Jump to content

Duplicate entries in load order help


Recommended Posts

hey guys, im sorry if this post is an annoyance to some. ive been lookin around and i think i have a load order problem but im not sure. i just started a new game from a clean install and now have mods and i walked out to the springvale area by Megaton and it crashes right in front of Megaton.not even 5 minutes into playing. i looked at the FOMM load order report and it says i have 19 duplicate entries. if you know my possible problem please help. here is my load order:

 

 

Mod load order report

! Warning: current load order template contains 19 duplicate entries

 

Fallout3.esm

Masterlist Information: $Revision$, $Date$, $LastChangedBy$

 

Mart's Mutant Mod.esm

 

Globaltravelsystem.esm (Inactive)

 

GTSEssentials.esm (Inactive)

 

RTS.esm

 

WastelandMastery.esp

 

WeaponModKits.esp

 

Alternate Start - Roleplayers.esp (Inactive)

 

Mart's Mutant Mod.esp

 

Mart's Mutant Mod - Hunting & Looting.esp

 

Mart's Mutant Mod - Natural Selection.esp

 

BLTC.esp

 

BLTC Immersion Patch.esp

 

RTS_Life_Of_Raider_Addon.esp (Inactive)

 

RTSpatch_RVW.esp

 

Owned!.esp

 

Fellout-Full.esp (Inactive)

 

AP.esm (Inactive)

* This mod does not exist in the current template

 

Adjustable Perks.esp

* This mod does not exist in the current template

 

YearlingsGlasses.esp (Inactive)

* This mod does not exist in the current template

 

SeducingWomen.esm (Inactive)

* This mod does not exist in the current template

 

APAgeBased.esm (Inactive)

* This mod does not exist in the current template

 

NightvisionGoggles(Powered).esp (Inactive)

* This mod does not exist in the current template

 

Misc. changes.esp (Inactive)

* This mod does not exist in the current template

 

Animy_prostitution.esp (Inactive)

* This mod does not exist in the current template

 

bELIeve.esp (Inactive)

* This mod does not exist in the current template

 

BLTC No Visual Effects.esp (Inactive)

* This mod does not exist in the current template

 

BLTC No Overdosing.esp (Inactive)

* This mod does not exist in the current template

 

BLTC Less Addictions.esp (Inactive)

* This mod does not exist in the current template

 

BLTC Hypo Fix.esp (Inactive)

* This mod does not exist in the current template

 

WastelandMastery_AdjustablePerks.esp (Inactive)

* This mod does not exist in the current template

 

 

 

 

Fallout3.esm

Mart's Mutant Mod.esm

RTS.esm

WastelandMastery.esp

WeaponModKits.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Natural Selection.esp

BLTC.esp

BLTC Immersion Patch.esp

RTSpatch_RVW.esp

Owned!.esp

Adjustable Perks.esp

 

Total active plugins: 13

Total plugins: 31

 

 

if anyone can help me i would appreciate it very much!thanks!!

Link to comment
Share on other sites

I wouldn't say it's a primary use for FOMM. I mean heh you can't view the duplicate entry or fix it, so why bother searching for one with FOMM. I guess that tool was built into FOMM for people who's first load order crashes before they get to the main load screen. A dead give away that something is in the wrong order.

 

As fer yer crash, that's what everybody does. Dump a bunch of mods together an end up with a dump build of fallout 3. Besides being harder to fix it's also harder to get a diagnosis on anything. That being said, you have to learn stuff, which requires messing stuff up, like your current situation.

 

I dropped this bomb on a person wanting to learn stuff today, you don't have to do all of it but it might help you to get a good plan on your builds before you start.

 

 

1. I start out by installing fallout 3 in it's own folder on the harddrive, out of habit, an in the tradition from back when we had problems with Windows putting security risks on things installed inside the program files folder. Then I'll get the 1.7 update patch installed either from downloading it or letting GFWL (games for windows live) auto update it.

 

2. I'll download FOMM, FOSE, GECK, GECK Update, FO3edit, FO3 plug in utility. FOMM (fallout mod manager) FOSE (fallout script extender) GECK (bethedsa construction set), Then FO3edit an FO3 plug in are advanced tools to do certian things. For example FO3edit will fix your mods to all run together even though they were made on different systems by different people, then the FO3 Plug in utility is the cleanest way I've found to take two mods an combine them into one, so the 255 mod limit can be passed.

 

---We use FOMM to launch the game via FOSE if it is installed. Also we apply archive invalidation a button you toggle an forget about. The moving around of the mods into a actual load order is done with FOMM. If you were making mods you use FOMM to unpack content from the .BSA archives. If you were making mods you also use FOMM to turn a .Esp into a .Esm. Then if you are having trouble you also use FOMM to copy the current load order to the clipboard in order for it to be pasted here in a help post. There's probably other stuff you can do with it too. Mainly it's used to make the load order an apply archive invalidation.

 

----FOSE pretty much unlocks the ability to make scripts that can do anything inside the game, maybe you want the player to fly or jump 50 feet, an other really complex stuff. For the most part you notice that the best mods will use FOSE to make things more easy on the player. But there's super cool stuff too that it can do. It's a must have, an quite stable. Out of the many things it can do, it also disabled GFWL (games for windows live) taking microsofts finger out of the pie, when it comes to our offline game being online just for GFWL anti cheat measures, which are not even needed inside an offline game.

 

-----GECK is used as a tool to build mods, as well as sort of have a window into the game world while doing so. It's hard to learn, hard to work with, but after a few months it's cake. Some players have had to have GECK installed as well as updated, to get fallout to run right, hence why you should at least install it.

 

------All this stuff get's installed in your bethesda softworks/fallout 3 folder, read the read meh

 

3. The only reason I go ahead an get all that stuff is because it's pretty much the foundation of the build. At this point pretty much I read the tweekguide to bring out the horsepower in the Gamebro engine which fallout runs on. It's old it's weird, but gamebro works. The tweekguide is @ http://www.tweakguid...Fallout3_1.html Basicly it starts with a basic run down of what each setting does, an then moves on to advanced tweeking. Pretty much you try configurations an then test them out.

 

----Key things to focus on is frame stutter, run across the wasteland an do a bunch of crazy stuff to see how smooth it runs, basicly try to make it crash, do stuff you wouldn't normally do, trying to make it crash.

 

----This whole process of a testing phase of the vanilla game, gives a baseline of how well it's going to run, as well are rules it out as a future cause to any problem you might face.

 

4. Install the DLC's an run the testing phase again. The order for the DLC's goes off the content inside them, DLC 01, DLC 02, DLC 03, DLC 04, DLC 05, which is how I know the correct order for them is The Pitt, Anchorage, Broken Steel, Point lookout, Zeta Because in certian areas they were made to overwrite the privious DLC as they were developed.

 

----At this point hopefully I have a 100% "known good" Fallout 3 build as well as my computer system. Which takes it off the table when I'm looking for a diagnosis.

 

 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXMODZ MODZ I MUST HAVE MORE MODZ OMG RAPGH ZERG WOOP WOOPXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

 

FO3edit guide by CSB http://fallout3nexus...ile.php?id=9616

 

1. You can download an install whatever you want. The key is to create a folder on the hard-drive somewhere away from your games. Then in here you create folders an sub folders which ends up being a backup copy of the mods you got. Then you don't have to download it again, an can always go back an read the read me if needed, or re-install it. I'll keep them once I have them. After maybe 3-6 months go by I'd delete them an download again so that I get updated versions. But that's only if I'm going to make a totally new fallout 3 build by re-installing it. Then also as I install the mod, I move it from this downloads folder, into a folder named "already installed" following the same sub folders so I can keep up with it later on if needed.

 

2. I'll only download stuff until I'm bored of doing it. Which doesn't take long at all. Once I get to this point I'll start installing. You either need WinRAR or WinZip to be able to access the compressed downloads the mods are stored on Nexus in. Open one up an always manually install if you can. Which is opening the RAR or ZIP in one window, then your actual data folder in the other, this is to avoid overwriting high quality content with low quality, but there are cases when at this point I'll decide not to use the mod, based of what is inside it.

 

3. Where ever your data folder is, Betheda softworks/fallout 3/data you right click it an create a short cut, rename it as you like an put it on the desktop, change the icon to something cool like the icon in the fallout 3 folder. With it on the desktop now when you are installing stuff, if you wanted to just blindly overwrite stuff, just drag an drop it into that shortcut which will automaticly put it in that data folder, then hit yes to all.

 

4. I'd say start with a few mods, install them, then you open FOMM an toggle invalidation on (then forget about it), put the mods in order, Fallout.esm at the top, then the DLC in order below that, then any other mods .ESM, All the .ESP go after that, but keep them in order, armor with armor, perks with perks, places with places, an so on. Most of the little mods it doesn't matter the order. The big time stuff does though.

 

----come up with a load order, then launch the game, if it gets to the main load screen then the load order is good, if it crashes before even getting to the load screen you have a mod in the wrong spot. Once it reaches the load screen I exit out an go to the advanced steps below.

 

5. Open the whole load order with FO3edit, create a merge patch (but don't fix it yet) Save it, then open the whole load order up again, remember the merge patch too. From here I start at the Fallout.esm an work my way down the list, which I fix any conflicts. Anywhere I see the mergepatch mentioned I skip, because I know later on I'll have to make another merge patch if I install anything else, an that this particular conflict will be fixed inside the merge patch.

 

6. As I fix stuff top to bottom often I'll run into something that can't be fixed by the normal means, at which point I'll create a OverRide to fix it for meh. You don't want to add a mod as a master to another mod, it's dangerous. However you can add any mod as a master to a override or many mods as masters to a override. Just not to many masters per override. I try to keep them seperated. Like OverRide_DLC OverRide_Food OverRide_weapons OverRide_npc These serve to fix things that can't be fixed the normal way of making the spread sheet match, but also provide ways to use mods in ways they were never meant to be, like 6 mods adding content to one in game item. Basicly Overrides are created from right clicking something in the list or the view window, then copy as override into, or copy as new entry into, something like that.

 

7. I'll get bored of this after maybe 4-8 hours, but I've been doing it for a long time. So I do pre-games. Point at which I stop an go inside an test. Which would require fixing that merge patch. Then also maybe cleaning the mods "removing identical to masters" "setting deleted to disabled" Then finally master updating with FO3edit right before I play. Then run another testing phase an either adjust the fixes, or install that mod again an fix it again a different way. I pretty much play until I crash or the player dies, then duplicate the crash, if it's still there, duplicate it in a new game start, at which point if it's still there I fix it before I move on to get more mods.

 

8. When I'm feeling strong an wana do some more work. I'll download some more stuff. Then delete my merge patch, delete all my save games, Then use master restore to remove the master update. I tend to do the installs in single jobs. Something complex is for sure going to be done as one seperate job, install, fix, merge patch, clean, master update, test...

 

9. In the future I'll probably only install huge overhawl type mods at the very last point, because then I'd only have to fix them once, an test them once, because they are so huge they touch on everything in the load order. Also the fixing of these takes a few days work. So I'll be dang sure feeling strong before I attempt it, which basicly means I feel like doing some super boring spread sheet work.

 

10. If I get around 150 mods or so, there's no set number though. I'll start by merging optional .esp into their main .esp, then I'll do a pre screen of what could be merged easy. Using FO3 plug in utility to merge it. This is done along the way so I don't end up spending all day merging 250 mods into 100 slots at the end. Also when I merge I create a backup folder which contains the mods I merged. So that I can keep up with what ends up being merged into one file.

 

11. There are some mods I decide to RCM, short for resource mod, meaning I'll use my tricks to reverce engineer the mod, remaking it so that it doesn't replace anything or the location is moved.

 

12. You can download 5-10 Gb of mods sure an even install it all in one sitting. But it will take two weeks working 8 hours a day to fix it. Which reflects on the quality of your build. This would be of a very low quality, an if you are lucky maybe there's only 8 major problems, but those 8 are hidden inside 200 mods, rather than being hidden in the last 4 mods you installed if you had did it a little at a time seperated by long hours of super fun gameplay in your testing phase. So that you don't go mad. Those quick builds never last, but a well made build will last 6 months or more.

Link to comment
Share on other sites

I wouldn't say it's a primary use for FOMM. I mean heh you can't view the duplicate entry or fix it, so why bother searching for one with FOMM. I guess that tool was built into FOMM for people who's first load order crashes before they get to the main load screen. A dead give away that something is in the wrong order.

 

As fer yer crash, that's what everybody does. Dump a bunch of mods together an end up with a dump build of fallout 3. Besides being harder to fix it's also harder to get a diagnosis on anything. That being said, you have to learn stuff, which requires messing stuff up, like your current situation.

 

I dropped this bomb on a person wanting to learn stuff today, you don't have to do all of it but it might help you to get a good plan on your builds before you start.

 

 

1. I start out by installing fallout 3 in it's own folder on the harddrive, out of habit, an in the tradition from back when we had problems with Windows putting security risks on things installed inside the program files folder. Then I'll get the 1.7 update patch installed either from downloading it or letting GFWL (games for windows live) auto update it.

 

2. I'll download FOMM, FOSE, GECK, GECK Update, FO3edit, FO3 plug in utility. FOMM (fallout mod manager) FOSE (fallout script extender) GECK (bethedsa construction set), Then FO3edit an FO3 plug in are advanced tools to do certian things. For example FO3edit will fix your mods to all run together even though they were made on different systems by different people, then the FO3 Plug in utility is the cleanest way I've found to take two mods an combine them into one, so the 255 mod limit can be passed.

 

---We use FOMM to launch the game via FOSE if it is installed. Also we apply archive invalidation a button you toggle an forget about. The moving around of the mods into a actual load order is done with FOMM. If you were making mods you use FOMM to unpack content from the .BSA archives. If you were making mods you also use FOMM to turn a .Esp into a .Esm. Then if you are having trouble you also use FOMM to copy the current load order to the clipboard in order for it to be pasted here in a help post. There's probably other stuff you can do with it too. Mainly it's used to make the load order an apply archive invalidation.

 

----FOSE pretty much unlocks the ability to make scripts that can do anything inside the game, maybe you want the player to fly or jump 50 feet, an other really complex stuff. For the most part you notice that the best mods will use FOSE to make things more easy on the player. But there's super cool stuff too that it can do. It's a must have, an quite stable. Out of the many things it can do, it also disabled GFWL (games for windows live) taking microsofts finger out of the pie, when it comes to our offline game being online just for GFWL anti cheat measures, which are not even needed inside an offline game.

 

-----GECK is used as a tool to build mods, as well as sort of have a window into the game world while doing so. It's hard to learn, hard to work with, but after a few months it's cake. Some players have had to have GECK installed as well as updated, to get fallout to run right, hence why you should at least install it.

 

------All this stuff get's installed in your bethesda softworks/fallout 3 folder, read the read meh

 

3. The only reason I go ahead an get all that stuff is because it's pretty much the foundation of the build. At this point pretty much I read the tweekguide to bring out the horsepower in the Gamebro engine which fallout runs on. It's old it's weird, but gamebro works. The tweekguide is @ http://www.tweakguid...Fallout3_1.html Basicly it starts with a basic run down of what each setting does, an then moves on to advanced tweeking. Pretty much you try configurations an then test them out.

 

----Key things to focus on is frame stutter, run across the wasteland an do a bunch of crazy stuff to see how smooth it runs, basicly try to make it crash, do stuff you wouldn't normally do, trying to make it crash.

 

----This whole process of a testing phase of the vanilla game, gives a baseline of how well it's going to run, as well are rules it out as a future cause to any problem you might face.

 

4. Install the DLC's an run the testing phase again. The order for the DLC's goes off the content inside them, DLC 01, DLC 02, DLC 03, DLC 04, DLC 05, which is how I know the correct order for them is The Pitt, Anchorage, Broken Steel, Point lookout, Zeta Because in certian areas they were made to overwrite the privious DLC as they were developed.

 

----At this point hopefully I have a 100% "known good" Fallout 3 build as well as my computer system. Which takes it off the table when I'm looking for a diagnosis.

 

 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXMODZ MODZ I MUST HAVE MORE MODZ OMG RAPGH ZERG WOOP WOOPXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

 

FO3edit guide by CSB http://fallout3nexus...ile.php?id=9616

 

1. You can download an install whatever you want. The key is to create a folder on the hard-drive somewhere away from your games. Then in here you create folders an sub folders which ends up being a backup copy of the mods you got. Then you don't have to download it again, an can always go back an read the read me if needed, or re-install it. I'll keep them once I have them. After maybe 3-6 months go by I'd delete them an download again so that I get updated versions. But that's only if I'm going to make a totally new fallout 3 build by re-installing it. Then also as I install the mod, I move it from this downloads folder, into a folder named "already installed" following the same sub folders so I can keep up with it later on if needed.

 

2. I'll only download stuff until I'm bored of doing it. Which doesn't take long at all. Once I get to this point I'll start installing. You either need WinRAR or WinZip to be able to access the compressed downloads the mods are stored on Nexus in. Open one up an always manually install if you can. Which is opening the RAR or ZIP in one window, then your actual data folder in the other, this is to avoid overwriting high quality content with low quality, but there are cases when at this point I'll decide not to use the mod, based of what is inside it.

 

3. Where ever your data folder is, Betheda softworks/fallout 3/data you right click it an create a short cut, rename it as you like an put it on the desktop, change the icon to something cool like the icon in the fallout 3 folder. With it on the desktop now when you are installing stuff, if you wanted to just blindly overwrite stuff, just drag an drop it into that shortcut which will automaticly put it in that data folder, then hit yes to all.

 

4. I'd say start with a few mods, install them, then you open FOMM an toggle invalidation on (then forget about it), put the mods in order, Fallout.esm at the top, then the DLC in order below that, then any other mods .ESM, All the .ESP go after that, but keep them in order, armor with armor, perks with perks, places with places, an so on. Most of the little mods it doesn't matter the order. The big time stuff does though.

 

----come up with a load order, then launch the game, if it gets to the main load screen then the load order is good, if it crashes before even getting to the load screen you have a mod in the wrong spot. Once it reaches the load screen I exit out an go to the advanced steps below.

 

5. Open the whole load order with FO3edit, create a merge patch (but don't fix it yet) Save it, then open the whole load order up again, remember the merge patch too. From here I start at the Fallout.esm an work my way down the list, which I fix any conflicts. Anywhere I see the mergepatch mentioned I skip, because I know later on I'll have to make another merge patch if I install anything else, an that this particular conflict will be fixed inside the merge patch.

 

6. As I fix stuff top to bottom often I'll run into something that can't be fixed by the normal means, at which point I'll create a OverRide to fix it for meh. You don't want to add a mod as a master to another mod, it's dangerous. However you can add any mod as a master to a override or many mods as masters to a override. Just not to many masters per override. I try to keep them seperated. Like OverRide_DLC OverRide_Food OverRide_weapons OverRide_npc These serve to fix things that can't be fixed the normal way of making the spread sheet match, but also provide ways to use mods in ways they were never meant to be, like 6 mods adding content to one in game item. Basicly Overrides are created from right clicking something in the list or the view window, then copy as override into, or copy as new entry into, something like that.

 

7. I'll get bored of this after maybe 4-8 hours, but I've been doing it for a long time. So I do pre-games. Point at which I stop an go inside an test. Which would require fixing that merge patch. Then also maybe cleaning the mods "removing identical to masters" "setting deleted to disabled" Then finally master updating with FO3edit right before I play. Then run another testing phase an either adjust the fixes, or install that mod again an fix it again a different way. I pretty much play until I crash or the player dies, then duplicate the crash, if it's still there, duplicate it in a new game start, at which point if it's still there I fix it before I move on to get more mods.

 

8. When I'm feeling strong an wana do some more work. I'll download some more stuff. Then delete my merge patch, delete all my save games, Then use master restore to remove the master update. I tend to do the installs in single jobs. Something complex is for sure going to be done as one seperate job, install, fix, merge patch, clean, master update, test...

 

9. In the future I'll probably only install huge overhawl type mods at the very last point, because then I'd only have to fix them once, an test them once, because they are so huge they touch on everything in the load order. Also the fixing of these takes a few days work. So I'll be dang sure feeling strong before I attempt it, which basicly means I feel like doing some super boring spread sheet work.

 

10. If I get around 150 mods or so, there's no set number though. I'll start by merging optional .esp into their main .esp, then I'll do a pre screen of what could be merged easy. Using FO3 plug in utility to merge it. This is done along the way so I don't end up spending all day merging 250 mods into 100 slots at the end. Also when I merge I create a backup folder which contains the mods I merged. So that I can keep up with what ends up being merged into one file.

 

11. There are some mods I decide to RCM, short for resource mod, meaning I'll use my tricks to reverce engineer the mod, remaking it so that it doesn't replace anything or the location is moved.

 

12. You can download 5-10 Gb of mods sure an even install it all in one sitting. But it will take two weeks working 8 hours a day to fix it. Which reflects on the quality of your build. This would be of a very low quality, an if you are lucky maybe there's only 8 major problems, but those 8 are hidden inside 200 mods, rather than being hidden in the last 4 mods you installed if you had did it a little at a time seperated by long hours of super fun gameplay in your testing phase. So that you don't go mad. Those quick builds never last, but a well made build will last 6 months or more.

 

 

fap6000,

thank you for going into detail about my problem,i appreciate it very much.theres still a problem,i had all those programs and a clean install and i used FO3 Plugin Utility to merge plugins but it still crashes outside of Megaton. im down to just a few plugins now and it still crashes.i went through the whole new game tutorial with these plugins and right at Megaton it crashes.it also crashed at the vault 101 entrance but i got passed that.

Link to comment
Share on other sites

Well the fact that it's crashing at all should be a sign that you need to come up with some sort of systematic plan which would allow you to rule out possible causes along the way. Rather than trying to rule out possible causes at the end. If you ask me that's shooting in the dark. Hone them dianostic skillz man.

 

MMM, GTS, RTS, WastelandMastery, WMK, BLTC, SeducingWomen, Animy_prostitution. All of these are either huge or complex in nature, and such in my own personal load orders would require them to be installed, fixed, and then tested All as seperate jobs, into a already known good 100% crash free load order of the 100 or so tiny easy to work with mods I had to have. Also any merging I did would also be done as seperate jobs with it's own testing phase.

 

You can't say it's a crash at megaton, because you just crashed at Vault 101. Duplicate it until you know what is causing it. You should try duplicating it in a new game start as well. Some game starts just don't go well.

 

Also Mr. Genius "who has every program an still has trouble" Where is your FO3edit merge patch, Since that isn't in your load order, I already know that you skipped the Master Update, which from that I know you skipped cleaning the mods too. Then the fact that you even mention the words "duplicate entry" and "FOMM" in the same sentence, leads me to believe that your FO3edit conflict resolution skillz are questionable at best, if you even performed that part.

 

You can either clean it up, or get past it just like you did at Vault 101, but until you follow a guide an hone your skillz, This problem is always going to come back to haunt you. Come up with a plan. Your doing the right thing, just keep at it until you get really good at it.

 

There is nothing you have said in your post that would allow me or anyone else to give you a diagnosis. Short of you saying that anytime you walk thru the megaton door you crash. Is that what you mean?

 

 

Link to comment
Share on other sites

Naw man it was all spelled out for you. You didn't feel like reading it an I don't blame you.

 

FO3 edit merge patch isn't merging anything, it takes all the different list type data, like loot for example then puts it all together in a useable list, an then you fix it afterwards, an make a new one anytime you change the load order.

 

FO3 Plug in utility is a different tool used only by people wanting to use more than 255 mods in their load order, the actual merging of two mods into one.

 

You don't delete what you merge perse, but you do put it in a folder on the hard-drive somewhere. As a backup copy, also in sub folders which in the end serve to show you what you have merged. I'll place the mods I merge in a sub folder with a notepad copy of the load order before I merged it, then all of them seperated, as I merge an test.

 

 

Why are you even merging stuff anyway?

Link to comment
Share on other sites

i wanted to merge so that if there were conflicts i thought they would cancel eachother out and be all one big mod.but i did read some of the web-enized guide and succesfully had no conflicting records and started up the game and it crashed on the load.not the main menu but after i loaded my game.
Link to comment
Share on other sites

Well let's look at what that does. Take these two mods.

 

MMM.esp

MMM increased increased spawns.esp

 

They both have entries for MMM spawn min an max, inside MMM.esp it's 1 and 1, then Increased.esp it's 3 an 5, when the utility sees that there are duplicate entries that are not exact matches, one of them gets renamed. So in your merger you now have two seperate entries. With no way to tell if the references that either one was using carried over durring the auto-renaming. This is done blindly, because the utility is making the choices. This is only a simple example, but in more complex duplicate entries & issues this problem would get rather messy with results being Un-known at best.

 

I don't know where you got this idea. But it's the second worst idea I've heard all week. Even if you did get it to work, you have virtually no control on the end result. The stuff you would need to known in order to get a good result is the same stuff you would need to know in order to fix a load order to have the mods all work together. That being said all that time you wasted trying to take the easy shortcut, you could have already fixed the thing correctly.

 

You could dump it all an try it again, heck it might work. I mean you obviously read about it somewhere. For example from what I know, I would never think of doing this, it's not even an idea that could randomly pop in my head. Just because I know even if it would work, the end result is questionable at best from the only control the user having is the actual order the mods are merged in. And that's like taking a guess of the entire content of one mod, while cross refrencing it to another mod then being to able to look forward to what it's going to look like later on when other mods come in.

 

 

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...