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question about f03edit


50piecesteve

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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.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CRAFT.esm

CALIBR.esm

FOOK2 - Main.esm

FOOK2 - [*censored*] World And Neighbourhood Kit.esm

FOOK2 - [DIK] DLC Improvement Kit.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

Project Beauty HD version.esm

PB FOOK2 - Main.esp

PB MMM HD.esp

FWE - FOOK DLC Support.esp

Simms' Ammo.esp

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Unofficial Fallout 3 Patch - Mothership Zeta.esp

CRAFT - Activation Perk.esp

CALIBRxMerchant.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-pipboylight.esp

Project Beauty- Broken Steel.esp

Project Beauty- Point Lookout.esp

Project Beauty- Point Lookout MMM.esp

PB FOOK2 [DIK].esp

FOOK2 - Main.esp

FOOK2 - [EVE] Energy Visuals Enhanced.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Mothership Zeta.esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - Lvl 30 Balance.esp

FO3 Wanderers Edition - Followers Enhanced.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Optional No Fast Travel.esp

FO3 Wanderers Edition - Optional Harsher Wasteland.esp

FO3 Wanderers Edition - Optional Worn Weapons.esp

SomePoses.esp

Tailor Maid.esp

Tailor Maid Black Retex.esp

Stealthboy Recon Armor - CRAFT.esp

P94-95.esp

FOOK2_v1.0_Regulator_Reversion.esp

Force Start The Pitt.esp

Sally Fix 2.1.esp

TL_Freeze.esp

Vault_87_[script_Reversion].esp

[DIK]_DLC_Transition_Hotfix.esp

Twilight Zone [utility Tunnel].esp.esp

NVG_Activator_Crash_Fix_[Experimental].esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - No DLC Increased Spawns.esp

Mart's Mutant Mod - No Floaters.esp

Mart's Mutant Mod - No Wanamingos.esp

Mart's Mutant Mod - Feral Ghoul Rampage.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - FOOK2 - DIK.esp

Choose 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

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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 interface

Web-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.

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