mechine Posted August 30, 2009 Share Posted August 30, 2009 Okay so I did the merge patch, all the load order was loaded, but then later on when I looked at the header for the merge patch only maybe 25 of the 150 were listed, an stuff like ingestables an other odds an ends were not included. So it didn't fix that, but did fix a lot of stuff, after I went in an changed what it detected as conflict. The first merge patch also showed errors after it went thru the whole load order (didn't recognize them) After I fixed it I ran it again just to see an there were no errors (so I didn't write them down) BLTC, Real Injuries, Primary Needs, Haz drugs, FDA, metal salvage, and others. All pretty much have multi entrys for ingestables. Which has been a big problem. Like using whiskey that has the inebriation mod FOSE, while also the thrist stuff from primary needsthen the bottle gen from metal salvage. You get it sort of huh there's like 10-15 entrys for whiskey, each of which does something cool, which is why I downloaded it. What I'm doing as a test to fix it is pretty much I created a Psudo merge patch, then deleted the entry in it, so it's empty, just a file header. From there, I set it to use the mods I needed as .esm masters so that I could paste in the scripts an use them in a override. So step one I paste a overide into the psudo merge patch (which is empty) Now that it is there, I have to decide what I can actually use. So make fix it like I normally would, but when it comes to the effects an conditions you sort of add them into the override, an it's not easy either scroll over here, look, scroll over there paste, then when you're done delete the effects in the original entries. It's kind of like how merge patch fixes the lists, dumping the different entrys into one list with all of them. But allows a whiskey that when you drink it get's you drunk (blury screen) Makes it so you can't walk (funky key bindings) Generates a empty bottleEffects Primary needs thirst, Adds rads, what was the other one I forgot... Link to comment Share on other sites More sharing options...
gsmanners Posted August 30, 2009 Share Posted August 30, 2009 I understand the appeal of a needs mod, but implementation is such a huge pain that I'm always surprised that people bother keeping them. I guess not everyone inspects their mods for signs of over-complexity. :P Link to comment Share on other sites More sharing options...
mechine Posted August 30, 2009 Author Share Posted August 30, 2009 Well it started with real injuries which made it a lot more fun Primary needs uses the same .esm as real injuries So after a while of just using the real injuries it was a no brainer to try the other half of the mod Once I tried it I was hooked though. What kind of a simulation would it be without this stuff. I had to start over again. Which makes it the idk 5-6 time I've tried to fix the conflicts. I think maybe the problem is tweeking the load order before hand. 6 attempts yeah, but each one is getting better, along with the practice of using FO3edit more. I wouldn't say Real injuries primary needs is a problem or is even that complex, but once you add them in an have FOOK, BLTC, HAZdrugs, FDA, Inebriation-FOSE, UseableCigarettes, MRE, Fallout Food, Afros nuka cola, bottle that water, and a few other mods. It becomes a rather complex system. But not unfixable. It's not really anymore hard to fix this part than it is to fix MMM. It might even be a little more easy once you create a empty .esp at the end of the load order to copy your overrides into, the empty.esp uses all the different mods for food an stuff as masters so you end up creating overrides that can use bits a parts from each mod to produce what you wanted Or in the case of primary needs, add the new an different player made food types to effect hunger scripts. I've also ditched every FOIP an compatibility patch this time. Why bother with them now. An override seemed cleaner. Moving from generic to custom load out. Gawd if I could just make some progress though, lolz Link to comment Share on other sites More sharing options...
gsmanners Posted August 31, 2009 Share Posted August 31, 2009 If someone could automate all this merging and conflict-catching, you could have an infinite number of mods. Link to comment Share on other sites More sharing options...
mechine Posted September 2, 2009 Author Share Posted September 2, 2009 I agree, but if it were automated that just means the noobs would get to do it by noobs I mean lazy people that don't really get into the viewing of data or in this case fixing it it's a huge investment of time an deterimination But I think that an automated program for one isn't going to be as good as the hard and awful manual way for one because the computer can't make choices of opinion like say which mod is better or more like which entry on a multiple entry list is the best choice for the player That being said, going from a total noob at FO3edit, to somewhat accurate at fixing problems fast takes less than 2weeks, and then maybe 10 failed attempts on the total load order. Which is a drag because you have to start all over. Infinate number, hmmm is there still a max amount of mods you can run? You should check into the OverRide thing I tried an got to actually work. I think I've seen it before, but never on this scale I don't think. the process allows you to use any mod with any other mod while also keeping the good parts of each mod in the final entry freaking long though, an I'm spamming it like it's a internet advertisment, :/ which is kind of a bummer for me, but it's so huge... http://thenexusforums.com/index.php?showtopic=149252 Link to comment Share on other sites More sharing options...
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