orca3000 Posted November 27, 2014 Share Posted November 27, 2014 Greetings, I am a beginner in modding fallout 3. So far I've installed a few mods with FOMM and created a merged patch with FO3edit. The game is running ok so far, but when I check FO3Edit, there are quite a few red conflicts between the unofficial patch and EVE of which the unofficial patch generally lose out (it's loaded before EVE). The merged patch doesn't show any directly corresponding entries to these conflicts as far as I can see. Does that mean I have to manually create patch plugins to resolve them? I also want to edit the stats of some game items (i.e. flagging a piece of head wear as mask or changing the damage value of some weapons.) Is there some sort of best practice for such things? Should I use the save as override function and then edit the new patch? Should I edit them directly? Should I avoid doing it in FO3edit at all? Finally, if I do create manual patch plugins, should I still use the automatically generated merged patch? Link to comment Share on other sites More sharing options...
M48A5 Posted November 27, 2014 Share Posted November 27, 2014 Download the FO3Edit Training Manual. It will answer a lot of your questions. http://www.nexusmods.com/fallout3/mods/8629/? Link to comment Share on other sites More sharing options...
BlackRampage Posted November 28, 2014 Share Posted November 28, 2014 when I check FO3Edit, there are quite a few red conflicts between the unofficial patch and EVE of which the unofficial patch generally lose out (it's loaded before EVE). The merged patch doesn't show any directly corresponding entries to these conflicts as far as I can see. Does that mean I have to manually create patch plugins to resolve them? First off, don't be too distracted by the colors of record entries. All that's needed for an entry to become red is to have 3 separate plugins that all change the value to something else. It doesn't necessarily mean it's game-breaking or anything like that.As for conflicts between the UF3P (I hope you're using the Updated UF3P? If not, you probably should) and EVE: Best to just ignore them. Just let EVE override UF3P's entries and you should be fine. should I use the save as override function and then edit the new patch? It's actually "copy as override", but yeah, it's probably the best way to go about making these kinds of changes. Should I edit them directly? Not if you're still a beginner, which you are. And even if you're a veteran it's usually best practice to make a separate plugin. Also makes it easier to rectify changes. Should I avoid doing it in FO3edit at all? No. Though the kinds of changes you mentioned can also be made via the GECK. That said, Fo3Edit is "cleaner". Finally, if I do create manual patch plugins, should I still use the automatically generated merged patch? Why not just add to the merged patch instead? It's good practice to check any automatically generated patch for errors and unwanted edits anyway. Might as well expand upon it. Link to comment Share on other sites More sharing options...
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