supergothmailboxstalker Posted January 14, 2010 Share Posted January 14, 2010 I'm wondering if anyone made a mod merger like the one in oblivion. This would come in very handy with loot tables, anyone know for certain? (or does fallout not have the problem of overwriting entire loot tables if two mods only add items to the lists?) Link to comment Share on other sites More sharing options...
SATMA Posted January 15, 2010 Share Posted January 15, 2010 Nice Yonkers pic in your sig. I'd kill for an "Operation Anchorage" type scenario of that scenario. :O Anyway, FO3Edit can be used to merge ESPs, but I'm not sure if it can merge loot tables or levelled lists on its own. You can copy one set of loot tables from a mod directly into another mod, though. Link to comment Share on other sites More sharing options...
mechine Posted January 15, 2010 Share Posted January 15, 2010 No, FO3edit creates merge patches, (semi automated merge of stuff on lists from all mods into one override) To merge two mods into one we use FO3 plug in utility. This isn't comming from me, the folks that merge mods into one just reckon that this is the least risky way to do it http://www.fallout3nexus.com/downloads/file.php?id=5104 FO3edit an FOMM will probably do it, but something must be wrong with doing it that way, all the 255 load order folks say plug in utility. The plug in utility is a Java plug in, kind of a pain to set up, but not that bad. After that, it loads one mod, then you pick merge, it loads the other, then save. It doesn't like duplicate form id's, that's all I heard, but it wouldn't hurt to look into that kind of thing. I never really had any problems with it, but I don't merge very often, it was more trouble to install than it is to use, works great though. You can learn FO3edit a lot more easy thanks to CSB, web-ensized FO3edit guide http://www.fallout3nexus.com/downloads/file.php?id=9616 If you don't use a FO3edit merge patch you might as well not patch the game an see how well version 1.0 works, master update still does some magic too, even though technically we don't need master update anymore, just the fact that the .esm method is dirty, while .esp is cleaner then master update turning them all into psudo .esm files, is enough to use it, plus it cleans up some of the type of data will never need to know about. Link to comment Share on other sites More sharing options...
FadingCeiling Posted January 15, 2010 Share Posted January 15, 2010 I only did a merged patch with FO3Edit - Never bothered with the master update ( I really do not understand what it does and it's benefits) - And been running Fallout 3 + bunch of mods just peachy. Also if I'm not totally mistaken mod merger patches are sort of a unique and depend on your own individual load order and mods you are using and making a generic one isn't feasible (not sure this is the right word). Link to comment Share on other sites More sharing options...
mechine Posted January 15, 2010 Share Posted January 15, 2010 Well master update just makes it look like all the .esp are .esm, then sweeps all the Snam data stuff, like the names for things the game see's it's all in weird 4 letter names, something to do with that an extra ones, All I had to read was that it was still a valid measure to avoid crashes, I haven't been using it either, but it's in the guide for FO3edit. Semi automated doesn't mean generic, I mean half the work you don't have to do Link to comment Share on other sites More sharing options...
SATMA Posted January 15, 2010 Share Posted January 15, 2010 *snip*Well, FO3Edit doesn't have a "Merge ESP" button per se, but being able to Deep Copy every part of a mod into another mod is the functional equivalent. As well, it's a bit safer, because you're picking and choosing exactly which components you want merged. Link to comment Share on other sites More sharing options...
FadingCeiling Posted January 15, 2010 Share Posted January 15, 2010 What I meant with the generic merger patch I meant that person A would upload a merged patch on say Fallout3Nexus and people would be able to use it without problems. I suppose it would work but anyone using said merged patch would have to have the exact same mods in the exact same installation and load order if I'm not totally mistaken. Now I'm starting to wonder if the FOIP patches exactly those I mentioned above... I'm waiting for my new gaming rig and been dedicating a bit more time on learning the way how mods work and studying different mods to see what I can use together without them conflicting with each other. And I tell you it's a PITA because every mod is uploaded in a different way and not in the same standardized way. Say if all the mods uploaded for example on nexus would have to be fomod ready or just plain fomod's it would make so much easier for novice users to install and use mods. A few clicky clickies here and there and good to go. The way it is now is a lot more chaotic and required greater dedication from the user's to get things working properly. Link to comment Share on other sites More sharing options...
mechine Posted January 15, 2010 Share Posted January 15, 2010 yeah FOIP is totally generic merge patches, not really but look at them installed correctly in FO3edit, it's a big mess. Actually fixing a load order is more easy if you delete the FOIP's an just do it yourself, rather than fix the stuff which the FOIP is causing. FOMOD's used to cause problems themself. Auto installers too. I totally agree SATMA, but that's not how those mod crazy 255ers do it. Just what I heard in the Scheol. Now like say you wanted to have vodka that would use distruction data from fook2.esm an explode when shot, then get you drunk from inebriation.esp, quench thirst from PrimaryNeeds.esp This is done with overrides an FO3edit, which all it really is, is that you copied as override into a new file on one of the entries, this prompts you to add as a master to this new file, then save, load it up, edit the file header so that it uses all of those mods as masters like merge patch does to correct lists, once the masters are added to the header, you save an load it again, an now any data or script in mods before the override which were added as masters you can now drag an drop into the override. The only problem is that sometimes it doesn't take the first time so you have to check your work. The guide talks about it sort of I guess. Basicly when you can't fix it the normal way you make a override to do it, or if it's something like above, never meant to exist Link to comment Share on other sites More sharing options...
supergothmailboxstalker Posted January 16, 2010 Author Share Posted January 16, 2010 I guess I took that old tool for granted....anywho, my concern is over the loot lists if I added a single weapon to the game, and I'm concerned that would *ban me* with other loot-table/creature modifiers like Martigens. I don't see how single-weapon adds would take on popularity if all of them conflicted with eachother w/o a quick merge, thus, since this process isn't overly simple, I'm thinking that activating this sucker won't cause any problems. I'm going to go try it and see what happens. Thanks for the replies! -editoh, and if this picture were a video, it would be the fullscreen version. The original is about 2:1 ratio. This one's 1.5/1. Here's the perrty original. http://www.slashfilm.com/wp/wp-content/ima...zconceptart.jpg Link to comment Share on other sites More sharing options...
mechine Posted January 16, 2010 Share Posted January 16, 2010 FO3edit's merge patch should pick up on it, if it didn't all you would need to do is follow the same way merge patch was created. A new .esp created where mod were added as masters to it, so that all their content could be used. Merge patch picks up on leveled items, which are kind of loot lists. But I didn't think the MMM had loot list stuff in it. I use the old version though. At any rate you could either add what you needed to a created merge patch, or create a override which does the same thing in the places where the list got messed up. An override works just like the merge patch, from the adding of masters to it, just don't add too many masters to any one override. Break it up. Somtimes it will cause a land mine to go off if you don't. Keeping them in groups like script overrides, or dialog overrides, weapon overrides, and such. FOIP is just overrides, though custom for the load order they are on. I'd rather just have the custom version, and then keep any mod I make away from those issues like loot lists which would make the mod harder to use. Link to comment Share on other sites More sharing options...
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