If an esm couldn't modify another esm then none of the DLC, let alone TTW, would ever work. That comment just makes absolutely no sense.
Mission Mojave Patch
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ArgusMercenary
- Posts: 54
- Joined: Sun Sep 08, 2013 9:24 pm
Thatchor wrote:
[quote=Thatchor]
@ArgusMercenary I'm not an expert on the differences between ESMs and ESPs, but to my understanding MMUE should really be an ESM, as well as all major overhaul mods for that mater, because any other mod that you may want to use should be able to easily modify the changes that it makes, incase they make conflicting changes. I'll let someone else explain the actual differences, because I'm not sure I can accurately do so.
EDIT: And the quote's just... wrong. Yes ESPs modify ESMs, but ESMs will modify ESMs too if you load them after whatever it is you are modifying...
[/quote]
I think I see what it means, now I understand why all the big mods like FOOK, PN, NVEC all use esms, its so that they do not create as many conflicts as an esp would, at least from what I've seen, esps override esms.
I guess the problem with MMUE, is that since it is so big, it should be an esm otherwise it will have conflicts with everything. I wonder what happens to people who run PN and/or FOOK, from what I remember MMUE is supposed to be a mod compilation right? I've always used NVEC though, I never saw the appeal to use MMUE, plus now that this new information has been revealed, I'm staying as far away from it as I can. A mod that size would wreck my load order, especially since I use more than one overhaul.
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Thatchor
- Posts: 389
- Joined: Tue Oct 15, 2013 10:31 pm
ESPs can override ESMs, or
ESPs can override ESMs, or they can just add new content, but ESMs can't really override ESPs because they load them. They can, however, conflict with each other.
[quote=ArgusMercenary]
I guess the problem with MMUE, is that since it is so big, it should be an esm otherwise it will have conflicts with everything. I wonder what happens to people who run PN and/or FOOK, from what I remember MMUE is supposed to be a mod compilation right? I've always used NVEC though, I never saw the appeal to use MMUE, plus now that this new information has been revealed, I'm staying as far away from it as I can. A mod that size would wreck my load order, especially since I use more than one overhaul.
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It's not that it's so big (which does and can cause conflicts, even if they are benign) that it causes a lot of conflicts. It's just the way decided to fix some bugs. MMUE is kinda a mod compilation. Kinda. It's a bugfix mod more than anything, but a lot of the edits are just dirty (not done correctly). People can run PN and FOOK nicely together. Heck, I've ran TTW, PN, NVEC, EVE, WMX, and multiple other mods together before with minimal hiccups before. Utilizing merged/bashed patches, optimizing your load order, and making sure you get the proper patches is extremely important.
After attempting this patch, I'd recommend to steer clear. Alot of other mods also fix these errors. YUP, which is compatible with pretty much everything (props to the guy who compiled it!) and NVEC, which isn't compatible with TTW by default, but there are patches that work quite nicely.
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nathanj
- Posts: 40
- Joined: Sat Mar 30, 2013 7:13 pm
The reason that I picked MMUE
The reason that I picked MMUE over NVEC is that NVEC has alot of stuff that I didn't want. I basically want bugfixes and a couple of tweaks here and there. NVEC did stuff like changing the hacking screen to go by super fast and other things that just looked really goofy in the game.
If they had more options or an MCM menu that you could disable or enable stuff with liKe Requiem for Skyrim then I would find it more appealing. I will try out that YUP patch I saw mentioned though instead of MMUE as that is something the everyone seems to agree on.
Edit: Just checked teh NVEC page as I haven't looked at it in a while and it looks like they did add an MCM menu in the last few versions. I will give it another spin. :) I see on the pics that I can already disable the goofy stuff like the Nordic weapons etc.
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
Luthien that posted above
Luthien that posted above added it (NVEC's MCM.) Also, unless you know what you're doing (like- seriously) just steer clear of MMUE. It does not work with TTW.
My project Dash is on Kickstarter!
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nathanj
- Posts: 40
- Joined: Sat Mar 30, 2013 7:13 pm
TJ wrote:
[quote=TJ]
Luthien that posted above added it. Also, unless you know what you're doing (like- seriously) just steer clear of MMUE. It does not work with TTW.
[/quote]
Yup, I already uninstalled it after reading the thread and will use NVEC and YUP (Just YUP for now till the NVEC/TTW patch is updated) instead. :)
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Thatchor
- Posts: 389
- Joined: Tue Oct 15, 2013 10:31 pm
And as I already mentioned,
And as I already mentioned, even if you DO know what you're doing, MMUE still isn't worth the hassle. Most of the bug fixes that it fixes aren't even bugs/have no noticeable impact/are fixed by TTW. The overwhelming majority of the remaining bugs are fixed by YUP which works wonderfully with TTW. If you want the terrain fixes that MMUE provides, look up Operation Fix Terrain. It's not on the nexus any more as it was merged into MMUE, but it's still available on other websites.
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nathanj
- Posts: 40
- Joined: Sat Mar 30, 2013 7:13 pm
DO I still need to use a bug
DO I still need to use a bug-fix compilation for Fallout 3 or does that not matter anyways since its essentially using the FNV engine and game mechanics?
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Thatchor
- Posts: 389
- Joined: Tue Oct 15, 2013 10:31 pm
You mean the unofficial FO3
You mean the unofficial FO3 patch? No, it is not compatible. Stick with YUP. It works wonderfully. ;) If you post any outrageous bugs that aren't corrected by TTW, I'm sure we'll fix it, but TTW itself corrects many bugs as it stands.