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Need some advice on merging Plug-Ins to reduce my Load Order

General mod discussion and requests.
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duckyduckyquackquack
Posts: 34
Joined: Fri Oct 17, 2014 2:23 pm

Need some advice on merging Plug-Ins to reduce my Load Order

Post by duckyduckyquackquack » Wed Oct 22, 2014 11:37 am

So I've been pretty heavily modding my TTW installation. This morning I realised I'm at 139 Plugins. I'm thinking for stability and stuff I need to reduce the number and could be better served by merging some of the plugins on my list. I'm just not sure where to start and which mods will merge together happily. I have done some standard mods that add weapons, armor etc to the game mods that are pretty basic, but obviously some of the mods I have installed are quite complicated and I don't want to mess them up.


So can anyone have a quick browse over my Plugins and tell me which mods I should be able to merge easily?


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paragonskeep
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Joined: Thu Oct 25, 2012 6:19 pm

Usually the "like" mods can

Post by paragonskeep » Wed Oct 22, 2014 5:17 pm

Usually the "like" mods can be merged without issue like your "alternative repair" ones and so forth. That will drop your load order down some. The more scripted the harder to merge. 


Gribble has a tutorial on here some where for merging that MAY shed more light on things. There is also a merging mod on the skyrim nexus but I have limited knowledge of it so not sure if it would break anything or not. (It's for use with both skryim and Fallout)


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


Hope this helps. My merging is typically the armor, weapon, "like" mod plugins. The heavy scripts I leave alone just due to lack of knowledge. TJ or Gribs and other team members have a lot of knowledge on these things. 


I would also recommend doing a search "merge plugin" and read the other forum posts like these and others


https://taleoftwowastelands.com/content/help-merging-mods


https://taleoftwowastelands.com/content/wanting-combine-mods-reduce-list


Hope those help


If life is but a test, where's the damn answer key?!?!?

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RoyBatty
Gary
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Location: Vault 108

Some easy things you can

Post by RoyBatty » Thu Oct 23, 2014 1:07 am

Some easy things you can merge are LFox's missing ammo recipes, bottle that water, unlimited companions+script fix, detect traps.


Little more complicated is the alternative repairing ones, Willis Power Armor.


Start with those and you'll build skills to do more complicated things.


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duckyduckyquackquack
Posts: 34
Joined: Fri Oct 17, 2014 2:23 pm

I've merged all those Plugins

Post by duckyduckyquackquack » Thu Oct 23, 2014 11:10 am

I've merged all those Plugins you suggested Roy, using the Merged Script 1.75 in FONVEdit and they have worked fine. Some items disappeared from my inventory but that's bound to happen when you Renumber the Form IDS within the Plugins when merging. I'll have to experiment further now with some of the more complex mods.



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RoyBatty
Gary
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Oh I meant you should learn

Post by RoyBatty » Thu Oct 23, 2014 3:21 pm

Oh I meant you should learn to merge them manually, the script can only do so much.


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Puppettron
Gary
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you aware the quote is

Post by Puppettron » Thu Oct 23, 2014 4:09 pm

you aware the quote is actually "shucky ducky quack quack"?


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Meg1dd0
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Joined: Mon Oct 13, 2014 2:30 pm

I have a follow-up question..

Post by Meg1dd0 » Thu Oct 23, 2014 4:17 pm

I have a follow-up question... When merging plugins as described above, whether by the script or manually in FNVEdit, how do you handle plugins with Navimesh records? Do you just do a normal merge and open and save it in Geck?

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RoyBatty
Gary
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Do a normal merge, delete the

Post by RoyBatty » Thu Oct 23, 2014 6:50 pm

Do a normal merge, delete the Navigation Info Map entry, load and save in GECK.


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