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Wanting to combine mods to reduce list.

General help and troubleshooting.
ElectricMessiah
Posts: 35
Joined: Sat Nov 10, 2012 10:21 pm

Wanting to combine mods to reduce list.

Post by ElectricMessiah » Thu Nov 15, 2012 8:24 pm

I'm not sure where to ask this, as it isn't TTW related as such.  General or Offtopic?  Please move to the correct place.  Thanks.


What is the utility of choice to combine several mods into one?


I've added a lot of plug-ins, but most the mods are multi-plugged... compatability patches and whatnot.  I'm upto 102 active with TTW.


I would like to reduce the number of plug-in entrys.  I read somewhere that this will reduce crashes, though I haven't had any significant crashes... doing amazingly well considering this list.  I've tossed in my load order (minus TTW) just for reference.  I'm not asking for help with it here in the TTW forums.  


[collapsed title=Mod List]


FalloutNV.esm Active


DeadMoney.esm Active


HonestHearts.esm Active



OldWorldBlues.esm Active



LonesomeRoad.esm Active



GunRunnersArsenal.esm Active



ClassicPack.esm Active



MercenaryPack.esm Active



TribalPack.esm Active



CaravanPack.esm Active



Advanced Recon Tech.esm Active



CINEMATECH.esm Active

* Requires: New Vegas Script Extender and The Mod Configuration Menu for Version 1.5+



Detect Traps.esm Active



AWorldOfPain(Preview).esm Active



NSkies URWLified.esm Active

* Note: Choose only one of NSkies - Vanilla Edition.esm and NSkies URWLified.esm, not both



Project Nevada - Core.esm Active



Project Nevada - Equipment.esm Active

* Requires: New Vegas Script Extender and Project Nevada - Core.esm



ELECTRO-CITY - CompletedWorkorders.esm Active



ELECTRO-CITY - Highways and Byways.esm Active



oHUD.esm Active

* Incompatible with: aHUD.esm, iHUD.esm, Primary Needs HUD.esm



New Vegas Redesigned II.esm Active



MikotoBeauty.esm Active



Project Nevada - Rebalance.esp Active



Project Nevada - Cyberware.esp Active



Mission Mojave - Ultimate Edition.esp Active

* Incompatible with: Compiled Patch.esp, Compiled Patch All_DLCs.esp, Community Bugfix Compilation Patch.esp

* Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, GunRunnersArsenal.esm



MMUE-CP-Electrocity.esp Active

* Requires: ELECTRO-CITY - CompletedWorkorders.esm



DarNifiedUINV.esp Active



CASM.esp Active

* Note: Do not use with Auto Incremental Save; has the same purpose.



Centered 3rd Person Camera.esp Active

* Incompatible with: FOOK - New Vegas.esm



LessIntrusiveKillCam.esp Active



The Mod Configuration Menu.esp Active



UWHNV-Addon-DLC.esp Active

* Requires: New Vegas Script Extender, UWHNV-Core.esp, and DeadMoney.esm

UWHNV-Addon-GRA.esp Active

* Requires: New Vegas Script Extender, UWHNV-Core.esp, and GunRunnersArsenal.esm

UWHNV-Addon-FollowerHome.esp Active

* Requires: New Vegas Script Extender, UWHNV-Core.esp



Project Nevada - Dead Money.esp Active

* Requires: DeadMoney.esm and Project Nevada - Core.esm

* Incompatible with: Project Nevada - Dead Money + Honest Heart Patch.esp and Project Nevada - Dead Money SF + Honest Hearts Patch.esp



Project Nevada - Honest Hearts.esp Active

* Requires: HonestHearts.esm and Project Nevada - Core.esm

* Incompatible with: Project Nevada - Dead Money + Honest Heart Patch.esp and Project Nevada - Dead Money SF + Honest Hearts Patch.esp



Project Nevada - Old World Blues.esp Active

* Requires: OldWorldBlues.esm and Project Nevada - Core.esm

* Note: Choose only one of Project Nevada - Old World Blues.esp and Project Nevada - Old World Blues (No Cyberware).esp, not both



Project Nevada - Lonesome Road.esp Active

* Requires: LonesomeRoad.esm and Project Nevada - Core.esm





Project Nevada - Gun Runners' Arsenal.esp Active

* Requires: GunRunnersArsenal.esm and Project Nevada - Core.esm



R.A.C.E. Station.esp Active



Detect Traps - Perk.esp Active



Kobu's Free Wild Wasteland Trait.esp Active



Clanf_NoWeaponsRemove.esp Active



Detect Traps - Traponator 4000.esp Active



Detect Traps - DLC.esp Active

* Incompatible with: Detect Traps - Dead Money.esp



pipboy2500_edisleado.esp Active



Advanced Recon Gear.esp Active



Advanced Recon Tech.esp Active



Advanced Recon Tech - Detect Traps.esp Active



christinecos.esp Active

* Bash Tag suggestion(s): {{BASH: Graphics}}



IDreamOfElectricSheep.esp Active



Advanced Recon Armor.esp Active



Advanced Recon Armor-Stealth With Drawn Weapon.esp Active



Advanced Recon Range Finder.esp Active



Advanced Recon Gear - Project Nevada.esp Active



Kobu's Sortable Crafting Backpack.esp Active



QS_Blackwolf_NV_Backpackmod.esp Active

* Incompatible with: BlackWolf Backpack.esp



NVR- Recommended.esp Active

* Requires: New Vegas Redesigned II.esm

* Incompatible with: NVR- Lore version.esp



New Vegas redesigned- Honest Hearts.esp Active



Voice dissonance fix.esp Active

* Requires: New Vegas Redesigned II.esm



AWOPDeadMoney.esp Active

AWOPLowRobots.esp Active

* Incompatible with: AWOPVeryLowRobots.esp

* Requires: AWorldOfPain(Preview).esm

AWOP-LowNPCSWastelandOnly.esp Active

* Requires: AWorldOfPain(Preview).esm

AWOPLowLootGeneral.esp Active

* Requires: AWorldOfPain(Preview).esm



MMUE-CP-AWOP.esp Active

* Requires: AWorldOfPain(Preview).esm

MMUE-CP-PNCore.esp Active

* Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, Project Nevada - Core.esm




MMUE-CP-PNRebalance.esp Active

* Requires: DeadMoney.esm, OldWorldBlues.esm, Project Nevada - Core.esm, Project Nevada - Rebalance.esp, Mission Mojave - Ultimate Edition.esp



MMUE-CP-PNEquipment.esp Active

* Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, GunRunnersArsenal.esm, Project Nevada - Equipment.esp, Mission Mojace - Ultimate Edition.esp



MMUE-CP-PNOWB.esp Active

* Requires: OldWorldBlues.esm, Mission Mojave - Ultimate Edition.esp, Project Nevada - Old World Blues.esp



MMUE-CP-New Vegas Redesigned.esp Active

* Requires: New Vegas Redesigned II.esm, Mission Mojave - Ultimate Edition.esp



Follower Home Marker.esp Active



Light Step ED-E.esp Active



EVE FNV.esp Active



Project Nevada - EVE.esp Active

* Requires: EVE FNV.esp



Vurt's WFO.esp Active

* Incompatible with: Vurt's Trees & Grass.esp



NSkies URWLifiedOWB.esp Active

* Bash Tag suggestion(s): {{BASH: C.Climate, C.Light}}

* Requires: NSkies URWLified.esm



NSkies URWLifiedHH.esp Active

* Bash Tag suggestion(s): {{BASH: C.Climate, C.Light}}

* Requires: NSkies URWLified.esm



NSkies URWLifiedDM.esp Active

* Bash Tag suggestion(s): {{BASH: C.Climate, C.Light}}

* Requires: NSkies URWLified.esm



DYNAVISION 2 - Dynamic Lens Effect.esp Active

* Incompatible with: DYNAVISION - Dynamic Lens Effect.esp

* Incompatible with: Field Depth.esp



ELECTRO-CITY - Imaginator.esp Active

* Incompatible with: ELECTRO-CITY - Emittance.esp



Directors Chair.esp Active

* Requires: The Mod Configuration Menu, iHUD.esm, CINEMATECH.esm, DYNAVISION 2 - Dynamic Lens Effect.esp, ELECTRO-CITY - Imaginator.esp



FNNsysNV.esp Active



UWHNV-Addon-Time for Bed NV.esp Active

* Requires: New Vegas Script Extender, UWHNV-Core.esp, and FNNsysNV.esp



MikotoBeauty.esp Active



UWHNV-Core.esm Active



Project Nevada - Extra Options.esp Active



HackingInstantRetry.esp Active



IWR_04LR_ULCF.esp Active



IWR_00FNW_ULCF.esp Active



IWR_01DM_ULCF.esp Active



IWR_02HH_ULCF.esp Active



IWR_03OWB_ULCF.esp Active



IWR_MMUE.esp Active



faster ED-E.esp Active



zMergePatch_November4_2012.esp Active



zMergepatch_November_07_2012.esp Active



UWHNV-Addon-NoCompanionsRoom.esp


[/collapsed]


 



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

I think FNVedit will probably

Post by thermador » Thu Nov 15, 2012 8:39 pm

I think FNVedit will probably do the job. 

http://newvegas.nexusmods.com/mods/34703


Here is a good tutorial on creating merged patches and using FNV edit:

http://www.youtube.com/watch?v=qVKe51dRm2M



Krux
Posts: 122
Joined: Mon Nov 12, 2012 6:48 am

project nevada works with ttw

Post by Krux » Thu Nov 15, 2012 9:43 pm

project nevada works with ttw?


Banned 11-12-2012 for Piracy
Reinstated 11-12-2012 upon receiving proof of purchase

ElectricMessiah
Posts: 35
Joined: Sat Nov 10, 2012 10:21 pm

It is running, but as for

Post by ElectricMessiah » Thu Nov 15, 2012 10:16 pm

It is running, but as for 'works right', who knows... 


Thanks a bunch for the links.  I'm a fan of Gopher and have watched that video.  I've made some mergepatches, but I'm looking to combine a bunch of plug-ins so I only have to activate a few of those plug ins... I thought people did this to keep from going over the 120 (or whateverr the number is) plug-in limit.


 



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

Project Nevada works

Post by TJ » Thu Nov 15, 2012 11:29 pm

Project Nevada works perfectly but you'll have to make a patch to add visor overlays/ vision modes to the FO3 helmets that don't have them. As far as merging plugins, use FNVplugin but remember that some files can't be merged, and if they have scripts you'll have to recompile them with the GECK.


My project Dash is on Kickstarter!



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

FNV Plugin Utility works

Post by chucksteel » Fri Nov 16, 2012 1:31 am

FNV Plugin Utility works fairly well but, has some limitations when dealing with mods that change the same leveled lists and, scripts. I use it to combine my Interiors mods it's fast and easy but, I know what all I've changed and haven't had any issues with it. 


 



StarletHologram
Posts: 86
Joined: Thu Oct 25, 2012 4:40 am

I'll second chucksteel about

Post by StarletHologram » Fri Nov 16, 2012 2:06 am

I'll second chucksteel about FNV Plugin Utility, is very useful!. Since it only allows you to merge FNV plugins, you should also consider this tool to merge FO3 mods:


 


FO3 Archive Utility by ScripterRon


http://FO3 Archive Utility by ScripterRon http://fallout3.nexusmods.com/mods/34


Both work like a charm. Just an advice; it's better if the mods that are about to be merged have the same dependencies, I mean, the same masters (ESM). Otherwise you'll run into problems with references.  


 


 



 


 



ElectricMessiah
Posts: 35
Joined: Sat Nov 10, 2012 10:21 pm

Thanks.  This is the info I

Post by ElectricMessiah » Fri Nov 16, 2012 12:02 pm

Thanks.  This is the info I was looking for.  :)


 



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

You can use FNV plugin

Post by chucksteel » Fri Nov 16, 2012 1:26 pm

You can use FNV plugin utility to merge FO3 mods but, you have to do a few things first. 


1. change the master from FO3.esm to FNV.esm with FNVedit or even FO3edit. 


2. open the mod in NV GECK and, save ( you don't have to make any changes, doing this simply updates the mods Version to the current version of FNV.) 


3. now you can use FNV Plugin Utility to merge the mods into any mod that already set up to work with FNV. 


Hope that helps. 


chuck



ElectricMessiah
Posts: 35
Joined: Sat Nov 10, 2012 10:21 pm

Something I hadn't considered

Post by ElectricMessiah » Fri Nov 16, 2012 9:36 pm

Something I hadn't considered and appears to be something I'd have to be careful about... Mod XX depending on Mod XY... Provided I've read the below quote correctly.


[quote=thermador]


The big problem with merging all of the pre-order packs is that there are mods, such as WMX and WMVM, that depend on the original pre-order packs.  WMX fixes errors with preorder pack weapons, such as the Weathered 10mm pistol.  It can't do that if you merge the pre-order packs.


Does the patch do anything besides mash the packs together?  Does it fix any bugs?


[/quote]



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