Foxxieboy Posted March 10, 2010 Share Posted March 10, 2010 Are Merged Patches good to use right now? And is it better to use Master Update on a merged patch, or use master-update and THEN make a merged patch of the Master-Updated files? It says that a Merged Patch is required for WMK compatibility, but I also heard that Merged Patches can cause issues with mods that work together like MMM and FOOK2. Also, I apologize if this is the wrong area to post this question, I only just got back from a long hiatus. Link to comment Share on other sites More sharing options...
GrandsonOfSam Posted March 11, 2010 Share Posted March 11, 2010 As of now, the Merged Patches do work decently, but still some tweaking is always good to do yourself. The MasterUpdate is a kind of grey area, as some people say it's a must do, but I myself still haven't heard a good reason to convert all of my .esp:s into .ESM:s... That said, even some modders don't seem to know the difference between an .esm and an .esp, and why some types of mods REQUIRE the mod to be an .esm... :D Confusing? Merged Patch == 1, MasterUpdate == 1 or 0, depending... :) Link to comment Share on other sites More sharing options...
pkleiss Posted March 11, 2010 Share Posted March 11, 2010 Just to clarify on the subject of ESP versus ESM. There are a few reasons I can think of why using an ESM would be better than using an ESP. 1) The design of the mod is such that there is a main section and several options which a player could pick from. That would imply an ESM / ESP pair for the mod. The ESM being the main and the options being the ESP(s). MMM is setup like this for example. 2) Your mod has encountered some of the ESP 'bugs' that only turning your mod into an ESM will fix. One of these bugs is a mismatched face/body skin tone. Another, more insidious one is the lost navmesh pathing bug which can leave your NPCs and followers stuck in place after a reload or fast travel. This only affects mods that place new navmeshes and those navmeshes are of a particular shape. Outside of these reasons (and any others I have omitted), its best to just leave your mod as an ESP. Link to comment Share on other sites More sharing options...
Foxxieboy Posted March 13, 2010 Author Share Posted March 13, 2010 I can't get UWWUT (Unique Weapons with Unique Textures) to work properly with this load order+MasterUpdate+Merged Patch. Phalanx requires master-update to prevent glitching of the Phalanx-added areas, and WMK requires a merged patch. Here's my load order.Fallout3.esm iCheat.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm HairPack.esm FallsChurchMetroFix.esm Phalanx-PointLookout-Navmesh.esm CRAFT.esm CALIBR.esm FOOK2 - Main.esm FOOK2 - [*censored*] World And Neighbourhood Kit.esm FOOK2 - [DIK] DLC Improvement Kit.esm Mart's Mutant Mod.esm Abbreviated Effects.esm DarNifiedUIF3.esp CASM.esp CRAFT - Activation Perk.esp More Hotkeys.esp RadioHotkey.esp DK_BulletTime.esp Sprint Mod.esp GalaxyNewsRadio100[M].esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Original Perks.esp UPP - Experience Perks.esp UPP - Quest Perks.esp CS_ LightsaberQuest.esp CS_LightsaberQuest - Objectives Patch.esp CS_LightsaberQuest - Companion Patch.esp CS_LightsaberQuest - Throw Saber Patch.esp 44breaktop.esp Fellout-Full.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp Fellout-pipboylight.esp SN_Depth_Of_Field.esp Tag! - You're it.esp SniperZooming.esp MaxLevelWorkaround-HP-BS.esp CRBSOR.esp WastelandMastery.esp FOOK2 - Main.esp FOOK2 - [DIK] DLC Improvement Kit.esp FOOK2 - Mothership Zeta.esp dD-Less Blood Time, Larger Blood.esp WeaponModKits.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp WeaponModKits - FOOK.esp WMK 1 Handed SMG.esp RealFragGrenade3.esp ACE2-1b.esp FPS Grenade Hotkey.esp FPS Grenade Hotkey - Zeta addon.esp FPS Grenade Hotkey - FOOK2.esp FPS Grenade Hotkey - FOOK2 DIK.esp EVE.esp EVE Operation Anchorage.esp UWWUT.esp UWWUT - The Pitt Addon.esp UWWUT - Broken Steel Addon.esp UWWUT - WMK Addon.esp dD-More Gore.esp dD-More Gore-The Pitt.esp dD-More Gore-BrokenSteel.esp dD-More Gore-PointLookout.esp FOOK2 Nightvision for Fellout.esp dD-More Gore-Zeta.esp dD-Reduced Ragdoll Force.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 - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - FOOK2.esp Mart's Mutant Mod - FOOK2 - DIK.esp Phalanx-MainFollowerModule.esp Phalanx-BrokenSteel-Integration.esp Phalanx-PointLookout-Integration.esp Phalanx-PerksAndStims.esp Phalanx-DogmeatEnemyTweaks.esp Phalanx-OPTIONAL-BROKENSTEEL-WeaponRepairLists.esp Phalanx-OPTIONAL-VendorChanges.esp Phalanx-OPTIONAL-WeaponChange.esp StealthCamouflage.esp Pip-Boy Remover.esp iCheat_DLC1_OpAnchorage.esp iCheat_DLC2_ThePitt.esp iCheat_DLC3_BrokenSteel.esp iCheat_DLC4_PointLookout.esp iCheat_DLC5_MothershipZeta.esp Rocket_Lombaxrace_beta.esp bzArmour.esp bzBodySuits.esp Precise Aim.esp Tesla Sword.esp Vibroblade.esp Iron Man Armory.esp FOOK2 - Snipers Edition.esp PIDL-lite.esp 3EFdrg.esp RAPTOR44AiO.esp Triage.esp MM6U.esp Sally Fix 2.esp Twilight Zone [Utility Tunnel].esp Achievement Remover [All].esp Achievement Remover [DIK].esp merged patch 1.esp Total active plugins: 120 Total plugins: 120 Link to comment Share on other sites More sharing options...
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