Jump to content

FNVEdit Merge Patch Question


Sarcasm

Recommended Posts

Hi, I'm trying to create an FNVEdit merged patch for my first time. I've downloaded the FNVEdit manual from the Nexus, which was immensely helpful. However, I keep running into a certain type of conflict that the manual doesn't seem to elaborate on and I'm not sure how to resolve it.

 

Every mod column will have a certain entry, including the merged patch plugin, except one or two of the mods, which have blank columns. The conflict is red which according to the manual, it is a major conflict. This is an example of what I'm running into. Each mod column including the merge patch has the same entry, except NVEC whose column is empty, and the conflict is red. This type of conflict seems to arise in the faction entries the most, probably because of using TTW and the faction issues that seems to cause. The only way I can find to resolve this conflict and make it green is to drag the merged patch's column into NVEC's column, as seen here. But this edits the NVEC plugin, as it asks me to save changes to NVEC when I save.

 

So my question is, should I be editing other plugins in this way while trying to resolve conflicts, or should I just leave this column red, and all others like it too? Should I be dragging only TO the merged patch column and not FROM it? I can't think of a third option, but if there is then I'd love to hear it. Thanks for any feedbacks

Link to comment
Share on other sites

 

 

So my question is, should I be editing other plugins in this way while trying to resolve conflicts

No.

 

The game only cares about your last "column" - the last loaded mod's entries. The point of FNVedit's color coding is simply to bring things to your attention; being red, purple, or cerulean blue doesn't matter in and of itself. What matters are the entries in your merge and/or bash patch.

Link to comment
Share on other sites

The order in which the colums are laid out in right hand pane is effectively the load order. When your games starts, it will load up the ESP plugins in that particular order, meaning the records from the last plugin loaded will be effective in game. So no, there's no need to edit existing plugins. When a merged patch is created it merges the records from multiple plugins and that is what is loaded up with your game.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...