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question about load order


ChaosReaper

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here is all the mods/dlc/files i would like to use.

 

Fallout 3

operation anchorage

the pitt

point lookout

broken steel

mothership zeta

weapon mod kits

WMK broken steel compatibility patch

WMK mothership zeta compatibility patch

WMK operation anchorage compatibility patch

WMK point lookout compatibility patch

WMK the pitt compatibility patch

destroyable environments V6.1

enclave commander v0.9

A Water Tower Hideout V1.1

Shaikujins_Chrome_Dogmeat_Armour

fose v1.1 beta9

craft v1.25

calibr v1.3

mmm

mmm-increased spawns

mmm-increased increased spawns

mmm-zones respawn

mmm-tougher traders

mmm-hunting & looting

mmm-natural selection

fook2 v1.0

fwe master release v4.1.1

fwe- optional restore sneak messages

fwe-fook merger

foip- wmk and fwe master release package

foip- wmk and fook2 package

foip- mmm package

foip- eve package for fwe

 

so, i was wondering if i need to make any automatic merged patches and what my load order should be.

 

thank you in advance,

ChaosReaper

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BOSS looks cool, but it's not going to merge all of this persons list into one list where the content from each mod is all in the final. Namely FWE WMK an MMM in this particular load order.

 

Let's say just for example that FWE adds armor to something that is a list, then WMK adds weapons to the same list, then MMM adds something else like the vanilla stuff in the list from Fallout3.esm. What you have if you look at it is a list with holes in it. MMM doesn't have the ability to use FWE or WMK as a master (which would allow MMM to have that content copy pasted into the list) Which it's also dangerous to add another mod as a master to a mod, hence creating merge patches an overrides to do this outside of the mods.

 

http://i123.photobucket.com/albums/o294/eiffU/MERGE.jpg

 

 

Only the very last list is being used by fallout, when you are in game, that's just how it works.

What merge patch would do is pick up on the holes, because of FWE an WMK, then create a new file then add all the mods to it as masters, so that the armor, cool guns, AND BADPENNY! could be added to the holes in the list, the mergepatch, would then load after MMM in the picture, only all the holes would be filled. Sometimes there are still holes, which require the user to decide if this needs to be added. If the Poop in this picture were say the vanilla content, like guns armor, an so forth, you might not want that on the list, the cool armor an cool guns and BADPENNY might replace those with better versions, so all you really need on there is the cool stuff.

 

 

 

Note that this is just the general idea, MMM doesn't have Poop in it, And BADPENNY isn't part of FWE yet, muah ha ha, but you see what a list looks an works like. Besides the issue of lists, there are conflicts all over the place in your load order even perfect mods have them. You can find out all you really need to know by using the new guide on FO3edit which is interactive, so you can work as you learn. Thanks to CSB.

 

Web-ensized by CSB http://www.fallout3nexus.com/downloads/file.php?id=9616

 

 

IF you learn FO3edit you don't need FOIP anymore, and can load anything with anything else.

 

 

 

 

 

 

Merge patch an merging two mods into one it two different things. We don't even merge two mods into one with FOMM or FO3edit which you could probably do. The tool we use to merge two different mods into one mod is called FO3 plug in utility, which is a nice Java Plug in, got to love Java, really hard to install an set up, but very very easy to use. All I hear is that it hates it if there are duplicate form ID's inside the two mods you are merging into one. But you should look into the in's an outs of it, because it's pretty important stuff. Once it's installed all it does is load a mod, then you select merge an load another mod, an save it. Bam you're done. http://www.fallout3nexus.com/downloads/file.php?id=5104

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