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Specific Questions Involving FNVEdit

General help and troubleshooting.
FamousDeadGuy
Posts: 15
Joined: Wed Aug 13, 2014 2:46 am

Specific Questions Involving FNVEdit

Post by FamousDeadGuy » Tue Aug 19, 2014 8:53 pm

Since I installed TTW, I have been obsessed with optimization and minimizing conflicts. Unfortunately, I am apparently inept with a GUI-based editing tool. I have followed some guides (one provided by TJ) and read the FNVEdit manual that is on the Nexus. The manual did give me some insight of what it is capable of, and a rudimentary understanding of how to resolve conflicts and optimize load orders a little bit. Currently I have three things I would like to do.


First I want to merge as many of my .esp's as possible. I have a rough idea of what can and what cannot be sorted. Bethesda .esm's are out of the question, along with the crap-pack. At this time, I would like to merge:


[collapsed title=Mart's Mutant Mod]

[X] mart's mutant mod.esm

[X] Mart's Mutant Mod - TTW Redesigned.esp

[X] mart's mutant mod.esp

[X] mart's mutant mod - natural selection.esp

[X] mart's mutant mod - tougher traders.esp

[X] mart's mutant mod - zones respawn.esp

[X] mart's mutant mod - master menu module.esp

[X] mart's mutant mod - new vegas geckos.esp

[X] MMM NV geckos.esp

[/collapsed]

 

The idea would be to merge it down to the .esm (unmodified if possible) and a single super-.esp. So 9 mods into two.

 

[collapsed title=Fixes]

[X] ttw_-_eye_glasses_fix.esp

[X] ttw_guaranteed_ammo.esp

[X] karmafix.esp

[X] ttw_hellfire_armor_fix_2.esp

[X] TTW_Project Nevada Stealth Sound Fix.esp

[/collapsed]

 

I don't know if it is possible, but merging fixes seems like something that is doable, especially because in my mind, I don't believe they would influence a lot of the same records. So many .esp's for seemingly-simple fixes

 

[collapsed title=Urban Combat Overhaul]

[X] UCO-MoreEnemies.esp

[X] UCO-The Mall.esp

[X] UCO-FOBs.esp

[/collapsed]

 

This mod adds a lot of spawns and more combat to the close quarters areas of FO3's worldspace. I cannot lie, I have no idea if these can be merged. Increased spawns, worldspace edits, and tiny little raiders bases all over the place.

 

[collapsed title=Weapons of the New Millenia's Optionals]

[X] Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp

[X] Weapons.of.the.New.Millenia.Leveled.Lists.esp

[X] Weapons.of.the.New.Millenia.Store.LITE.esp

[/collapsed]

 

I know this can be merged, I took a look in there and they seemed pretty small minus the LL entries.

 

[collapsed title=Detect Traps]

[X] Detect Traps - Traponator 4000.esp

[X] Detect Traps - Perk.esp

[X] Detect Traps - DLC.esp

[/collapsed]

 

The detect traps mod is cool, especially for a PA geek like myself. Three .esp's is silly though. 

 

[collapsed title=TTW Optionals]

[X] TTW_NoKarmaDCFollowers.esp

[X] TTW_Bobbleheads.esp

[X] TTW_MoreCookingItems.esp

[X] TTW Vehicle Scavenge.esp

[X] TTW_SuperMutantRebalance.esp

[X] TTW_StartupMenu.esp

[X] TTW_SpeechChecks.esp

[X] TTW_OutcastTrading.esp

[X] TTW_AnchorageCustomization.esp

[/collapsed]

 

I don't know if this is possible, but it would be awesome to cut this down.

 

You are probably wondering to yourself, "why hasn't he already done it?", the reason is: every time I follow a guide and try to merge something or do conflict resolution, SOMETHING happens. The guide will specify that all the records should look green letters / green background, but mine will have an orange record left over after injecting. The orange record from mod B (one to be merged) will be identical (FormID-wise) to the injected file in mod A.

 

Like [12345678] Gecko (orange record) in mod B ----> [12345678] Gecko (Purple record Text) in mod A after being merged. 

 

Then after taking the plunge and saving the mod with the merged data in mod A. I will reload A to take a look and the records are there sure enough, but the right pane is EMPTY. The newly added records are also in black only. I don't even know if this is necessarily wrong, I just don't know enough to have the confidence to continue chopping. I hope that I explained it well enough, if you guys need me to reproduce and make some screens I can.

 

I could really use some help, I really want to customize more and lower my plugin count, this load-stuttering is killing me.

 

[collapsed title=Load Order]

[X] FalloutNV.esm

[X] DeadMoney.esm

[X] HonestHearts.esm

[X] OldWorldBlues.esm

[X] LonesomeRoad.esm

[X] GunRunnersArsenal.esm

[X] ClassicPack.esm

[X] MercenaryPack.esm

[X] TribalPack.esm

[X] CaravanPack.esm

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] TaleOfTwoWastelands.esm

[X] Project Nevada - Core.esm

[X] Project Nevada - Cyberware.esp

[X] Project Nevada - Equipment.esm

[X] Project Nevada - Rebalance.esp

[X] NevadaSkies.esm

[X] Weapons.of.the.New.Millenia.esm

[X] ELECTRO-CITY - CompletedWorkorders.esm

[X] ELECTRO-CITY - Highways and Byways.esm

[X] UCO-UrbanCombatOverhaul.esm

[X] TTWInteriors_Core.esm

[X] streetlights.esm

[X] TTWFixes.esm

[X] TTWInteriorsProject.esm

[X] Interior Lighting Overhaul - Core.esm

[X] mart's mutant mod.esm

[X] Project Nevada - Extra Options.esm

[X] Detect Traps.esm

[X] oHUD.esm

[X] TTW Redesigned.esm

[X] JIP Selective-Fire.esm

[X] TTW_NoKarmaDCFollowers.esp

[X] TTW_Bobbleheads.esp

[X] TTW_MoreCookingItems.esp

[X] TTW Vehicle Scavenge.esp

[X] TTW_SuperMutantRebalance.esp

[X] TTW_StartupMenu.esp

[X] TTW_SpeechChecks.esp

[X] TTW_OutcastTrading.esp

[X] TTW_AnchorageCustomization.esp

[X] Project Nevada - Rebalance Complete.esp

[X] Project Nevada - Cyberware Additions.esp

[X] DarNifiedUINV.esp

[X] The Mod Configuration Menu.esp

[X] FPSWeaponWheel.esp

[X] Advanced Recon Range Finder.esp

[X] JIP Realistic Weapon Overheating.esp

[X] JIP Companions Command & Control.esp

[X] The Weapon Mod Menu.esp

[X] CASM.esp

[X] Centered 3rd Person Camera.esp

[X] ttw_inventorysorter_0.esp

[X] Roberts_NewVegas.esp

[X] Better Burned Man.esp

[X] 1nivVSLArmors.esp

[X] 1nivPNSLPatch.esp

[X] WeaponModsExpanded.esp

[X] WMX-ArenovalisTextures.esp

[X] WMX-DLCMerged.esp

[X] WMX-POPMerged.esp

[X] EVE FNV - ALL DLC.esp

[X] WMX-EVE-AllDLCMerged.esp

[X] WMX-ModernWeapons.esp

[X] GRA-WRP-Patch-Two_Unofficial.esp

[X] Improved Sound FX - WMX - Merged Major DLCs.esp

[X] Improved Sound FX - Weapon Sharing Fix.esp

[X] Improved Sound FX - Merged Major DLCs.esp

[X] dD-Reduced Dismember Force - EVE.esp

[X] dD-Smaller Wounds - EVE.esp

[X] NevadaSkies - TTW Edition.esp

[X] Project Nevada - Med-X Fix.esp

[X] Project Nevada - All DLC.esp

[X] Project Nevada - WMX.esp

[X] Project Nevada - EVE All DLC.esp

[X] Project Nevada - TTW.esp

[X] Detect Traps - Traponator 4000.esp

[X] Detect Traps - Perk.esp

[X] Detect Traps - DLC.esp

[X] Improved Sound FX.esp

[X] More Perks.esp

[X] TTW Perk Overhaul.esp

[X] ammoingredientsloot.esp

[X] LFox Missing Ammo Recipes.esp

[X] Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp

[X] Weapons.of.the.New.Millenia.Leveled.Lists.esp

[X] Weapons.of.the.New.Millenia.Store.LITE.esp

[X] dD - Enhanced Blood Main NV.esp

[X] UCO-MoreEnemies.esp

[X] UCO-The Mall.esp

[X] UCO-FOBs.esp

[X] UCOHotfix1.esp

[X] T3T_LCA_TTW_ImprovedNtlGuardArmory.esp

[X] T3T_LCA_TTW_ImprovedWheatonArmory.esp

[X] Boacombat2glove.esp

[X] boa ncrpahelmet.esp

[X] Delay DLC - TTW.esp

[X] TTW_VanGraffs.esp

[X] gunrunners_in_the_capital_wasteland_1.1.esp

[X] RagdollOverhaulULTIMATE.esp

[X] Interior Lighting Overhaul - Ultimate Edition.esp

[X] NevadaSkies - Ultimate DLC Edition.esp

[X] BBBackpacks-v1-1.esp

[X] Vending Machines of The Wastes.esp

[X] LightUpAndSmokeThoseCigarettes_edisleado.esp

[X] LightUpAndSmokeThoseCigarettes_edisleado_leveledlist.esp

[X] Zan_AutoPurge_SmartAgro_NV.esp

[X] dsx_pa_perk.esp

[X] Mart's Mutant Mod - TTW Redesigned.esp

[X] mart's mutant mod.esp

[X] mart's mutant mod - natural selection.esp

[X] mart's mutant mod - tougher traders.esp

[X] mart's mutant mod - zones respawn.esp

[X] mart's mutant mod - master menu module.esp

[X] mart's mutant mod - new vegas geckos.esp

[X] MMM NV geckos.esp

[X] ttw_-_eye_glasses_fix.esp

[X] ttw_guaranteed_ammo.esp

[X] karmafix.esp

[X] ttw_hellfire_armor_fix_2.esp

[X] TTW_Project Nevada Stealth Sound Fix.esp

[/collapsed]

 



 

 









 

 


 


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Hazado
Posts: 11
Joined: Thu Jul 31, 2014 11:59 pm

Well here is how i merge

Post by Hazado » Tue Aug 19, 2014 11:12 pm

If you have autohotkey (macro program) here is an autohot key to quick swap records to the last spot on FNVedit.


Hit F4 to have it do so, You can hold it down to have it just keep swapping records over one line after another.


the "MouseMove, 1876, ReturnY" line is where on the screen it moves the record (My screen is 1920x1080). Use windowspy from autohotkey to find the location you want if your screen isnt that size.



F4::

WinWait, FNVEdit 3.0.32 EXPERIMENTAL,

IfWinNotActive, FNVEdit 3.0.32 EXPERIMENTAL, , WinActivate, FNVEdit 3.0.32 EXPERIMENTAL,

WinWaitActive, FNVEdit 3.0.32 EXPERIMENTAL,

MouseGetPos, ReturnX, ReturnY

Click down

MouseMove, 1876, ReturnY

Click up

MouseMove, ReturnX, ReturnY+18

return




FamousDeadGuy
Posts: 15
Joined: Wed Aug 13, 2014 2:46 am

I will give this a try, most

Post by FamousDeadGuy » Tue Aug 19, 2014 11:30 pm

I will give this a try, most of the guides that I have seen use the "Change FormID" command. Was I supposed to be doing it manually all along?



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

Yeah. Don't do that. You'll

Post by TJ » Tue Aug 19, 2014 11:40 pm

Yeah. Don't do that. You'll probably break all the links in other records as soon as you remove the master.


 


I say this because you're gonna break all the links as soon as you remove the master.


My project Dash is on Kickstarter!



FamousDeadGuy
Posts: 15
Joined: Wed Aug 13, 2014 2:46 am

Don't do what, specifically?

Post by FamousDeadGuy » Tue Aug 19, 2014 11:46 pm

Don't do what, specifically?



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

I wrote a guide that covers

Post by Gribbleshnibit8 » Wed Aug 20, 2014 1:46 am

I wrote a guide that covers merging mods. It's not entirely done, but covers the absolute bare minimum to successfully merge two mods.


https://docs.google.com/document/d/1i_IVlJg9l0_mUrF4x17Jr3ny7O4122FzDtFQyQ6wjzg/edit



FamousDeadGuy
Posts: 15
Joined: Wed Aug 13, 2014 2:46 am

I used your guide,

Post by FamousDeadGuy » Wed Aug 20, 2014 3:26 am

I used your guide, Gribbleshnibit8, I think I just suck at learning from books without applying things. To be fair it was better than the FNVGuide.



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

You could try this as well. 

Post by paragonskeep » Wed Aug 20, 2014 3:53 am

You could try this as well. 


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


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

FamousDeadGuy
Posts: 15
Joined: Wed Aug 13, 2014 2:46 am

This what I ended up with,

Post by FamousDeadGuy » Wed Aug 20, 2014 5:50 am

This what I ended up with, take a look if you can.


 


 


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FamousDeadGuy
Posts: 15
Joined: Wed Aug 13, 2014 2:46 am

I was informed by others that

Post by FamousDeadGuy » Wed Aug 20, 2014 5:01 pm

I was informed by others that the tool is best used to combine mods with a very low record count. This merge that I posted was a butt-load of records. I have the tool and have installed the script, but I figure if it is for small stuff anyway, might as well do it by hand.



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