MoonDew1 Posted September 25, 2014 Share Posted September 25, 2014 Seeing as my previous thread was deleted (must have bumped it one too many times) I have to ask again. I need to know the best way to merge these files. I know I should use FNVEdit, that I should merge similar plugins together and avoid merging the more complex mods, and I know I need to use LOOT in order to ensure a working mod order. What I'm stuck on, however, is A) How can I be sure my plugins will still be in a working load order after merging? B) How can I add new mods to the merge in case I find something I want to try? C) If it becomes necessary, how can I remove mods from a merged file? Here's the (unsorted) list of plugins I currently have active. FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 CaravanPack.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 YUP - Base Game + All DLC.esm=1 FOOK - New Vegas.esm=1 Inventory Access.esm=1 Ambient Temperature.esm=1 NVInteriors_Core.esm=1 WARZONES - Misanthropy Pure.esm=1 FOOK - New Vegas DLCs.esm=1 ELECTRO-CITY - CompletedWorkorders.esm=1 rePopulated Wasteland.esm=1 Monster Wars.esm=1 AWorldOfPain(Preview).esm=1 NVInteriors_ComboEdition_AWOP.esm=1 Momod.esm=1 Project Nevada - Core.esm=1 Project Nevada - Equipment.esm=1 Caliber.esm=1 CaliberXgunrunners.esm=1 CFWNV.esm=1 DFB - Random Encounters.esm=1 CaliberXhonesthearts.esm=1 RustTownV1Master.esm=1 ELECTRO-CITY - Highways and Byways.esm=1 Weapons.of.the.New.Millenia.esm=1 Project Nevada - Rebalance.esp=1 Weapon Mod Expansion.esm=1 Project Nevada - Cyberware.esp=1 IWS-Core.esm=1 NevadaSkies.esm=1 Project Nevada - Extra Options.esm=1 UWHNV-Core.esm=1 DesertersFortress.esm=1 WME - GRA.esm=1 WME - DLCs.esm=1 YUP - NPC Fixes (Base Game + All DLC).esp=1 The Mod Configuration Menu.esp=1 IWS-DM.esp=1 IWS-Core-Guards.esp=1 DesertersFortressUpdate_V1.1_DemiLore.esp=1 DFB - Random Encounters - Update - MCM.esp=1 Jump Fall Fixer.esp=1 FalloutNV_lang.esp=1 UWHNV-Addon-DLC.esp=1 IWS-LR.esp=1 IWS-Core-Civilians.esp=1 IWS-HH.esp=1 Mission Mojave - Ultimate Edition.esp=1 FOOK - New Vegas.esp=1 Armored PA Gloves.esp=1 MoMod-MCMMenu.esp=1 Project Nevada - Cyberware Additions.esp=1 thrashfield.esp=1 FOOK - New Vegas DLCs.esp=1 IWS-OWB.esp=1 MMUE-CP-FOOK.esp=1 MoreChems.esp=1 EVE FNV - ALL DLC.esp=1 Imp's More Complex Needs.esp=1 Ambient Temperature - IMCNNV.esp=1 IMCNNV - HUD and Hotkeys.esp=1 RustTownAdditions3.esp=1 Monster Mod Wasteland Edition.esp=1 Vurt's WFO.esp=1 MoMod-NightSpawn.esp=1 AWOPCaliberXAmmoPatch.esp=1 MoMod-Aliens.esp=1 Momodlorefriendly.esp=1 MoMod-Terminators.esp=1 MonsterModLorefriendlyDLC.esp=1 IWS-MoMod.esp=1 UWHNV-Addon-GRA.esp=1 WARZONES-RUSTOWN - Peaceful Coexistence.esp=1 WeaponModsExpanded.esp=1 IMCN-CAM Patch.esp=1 Project Nevada - Rebalance Complete.esp=1 WMX-DLCMerged.esp=1 Project Nevada - All DLC.esp=1 FOOK-PN Convergence.esp=1 MMUE-CP-Convergence.esp=1 MMUE-CP-PNALLDLC.esp=1 CFW-PN-DLC.esp=1 Project Nevada - WMX.esp=1 Project Nevada - WME.esp=1 FOOK-PN-WME-WMX-EVE Convergence.esp=1 CNR_Beta.esp=1 AWOPDeadMoney.esp=1 AWOP Interior Music.esp=1 WME - GRA - Complete.esp=1 Weapons.of.the.New.Millenia.Leveled.Lists.esp=1 FOOK-PN-AWOP Weapon Convergence.esp=1 Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp=1 Weapons.of.the.New.Millenia.Store.esp=1 AWOPMonsterPatch.esp=1 AWOP-MoMod.esp=1 Gold seller.esp=1 Its Gold.esp=1 GoldenAmmo.esp=1 NVInteriors_Combo_AWOP_Tweaks_DLC.esp=1 NCR Rearmament v1.5.esp=1 dD - Enhanced Blood Main NV.esp=1 MMUE-CP-WMX.esp=1 31 New Food Items.esp=1 Weapon Mod Expansion.esp=1 pipboyx4.esp=1 Nuka Cola Enhanced.esp=1 MMUE-CP-AWOP+NVInteriors.esp=1 Weapons.of.the.New.Millenia.CaliberX4+.Patch.esp=1 MMUE-CP-PNEquipment.esp=1 IWS-Core-Patrols.esp=1 MMUE-CP-PNRebalance.esp=1 medtektraumakit_edisleado.esp=1 medtektraumakit_edisleado_HH.esp=1 Monster Wars - Epic Battles Plugin.esp=1 MMUE-CP-Electrocity.esp=1 NevadaSkies - Ultimate DLC Edition.esp=1 MMUE-CP-rePopulated.esp=1 Monster Wars - More Robots Plugin.esp=1 AWOPDeadMoneyVendorPatch.esp=1 UWHNV-Addon-FollowerHome.esp=1 Powered Power Armor.esp=1 AWOP DLC + GRA Conflict Error Fixes.esp=1 Buried Mine Fix.esp=1 PA Footsteps.esp=1 Ambient Temperature - PPA.esp=1 ED-E Flying Fixed.esp=1 hunter.esp=1 Monster Wars - Behemoth Rampage.esp=1 Brotherhood and House Alliance.esp=1 MMUE-CP-WME-Complete.esp=1 WMX-ModernWeapons.esp=1 WME - DLCs.esp=1 FOOK-PN-WME-WMX-MW.esp=1 MMUE-CP-EVE.esp=1 Monster Wars - Colossus Plugin.esp=1 Reactive People - Ultimatum.esp=1 SaveCass.esp=1 MMUE-CP-PNCore.esp=1 CAM-DLC Patch.esp=1 WMX-POPMerged.esp=1 MMUE POP.esp=1 Link to comment Share on other sites More sharing options...
drithius Posted September 25, 2014 Share Posted September 25, 2014 (edited) Before you download a litany of plugins and only afterward ask yourself, "now what?" I personally think it would make more sense to ask yourself if you need/want to download that plugin in the first place. For instance, if you actually read the instructions for Convergence, you would quickly discover that all the following are pointless:MMUE-CP-FOOKMMUE-CP-WMXWMX-POPMergedMMUE-CP-WME-CompleteMMUE-CP-EVEMMUE-CP-PNRebalanceMMUE-CP-PNEquipmentMMUE-CP-PNCoreMMUE-CP-PNALLDLCProject Nevada - WMXWME - GRA - Complete And that is just covering a small selection of the mods - is there other redundant junk in there? That is a question to be asked while looking at mods, not after you've already installed everything. THEN you sort your load order. THEN you ask yourself if you really need old, unfinished, & buggy mods in your game. And only THEN do you ask, "ok, how do I merge?" Edited September 25, 2014 by drithius Link to comment Share on other sites More sharing options...
MoonDew1 Posted September 25, 2014 Author Share Posted September 25, 2014 Before you download a litany of plugins and only afterward ask yourself, "now what?" I personally think it would make more sense to ask yourself if you need/want to download that plugin in the first place. For instance, if you actually read the instructions for Convergence, you would quickly discover that all the following are pointless:MMUE-CP-FOOKMMUE-CP-WMXWMX-POPMergedMMUE-CP-WME-CompleteMMUE-CP-EVEMMUE-CP-PNRebalanceMMUE-CP-PNEquipmentMMUE-CP-PNCoreMMUE-CP-PNALLDLCProject Nevada - WMXWME - GRA - Complete And that is just covering a small selection of the mods - is there other redundant junk in there? That is a question to be asked while looking at mods, not after you've already installed everything. THEN you sort your load order. THEN you ask yourself if you really need old, unfinished, & buggy mods in your game. And only THEN do you ask, "ok, how do I merge?" Well, thanks, that really helps. However, that still doesn't answer my questions. A) How can I be sure my plugins will still be in a working load order after merging?B) How can I add new mods to the merge in case I find something I want to try?C) If it becomes necessary, how can I remove mods from a merged file? Link to comment Share on other sites More sharing options...
Ladez Posted September 25, 2014 Share Posted September 25, 2014 A) How can I be sure my plugins will still be in a working load order after merging? Merging some mods into a single file will invalidate their load order, since the changes will all be loaded from that file at the same time. If you merge mods that have conflicting changes, you will need to determine which of those changes you want to preserve in your new file, because a single file cannot change the same thing more than once. If you merge mods that have no conflicting changes, then their load order doesn't matter in any case, unless you have other mods that conflict with one of the ones you're going to merge. You're going to rely on FNVEdit telling you which files change a specific record. The last file loaded wins the conflict, so if you have another file conflicting with your merged one, you need to load the merged file after that. B) How can I add new mods to the merge in case I find something I want to try?By following the same procedure as you did when merging in the first place. Merge the new mod with your existing merged file. But if there's something you just want to try out, you should really not do so by merging it into your existing setup. You don't want go through the hassle of removing the individual records if you find you're not interested in it after all. C) If it becomes necessary, how can I remove mods from a merged file?You can't. You can only manually locate the individual changes and remove them one by one. Link to comment Share on other sites More sharing options...
MoonDew1 Posted September 25, 2014 Author Share Posted September 25, 2014 (edited) Thanks, guys. Any suggestions for which mods should be merged together? I'm thinking WME, WMX, Caliber, Classic Fallout Weapons, and Weapons of the New Millenia could go together to start with. Would that work? Another possible merge: A World of Pain, Monster Mod, Increased Wasteland Spawns, Random Encounters, and Monster Wars. Or are those too script heavy to be merged? Edited September 25, 2014 by MoonDew1 Link to comment Share on other sites More sharing options...
MoonDew1 Posted September 26, 2014 Author Share Posted September 26, 2014 Bump. Link to comment Share on other sites More sharing options...
Fonger Posted September 26, 2014 Share Posted September 26, 2014 Thanks, guys. Any suggestions for which mods should be merged together? I'm thinking WME, WMX, Caliber, Classic Fallout Weapons, and Weapons of the New Millenia could go together to start with. Would that work? Another possible merge: A World of Pain, Monster Mod, Increased Wasteland Spawns, Random Encounters, and Monster Wars. Or are those too script heavy to be merged?rather than merging the big items that have series of compatability patches - especially since you are still tinkering with adding mods and features consider merging the little mods that don't matter. or merging the patches and feature additions for mods that you like - into one single bundled patch - like the momod series Link to comment Share on other sites More sharing options...
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