve to a certain degree also, depending on i/o system throughput.
It wouldn't necessarily imply better 'stability', though it could since it's based not only on asset and data integrity but also how well the engine handles lots of 'overrides' given it's 32bit limitations; which I've heard at times can get dicey.
Also, watching some videos and considering the comments between Bethesda Softworks and Obisdian... there seems to be 'political' tension, which neither side wanted to just 'lay down', which in my opinion greatly effected the game's final 'state' for everyone.
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Tacitvrno
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