FO3 Mart’s Mutant mod (MMM)
FNV Monster Mod (MOM)
A tale of two wastelands (TTW)
I made a lot of experiments to get MMM to work with MOM in TTW. The main issue I had was the amount of ESPS, that affected my load order (since I use a lot of mods I needed less items). What has worked for me was to merge the following ESPS inside Mart’s Mutant ESM:
Mart's Mutant Mod.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Feral Ghoul Rampage.esp
And none other. It's sad, but I tried everything and all the other ESP caused constant CTD or weird things to happen in my game. The disadvantage is that MMM cannot be configurated through the pipboy, but something is something.
I’ve unzipped the FOMOD with 7zip program inside FO3 Data folder, or installed the mod with Fallout Mod Manager (FOMM)…when all the plugins are displayed in FOMM I erase the ones that are not in the list mentioned above…then I use the program FO3 Plugin Utility http://fallout3.nexusmods.com/mods/5104 to merge them. I copy the FalloutNV.esm to the FO3 Data folder, open FOMM, raise it in the load order to the top, open FNVEdit and add it as a master to Mart’s Mutant.ESM. I reorder the load order so it will be now :
FalloutNV.esm
Fallout3.esm
When it’s done I close FNVedit, copy the Mart’s mutant.ESM and Mart’s mutant.BSA (I don’t remember if it has a BSA file or the meshes and textures folder, in any case copy every folder that the Mart’s Mutant FOMOD had except the ESPS that I didn´t mentioned in the list above) to my FNV Data folder, open FOMM for FNV, open TESNIP, open Mart’s Mutant Mod, change the version to 1.34 (If I’m correct the original version is 0.94), save the ESM, close everything….open again FOMM, and put Mart’s Mutant Mod above Momod.esm
I create a merged patch, so all the stuff of both mods is integrated in one list…
Tataaa…I see certain Monster mod creatures in DC…however I don’t see Mart´s mutant creatures in the Mojave.
A way to compensate that is to also use FNV Monster Wars mod…I put it low in my load order, and create the merged patch…it includes some creatures from FO3 and I can meet them in both Wastelands…
I once tried to merge Mart’s Mutant Esm with Momod.esm, but the result was terrible…I don’t recommend it.
I’m not expert in modding, and I’m not sure if this is bug-free or causes problems with other mods/quests, but it worked for me and that’s why I shared it.
Also, your question:
Can i safely merge together FO3 and FNV plugins?
I can't guarantee my way to do it it's totally safe, but it has worked...
1) Use FO3 Plugin Utility http://fallout3.nexusmods.com/mods/5104 to merge the FO3 mods you want to have together
2) Copy the FalloutNV.esm to the FO3 Data folder
3) Open FOMM for FO3, raise FalloutNV.esm in the load order to the top
4) Open FNVEdit and add FalloutNV.esm as a master to your Fallout 3 mod
5) Change the load order to :
FalloutNV.esm
Fallout3.esm
6) Copy the Fo3 mod that you've already edited with FNVedit to FNV Data Folder
7) Open FOMM for FNV
8) Open Tesnip
9) Open the FO3 ESM or ESP
10) Change the version from 0.94 to 1.34. This is so the Fo3 mod can be merged with a FNV mod using FNV utility plugin and also to be able to edit it with FNV GECK. Save.
11) Use FNV Plugin Utility by ScripterRon http://newvegas.nexusmods.com/mods/39655/?tab=3&navtag=%2Fajax%2Fmodimag... merge the FNV mod with the FO3 ESM or ESP you've edited.
12) You're done!.
Bear in mind this is what worked for me. My advice is to experiment...
Also, be patient because TTW version 2 is about to be released, and that will change the way FO3 mods need to be converted. Consider this as a way to answer your question for TTW version 1.41a, but it won't last long...a better version is on the way.