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Help merging mods

General mod discussion and requests.
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cjb135691
Posts: 137
Joined: Fri Nov 09, 2012 5:20 am

Help merging mods

Post by cjb135691 » Tue Sep 03, 2013 3:08 pm

I'm about to install the latest version of TTW on a new hard drive and i wanted to keep it running as smooth as possible. So i was going to merge some of my mods esps and or esms to shorten the order. I've been experimenting with fnv plugin utility on the normal New Vegas itself. Trying to figure the program out, but i can't get the results i'm trying for. I attempted to merge so far sexouts files and then a few other mods files. Trying both merging the plugins into the master esm and then creating a entirely new plugin to merge the files into and the merging process seems to go as it should with no errors. Then i unchecked the originals just to play it safe for the moment and when i start the game it says items are missing and the mods i merged are no longer there. What exactly am i doing wrong. I searched everywhere and can't find any tutorials to do this.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

It's because the mods are

Post by JaxFirehart » Tue Sep 03, 2013 3:19 pm

It's because the mods are missing. You merged them, so now the merged mods are no longer there, so your save is looking in the wrong place for them. The only way you are going to get this to work is to merge them and start a new game.



cjb135691
Posts: 137
Joined: Fri Nov 09, 2012 5:20 am

Ok, if i'm getting this right

Post by cjb135691 » Tue Sep 03, 2013 3:31 pm

Ok, if i'm getting this right, i need to do like i did, create a new plugin and merge the mods files into it. does that include the esms aswell or just the esps and then if i want i can uncheck them in fomm or delete them whichever. But i need to do that before i even start the game inorder for it to work. Also, what kind of limit in number of mods per merge would you advise for a smooth transition.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Can't help there, I merge all

Post by JaxFirehart » Tue Sep 03, 2013 3:56 pm

Can't help there, I merge all my mods by hand in FNVEdit, so I'm unfamiliar with how well the automated FNV Plugin works.



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

As I've stated many many

Post by TJ » Tue Sep 03, 2013 4:49 pm

As I've stated many many times in the last few weeks since word *somehow* got out that this was possible:


If you have to be asking questions on how to merge mods properly, you probably should NOT be doing it. I'm not trying to be mean here but it takes skill and the human touch. FNVPlugin was designed to merge small (>10 records, non scripted) plugins that you've already checked against everything else in your load order for conflicts. This has to be done one RECORD at a time... most people aren't even willing to remove all mods and reinstall one mod at a time to find out what breaks their game.


My project Dash is on Kickstarter!



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

FNVPlugin is useful for

Post by dawe1313 » Tue Sep 03, 2013 5:07 pm

FNVPlugin is useful for people with little experience using FNVEdit, as long as they are willing to put up with its limitations and lack of control. merging with FNVPlugin should, ideally, be done 1 esp at the time. and it is always best to check the merge in FNVEdit to see exactly what happened


my recommendation to anyone wanting to learn how to merge is to d/l the [url=http://newvegas.nexusmods.com/mods/38413]FNVEdit Training Manual[/url] and the Mod Merging Lab on the d/l tabs, and start learning how to do it in FNVEdit



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