ultskeletor Posted July 19, 2010 Share Posted July 19, 2010 ...And Im about to sound super noobish, but how do you EXACTLY make a merged patch? you use FO3edit, right? or do you use FOMM? Also, ultskeletor and beck11, you guys will obtain 1000 internet points if you do those things. If you tell me how, I'd be glad to help any way possible. :) First I get my mods in the correct load order in FOMM. Check the ones you are going to use. Close FOMM and fire up FO3Edit. FO3Edit should default to selecting all the mods you checked in FOMM. Make sure all the mods you will use are indeed selected. Hit Ok. Let FO3Edit load everything, which may take as long as a few minutes. A tree will appear in the pane on the left, containing all the vanilla and mod .esm's and .esp's that were loaded (from top to bottom, this is the order in which the mods are applied, in case you need to investigate conflicts.) Right click one of the mods in the tree on the left, and choose "Create Merged Patch". Type in a name for your merged patch when it asks; I generally call mine "merged patch" or something like that. Let it finish making the merged patch, which is usually pretty quick. Now, your new merged patch will appear at the bottom of the tree, last in your load order. If you're curious, you can expand it and take a look inside. Close FO3Edit, and it will ask you to save any changes you made, which, in this case, is the creation of that whole merged patch. Check the box next to your merged patch if it isn't already checked, and hit Ok. When you load up FOMM, you should see your merged patch at the end (move it to the end if it isn't already.) Make sure it's active and you should be ready to play. You'll usually need to create a new merged patch if you change up your mods. I've gotten strange results when I've accidentally left previous merged patches active when I go to make new ones, so I always make sure to remove the old ones before firing up FO3Edit to make the new one. I appreciate the offer of help, but I have the easy tasks. Not including testing, fixing ammunition rarity and weight take all of 10 minutes, tops, and most of that is just GECK loading or closing. Changing weapon damage, value, health, and so on is the much more difficult project. I've done it before, and it's easy but extremely tedious. All of those silenced, scoped, and so forth variants are separate weapon records, so you're editing hundreds of these things, individually, by hand. If GECK or FO3Edit had a method of exporting objects even to a CSV format, one could import that into a spreadsheet and knock this out in a single afternoon (if anyone reading this knows of such an import or export function in GECK/FO3Edit, please contact me!) Link to comment Share on other sites More sharing options...
fap6000 Posted July 19, 2010 Share Posted July 19, 2010 Well, make your own dang PLayer Charicter weapons from now on. Then you have a set of weapons for the player charicter only. I mean over the last year just messing around I've ended up making 130 weapons. I have 20th Century weapons an STALKER stuff, but that's just for the NPC's, damage seems like it's set right to me. Then anytime I have to adjust something, I'm adjusting it in a new mod, YOU KNOW THE ONE I'M CREATING! What a foolish concept, you are basicly making yourself eat a fresh plate of Puke that someone upchucked into a toilet, only to end up puking it out again. When you could be creating new weapons, much much more fun to do, long hours, but spread out over many many months. Then every now and again you end up creating a jewel, and you are like "who would have thought to come up with that" Oh yah, me... That's right, then fond memories that follow from lementing the days when you poured your heart out on a silly project you didn't even think would ever work, that ended up turning out perfect. It's only really cool if it's something that hasn't been done an puked up over an over a few times already. Like Glocks, how many times has that been shat out, eatten, puked up, and eaten again... It just seems like a big waste of time. Link to comment Share on other sites More sharing options...
ReddFighter Posted July 19, 2010 Share Posted July 19, 2010 Ultraskeletor, thanks for the information. And fap6000, your wierd dude lol :D Link to comment Share on other sites More sharing options...
fap6000 Posted July 19, 2010 Share Posted July 19, 2010 Case in point... http://i123.photobucket.com/albums/o294/eiffU/2-8.jpg http://i123.photobucket.com/albums/o294/eiffU/6-5.jpg http://i123.photobucket.com/albums/o294/eiffU/1-7.jpg http://i123.photobucket.com/albums/o294/eiffU/3-7.jpg http://i123.photobucket.com/albums/o294/eiffU/4-6.jpg http://i123.photobucket.com/albums/o294/eiffU/5-6.jpg Link to comment Share on other sites More sharing options...
ultskeletor Posted August 1, 2010 Share Posted August 1, 2010 ...I'll whip up some compatibility patches for Ammunition Weight and Ammunition Rarity later this week. I'm deep into leveled lists at the moment, and I don't want to change my mod configuration until I'm finished. It'll probably be a good three or four more days before I can start on these compatibility patches. It took me longer than I expected to finish the other stuff I was working on, but these compatibility patches are available here. 'Better late than never. I've been playing with these for the past week, and I've corrected the few bugs I've found so far (I may have left out weight for Alien Power Cells, though. 'Not sure right now.) If anyone finds any bugs, please let me know. Link to comment Share on other sites More sharing options...
ReddFighter Posted August 2, 2010 Share Posted August 2, 2010 ok sweet I'll check it out! :laugh: Link to comment Share on other sites More sharing options...
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