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MOD merging

General mod discussion and requests.
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jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

MOD merging

Post by jaassu » Sun May 03, 2015 7:22 pm

Probably may have some interest to some here.


Skyrim's "Merge Plugins xEdit Script" seems to work also with FNVEdit and probably also with FO3Edit.


http://www.nexusmods.com/skyrim/mods/37981/?


Just tried combine a couple of FNVmods (esp-files) and seems to work nicely.


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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Yes it does, I use it and it

Post by KeltecRFB » Sun May 03, 2015 7:29 pm

Yes it does, I use it and it is also recommended by S.T.E.P.


"Si vis pacem, para bellum!"

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Prefer hand merging myself,

Post by RoyBatty » Sun May 03, 2015 10:49 pm

Prefer hand merging myself, but if it works it works.


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LaEspada
Posts: 101
Joined: Fri Jul 12, 2013 4:00 am

It's pretty awesome, earlier

Post by LaEspada » Mon May 04, 2015 2:03 am

It's pretty awesome, earlier versions had some issues with certain aspects, but 1.9 pretty much works with almost every mod.



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

LOL, I need to upgrade my

Post by KeltecRFB » Mon May 04, 2015 2:38 am

LOL, I need to upgrade my script!


"Si vis pacem, para bellum!"

dekjo
Posts: 33
Joined: Sun Jul 12, 2015 12:15 am

I've done mod merging by

Post by dekjo » Thu Jul 23, 2015 4:08 am

I've done mod merging by following S.T.E.P. instructions, but haven't tried it on my own beyond that. Curious about how do you know which mods can be merged together. I mean, I saw in deadboy's TWEC thread



In my experience it's probably safe and easiest to use FNVEdit to load JUST the basegame files, TTW essential for this exercise, and the mods you want to merge.  


Make a merged patch.


If it doesn't have any of the mods you want to merge together conflicting then you should safely be able to use the Merge Plugins xEdit Script to just mash it all together.



What do I look for to know if mods are conflicting?


I watch the tutorials videos on Nexus mod page and know to check for errors, etc. But don't feel I really know what to look for to know what could/should be merged.


For example: I believe I've seen on this site people say you shouldn't merge the TTW optional mods (though may be misremembering), but if that's the case and I hadn't seen that, I would think of those as a good place in my order to start. So these are the ones I have right now:




  1. TTW_SpeechChecks.esp


  2. TTW_StashPackOptions.esp


  3. TTW_NoKarmaDCFollowers.esp


  4. TTW_StartupMenu.esp


  5. TTW_OutcastTrading.esp


  6. TTWOptions.esp


  7. TTWIntMojaveExpressBoxes_Combo.esp


I mean, I'd check them in FNVEdit for errors and follow the instructions on the tutorial video to fix the errors and combine them into one. Would that work? If not, why not? I've downloaded the NVEdit manual and can read that if that's my best option. I've poked around in it and I'll probably look for YouTube videos, but curious if folks here would suggest any other resources?


And just for reference, here's my full load order at the moment. 


[collapsed title=Load order]




  1. FalloutNV.esm


  2. DeadMoney.esm


  3. HonestHearts.esm


  4. OldWorldBlues.esm


  5. LonesomeRoad.esm


  6. GunRunnersArsenal.esm


  7. CaravanPack.esm


  8. ClassicPack.esm


  9. MercenaryPack.esm


  10. TribalPack.esm


  11. Fallout3.esm


  12. Anchorage.esm


  13. ThePitt.esm


  14. BrokenSteel.esm


  15. PointLookout.esm


  16. Zeta.esm


  17. TaleOfTwoWastelands.esm


  18. TTWFixes.esm


  19. Sortomatic.esm


  20. SomeguySeries.esm


  21. TTWInteriors_Core.esm


  22. FreesideOpen.esm


  23. NVStripOpen.esm


  24. OutsideBets.esm


  25. Freeside Open - TTW.esm


  26. Point Lookout Reborn.esm


  27. TTWInteriorsProject_Combo.esm


  28. The New Bison Steve Hotel.esm


  29. Afterschool Special.esm


  30. domecity.esm


  31. D.E.I.M.O.S..esm


  32. Tales from the Burning Sands.esm


  33. FCOMaster.esm


  34. Project Beauty.esm


  35. New Vegas Redesigned 3.esm


  36. StreetLights.esm


  37. Interior Lighting Overhaul - Core.esm


  38. Interior Lighting Overhaul - L38PS.esm


  39. oHUD.esm


  40. Project Nevada - Core.esm


  41. Project Nevada - Equipment.esm


  42. Project Nevada - Rebalance.esp


  43. Project Nevada - Cyberware.esp


  44. Project Nevada - Extra Options.esm


  45. NevadaSkies.esm


  46. Detect Traps.esm


  47. Ambient Temperature.esm


  48. Advanced Recon Tech.esm


  49. JIP Selective-Fire.esm


  50. Inventory Access.esm


  51. TTWInt_FollowerGoHome.esm


  52. Gomorrah Redesigned.esp


  53. Project Nevada - Rebalance Complete.esp


  54. Project Nevada - TTW.esp


  55. Project Nevada - Med-X Fix.esp


  56. Merged Fixes.esp


  57. OWB Sonic Emmiter Fix.esp


  58. TTW_SpeechChecks.esp


  59. TTW_StashPackOptions.esp


  60. TTW_NoKarmaDCFollowers.esp


  61. TTW_StartupMenu.esp


  62. TTW_OutcastTrading.esp


  63. TTWOptions.esp


  64. TTWIntMojaveExpressBoxes_Combo.esp


  65. CASM with MCM.esp


  66. Delay DLC - TTW.esp


  67. NevadaSkies - TTW Edition.esp


  68. Sortomatic_for_House_of_the_Chef.esp


  69. Project Nevada - Cyberware Additions.esp


  70. Project Nevada - All DLC.esp


  71. Jump Fall Fixer.esp


  72. ttw_wildwasteland.esp


  73. betsybrahminFSO.esp


  74. NewVegasBounties.esp


  75. NewVegasBountiesII.esp


  76. NewVegasUncutSeries.esp


  77. DarNifiedUINV.esp


  78. The Mod Configuration Menu.esp


  79. The Weapon Mod Menu.esp


  80. FlashlightNVSE.esp


  81. Advanced Recon Tech - Detect Traps.esp


  82. Detect Traps Merged.esp


  83. Advanced Recon Range Finder.esp


  84. Advanced Recon Gear.esp


  85. Advanced Recon Gear - Project Nevada.esp


  86. Advanced Recon Tech.esp


  87. JIP Realistic Weapon Overheating.esp


  88. Powered Power Armor.esp


  89. Ambient Temperature - PPA.esp


  90. JIP Companions Command & Control.esp


  91. MiscItemIconsNV.esp


  92. Flora Overhaul.esp


  93. Vurt's WFO.esp


  94. vault22FloralOverhaul.esp


  95. NukaCola-Ojo.esp


  96. Roberts_NewVegas.esp


  97. Book of Steel.esp


  98. Book of Steel - TTW.esp


  99. NukaCola-Ojo-TTW.esp


  100. AutoGates.esp


  101. WorkingCrimsonCaravanTraders.esp


  102. TWO BEARS HIGHFIVING.esp


  103. TTW Unique Paradise Lost.esp


  104. HZSmoothLight.esp


  105. Better Burned Man.esp


  106. OWB-Path Lights.esp


  107. freesideopen - streetlights.esp


  108. ILO - Tale of Two Wastelands.esp


  109. ILO - Nevada Skies Patch.esp


  110. ILO - Merged Patches.esp


  111. FCO - Afterschool Special.esp


  112. FCO - Beyond Boulder Dome.esp


  113. FCO - GlowingOne.esp


  114. FCO - The New Bison Steve.esp


  115. Merge Patch.esp


  116. Bashed Patch, 0.esp


  117. TTW Realistic Wasteland Lighting - ENB.esp


  118. New Vegas Redesigned 3.esp


[/collapsed]


Edit: haha, forgot I had Two Bears Highfiving installed. Guess there's no reason for it with TTW. Still, don't want to uninstall it...



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

After extensive testing with

Post by TJ » Thu Jul 23, 2015 2:39 pm

After extensive testing with the script I can honestly say hand merging is the way to go.


My project Dash is on Kickstarter!



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

I've been using the merge

Post by Gribbleshnibit8 » Thu Jul 23, 2015 4:11 pm

I've been using the merge script to merge my little mods. The only mods I've noticed it has issues with are the ones that include complex records like dialog. Cell edits, objects, things like that merge without issue. Nice thing about it is that if anything fails it tells you what failed, which lets you make the end decision of cancelling the merge and not saving or going ahead and fixing whatever issues arose.



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

Unless it gets masters mixed

Post by TJ » Thu Jul 23, 2015 4:35 pm

Unless it gets masters mixed up and winds up trying to inject everything in the merged plugin into mods that are not it's masters. It doesn't tell you about that. Also it tends to cause unresolvable errors in some cases where it clearly shouldn't.


Long story short: do your own testing. If you're merging simple mods or some patches it'll probably be fine. If you're merging 5+ mods or extremely complex mods you're most certainly better off doing it by hand, or at the very least attempting the merge a handful of times and checking the output plugin for issues.


My project Dash is on Kickstarter!



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