Soran12 Posted May 25, 2010 Share Posted May 25, 2010 I have problem merging esp changes into esm master ... First set Fomm load order then close fomm and run fo3editload the files Master + plugin. done Select branches from esp file that you want to be merged into master/esm file then right-click and select deep copy, chose esm file and click ok done ... (the changes are there but the branches are not bold like they should be o.O also when i close fo3edit no file is saved, tried marking the changed branches to force the save and it worked the fallout3t.esm was saved as changed file ... but after closer inspection no changes where made in that file. :( ) Load order A1.Fallout3t.esm2.Fallout3t.esp Tried also Load order B1.Fallout3t.esp2.Fallout3t.esm if i set load order B in fomm it looks good but in fo3edit load order B changes to load order A again :/....if any one has any idea whats wrong or what im doing wrong, Pleas help :)almost forgot :/ settings that im changing are in ammunition so they arent hardcoded. P.s. Im sorry for my bad grama :/ Link to comment Share on other sites More sharing options...
fap6000 Posted May 27, 2010 Share Posted May 27, 2010 Well first off we don't merge .esp changes into the master. Such as I changed something in the Fallout.esm, it's overridden from saving that change in a .esp Say you wanted to edit Fallout.esm, do your edits an changes an all that, then save it in Fallout.esp, or MyNewMod.esp. Not that there is a reason you would ever need too, but if you really wanted too. Do your weird deep copy thing that nobody really ever uses, on fallout.esm, save that, now you have Fallout.esp (exact match of fallout.esm) Then whatever changes you want save that in a totally different .esp Then all you need to do is merge the two the correct way, or manually carry your edits to your Fallout.esp (exact copy of fallout.esm) Once it's done, use fomm to turn that .esp into a .esm (then ditching your fallout.esm for your new one) Which is pointless because any other mod you use will probalby override it. Second off nobody really uses that method to merge stuff. Some do yah, but I mean the folks using 255 mods don't. The 255ers all use FO3 plug in utility, which is a java application. Nice simple, and even gives a warning when you have unique duplicate entries. However unless you have 250 mods in your load order, there's no need to merge anything. Link to comment Share on other sites More sharing options...
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