csb Posted November 5, 2009 Share Posted November 5, 2009 That mod clashed with my load order as well, including some conflicts that just weren't solvable with a merge, so for now it is on my "disabled" list until I learn GECK enough to create an alternate .esp. However, using Miax's guide, you might be able to resolve the conflicts in your mod list. Start FO3Edit. Refer to the guide on how to apply a conflict detection filter. Once the filter runs, expand the tree view to look at the conflicted records. Read the section on creating a patch plug-in/merge patch. Create one following the guide and voila, if all goes well, it will be conflict-free ... or at least conflict-resolved so that the conflicted mods all get to play nice. In my case it was a clash of scripts, so it would require some work in GECK merging the conflicted scripts and then putting that new .esp into my load order after the script-conflicted mods to add to my merge patch. Stick with it, understanding FO3Edit is a worthwhile learning endeavor, especially if you use a lot of mods. The time spent will save you endless frustration in mod conflicts (Dear mod author: Your mod doesn't work! etc. sorts of posts) and the agony of in-game crashes (except the obligatory built-in getCrash(int Random()) function that Bethesda's devs seem to have built in for job security). :biggrin: Link to comment Share on other sites More sharing options...
Recommended Posts