Does somebody know why FNVEDIT is completely ignoring PN's form and leveled lists when creating a merged patch?
It's really annoying to manually insert the PN's entries into my merge every time I create a new merge patch.
Does somebody know why FNVEDIT is completely ignoring PN's form and leveled lists when creating a merged patch?
It's really annoying to manually insert the PN's entries into my merge every time I create a new merge patch.
Personally I always go through and edit the merged patch to pick up stuff like this.... means I'm loathed to change things once I get them set up as it takes at least a couple of hours but it does mean you pick up a lot of insight as to what is going on beneath the hood in your game.
Bash does a better job of merging lists than xedit, perhaps a bashed patch after the merged patch would get you a better result
Picture 1, FNVEdit should pick that up.
Picture 2, your merge patch is wrong, PN TTW removes or changes those entries for a reason. The chinese officers sword was a restoration in New Vegas, it's not needed because it exists in Fallout 3. In Fact, that weapon should have it's record marked deleted. Did you "clean" the patch? Don't do that.
Picture 3, again FNVEdit should pick that up.

Picture 1) IIRC, PN TTW has master of PN Equipment, and removes the PN weapon from the list, therefore FNVEdit says, "This was done for a reason in the patch, don't copy that file.
Picture 2) What Roy said, the PN weapon should not be on the merge list, if FNVEdit did that, it's wrong, if that's after you changed it, you're defeating the purpose of the TTW patch.
Picture 3) Yeah that's straight up wrong.
Pro tip. If you have a mod like PN that has some special cases with extra patches, I find it helpful to create an intermediate patch that goes between PN and the merge, that sets things up the way I want them to be. When FNVEdit generates the merged patch, it sees that the patch has changed things back, and will pull those changes in (if it even needs to). This has the benefit of 1) making FNVEdit behave in a way that makes more sense 2) reducing the time you spend rebuilding your merged patch because you actually just built a mini merged patch for only the PN (or some other mod's) conflicts.
Thanks for the help guys! Did some stupid things here and there. Hopefully fixed now.
Form Lists FLST records were made unsorted by default in one of the versions by request since some scripted mods depend on the index of entries in them. FNVEdit merges only sorted arrays, you can try to switch it back on in Options. Then it should merge form lists but have a possibility to break some plugins depending on indexes.