50piecesteve Posted January 15, 2010 Share Posted January 15, 2010 ok so i'm a little confused about this, it says in the fo3 edit training manual, to uncheck any previous merger patches before creating your own, ok here's a list of all the plugins i have: Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [*censored*] World And Neighbourhood Kit.esmFOOK2 - [DIK] DLC Improvement Kit.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmProject Beauty HD version.esmPB FOOK2 - Main.espPB MMM HD.espFWE - FOOK DLC Support.espSimms' Ammo.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espCRAFT - Activation Perk.espCALIBRxMerchant.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-pipboylight.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espProject Beauty- Point Lookout MMM.espPB FOOK2 [DIK].espFOOK2 - Main.espFOOK2 - [EVE] Energy Visuals Enhanced.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Mothership Zeta.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Lvl 30 Balance.espFO3 Wanderers Edition - Followers Enhanced.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional No Fast Travel.espFO3 Wanderers Edition - Optional Harsher Wasteland.espFO3 Wanderers Edition - Optional Worn Weapons.espSomePoses.espTailor Maid.espTailor Maid Black Retex.espStealthboy Recon Armor - CRAFT.espP94-95.espFOOK2_v1.0_Regulator_Reversion.espForce Start The Pitt.espSally Fix 2.1.espTL_Freeze.espVault_87_[script_Reversion].esp[DIK]_DLC_Transition_Hotfix.espTwilight Zone [utility Tunnel].esp.espNVG_Activator_Crash_Fix_[Experimental].espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - No DLC Increased Spawns.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - FOOK2 - DIK.espChoose your own hairstyle (load this last on FOMM).esp now i know to uncheck: mmm-fook2-dik; PB FOOK2 [DIK].esp; PB MMM HD.esp; PB FOOK2 - Main.esp so my question is looking at the plugins above is there any other plugins, i should uncheck when creating the merger patch for my mods, like for example: FWE - FOOK DLC Support.esp and also you'll notice in the middle of the load order i have several hotfixes for fook should i include those in while making my merger patch, some of them like force start the pitt, i save my game uncheck it after, the quest pops up Link to comment Share on other sites More sharing options...
mechine Posted January 15, 2010 Share Posted January 15, 2010 Um, no, GSmanners showed me how. You load up the whole list, then click a part of the list on the left after it says finished loading, then press Ctrl A to select all, or right click an select all, once they are all selected right click an create merge patch, then wait, let it finish, then save it. After you click create merge patch, it should display what mods it's adding as masters to the new merge patch plug in it created. Then just name the file MergePatch so you know what it is. Then after it's saved, close FO3edit, then open it again an load the whole thing, don't forget to load the new merge patch, open FOMM an check the merge patch, an then hit X so it loads by default from now on. Once you have the whole load order plus the merge patch loaded, you have to go thru an look at all the stuff inside the merge patch, which you will either be fixing conflicts or adding stuff to the final list. But It requires good choices. You are better off if you never remove a whole entry, but make it match, or delete just a part of it, like the distruction data rather than the whole entry. The good decisions are stuff like if it's a weapon, maybe there are weapons from the vanilla part of the list, an then maybe those were replaced, idk it's up to you, sometimes I just put everything on the list into the final entry. You can find a better guide on FO3edit, which is the same thing, only it's put in a interactive interfaceWeb-ensized FO3edit guide by CSB http://www.fallout3nexus.com/downloads/file.php?id=9616 Then you know if you ever change anything, create a new merge patch. The same kind of thing you learn in merge patch is what you kind of use to create Overrides, which if you can create overrides then you can pretty much do anything. Link to comment Share on other sites More sharing options...
Recommended Posts