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FNVedit vs. WryeFlash?


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#1
edgeburner

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I was just wondering (after the major league headache of getting wrye flash installed) How folks have fared with the different patching methods?
Any preference?
what are the differences?
Will both (patches) play nice together and not grab from each other?

thanks,
Jim

Copied from another forum (To lazy to retype) :blush:

I am newb to modding fallout NV and would appreciate any assistance or preference ...
thanks folks,
jim



#2
eric31415

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I have only played FO3, but for this question there is no difference.

 

The manual for FO3Edit (the other method) states that it does the same thing as Wrye Flash. But Flash gives you full control over what is contained in the patch, plus allowing you to tweak other game variables via the bashed patch. It can also handle mod installation, and has tools for lots of things.

 

FONVEdit is a one-click solution. I had issues with it, but it seems to work well for most people.

 

So you will only need one or the other. I use Flash.



#3
edgeburner

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Thanks, Eric.

I loved Wrye Bash for Oblivion, but most of the posts I've managed to locate via googling seem to lean toward FNVEdits merged patch for FNV. But, after looking at the header of my current  FONVEdit patch it  seems to be limited compared to what Flash incorporates.
should I just delete my merged patch and create a "bashed patch" ?
load order:
 

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
IWS-Core.esm
Advanced Recon Tech.esm
CINEMATECH.esm
NSkies URWLified.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Extra Options.esm
ELECTRO-CITY - CompletedWorkorders.esm
ELECTRO-CITY - Highways and Byways.esm
oHUD.esm
DFB - Random Encounters.esm
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
DarNifiedUINV.esp
CASM.esp
The Mod Configuration Menu.esp
The Weapon Mod Menu.esp
Project Nevada - Cyberware Additions.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
Improved Sound FX.esp
Improved Sound FX - Weapon Sharing Fix.esp
Improved Sound FX - Merged Major DLCs.esp
Improved Sound FX - Project Nevada.esp
DFB - Random Encounters - Update - MCM.esp
FalloutNVCheatTerminal.esp
IWS-Core-Patrols.esp
IWS-Core-Guards.esp
IWS-Core-Civilians.esp
IWS-DM.esp
IWS-HH.esp
IWS-OWB.esp
IWS-LR.esp
Advanced Recon Gear.esp
Advanced Recon Tech.esp
Advanced Recon Gear-Locations Doc Mitchell.esp
Advanced Recon Gear - Project Nevada.esp
Armored Duster.esp
FlashlightNVSE.esp
Bullet Impact Increased LOD.esp
WMXUE.esp
WMXUE-PN.esp
WMXUE-CouriersStash.esp
WMXUE-ArenovalisTextures-CS.esp
WMXUE-ArenovalisTextures.esp
EVE FNV - ALL DLC.esp
WMXUE-EVE.esp
Project Nevada - EVE All DLC.esp
DYNAVISION 2 - Dynamic Lens Effect.esp
ELECTRO-CITY - Imaginator.esp
Directors Chair.esp
PCB Hotkey.esp
merged patch.esp

Total active plugins: 63
Total plugins: 72



#4
luthienanarion

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FNVEdit is a low-level plugin editing tool, and its merged patches are but one function. You could literally create a plugin for a mod with it without ever opening the GECK except to compile scripts. That said, it actually offers much more control over what ends up in a patch than Wrye can.

#5
eric31415

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You only need one type of patch. So if you want to use a bashed patch, delete the merged patch like you said.

 

Most read-me files for Fallout mods refer to the merged patch, but functionally they are the same. Like you, I came to love Bash thru Oblivion, so maybe that's why I prefer it. Whichever you choose is up to you.



#6
drithius

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Use both: a manually-edited FNVEdit patch for precise changes, merged into a bash patch handling macro-level merging.


Edited by drithius, 17 October 2013 - 09:10 PM.


#7
edgeburner

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Thank you for the helpfull responses, folks. :)






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