Jump to content

Ten rules to get a mod setup with a lot of workshop & crafting mods to work


wax2k

Recommended Posts

Hello again. I don't want to get this thread off topic, so I'll just ask is there a place where I can get more info on using FO4edit to manually merge mods? I read through the information provided in the TESVEdit Documents. What I was able to find either gives instructions that seem to skip some key steps or they tell you how to make a patch that points back to the original mod as a master. Since I need to merge esps to reduce my plug-ins count, that's not really what I need. I also read the file that StuykGaming posted about making mods with SK. That works great if I am making a new mod, but doesn't really help in merging pre-existing mods together (especially if they have nothing to do with SK). I tried looking online and got more than a bit frustrated as almost everything seems to point you to an automated scripting tool (such as merge plug-ins xEdit Script by Mator or the stand alone version) or they tell you you can't use the automated scripts with Fallout 4 and have to do it manually. So is there any place I can look to find a tutorial on manually merging mods other than the TESVEdit docs? Sorry, but after spending hours looking from site to site and reading a bunch of forums (even here on Nexus) it just seems to feel like it's been a waste of time for something that should not be that difficult. As a note, I have no issues opening FO4Edit, loading up my mods, running conflict filters, etc. I can look at the properties and see exactly what I want to edit, it's just getting all the data into a file that I can actually do something with since I don't want to edit the original esp. * sigh *

Link to comment
Share on other sites

Sorry if this is a silly question but what mod is ValdacilBugFixes.esm from. I've looked around but can't find any mod it may be attached to and was wondering if I should use it. I gave up on simple bug fixes because it hadn't been maintained in a while and have been looking for a suitable replacement since.

Link to comment
Share on other sites

Hello again. I don't want to get this thread off topic, so I'll just ask is there a place where I can get more info on using FO4edit to manually merge mods? I read through the information provided in the TESVEdit Documents. What I was able to find either gives instructions that seem to skip some key steps or they tell you how to make a patch that points back to the original mod as a master. Since I need to merge esps to reduce my plug-ins count, that's not really what I need. I also read the file that StuykGaming posted about making mods with SK. That works great if I am making a new mod, but doesn't really help in merging pre-existing mods together (especially if they have nothing to do with SK). I tried looking online and got more than a bit frustrated as almost everything seems to point you to an automated scripting tool (such as merge plug-ins xEdit Script by Mator or the stand alone version) or they tell you you can't use the automated scripts with Fallout 4 and have to do it manually. So is there any place I can look to find a tutorial on manually merging mods other than the TESVEdit docs? Sorry, but after spending hours looking from site to site and reading a bunch of forums (even here on Nexus) it just seems to feel like it's been a waste of time for something that should not be that difficult. As a note, I have no issues opening FO4Edit, loading up my mods, running conflict filters, etc. I can look at the properties and see exactly what I want to edit, it's just getting all the data into a file that I can actually do something with since I don't want to edit the original esp. * sigh *

Working on several tutorials atm. One of them will be about this..

Link to comment
Share on other sites

 

Working on several tutorials atm. One of them will be about this..

 

Bless you. You deserve so much thanks.

 

After getting a decent night's sleep, I keep thinking that I'm just missing some basic pieces of the process, and perhaps it's because I'm trying to look at the process logically. Sadly, logic does not always apply. I guess it also drives me a little crazy (er... crazier) because part of my job involves writing technical user manuals and training documents for new applications. To do that I need to be able to learn the software, understand it's function and then translate that into simple terms that a non-technical user can understand. A common problem with having the coders write their own manuals is that they almost always make broader assumptions about how much the end user already knows. One of the first rules of a basic tech training document is to assume the user knows absolutely nothing about the application. Then build up from there.

 

Like how the hell do you create a new blank .esp file? Is that even necessary? Or can you take an entire existing .esp file, duplicate and rename the whole thing to use as a base if you don't want to edit the original? The section of the guide on merging plug-ins starts with stating that you're going merge files into a pre-existing custom file (humorously referenced as Borg) but it never tells you how you made that file to begin with or where in the documentation you can find the instructions to create a new file. Ok, going to stop before I get too frustrated again.

 

If you would be interested in having someone read through your tutorials and provide feedback, I would be happy to assist.

Link to comment
Share on other sites

 

 

 

 

Working on several tutorials atm. One of them will be about this..

 

Bless you. You deserve so much thanks.

 

After getting a decent night's sleep, I keep thinking that I'm just missing some basic pieces of the process, and perhaps it's because I'm trying to look at the process logically. Sadly, logic does not always apply. I guess it also drives me a little crazy (er... crazier) because part of my job involves writing technical user manuals and training documents for new applications. To do that I need to be able to learn the software, understand it's function and then translate that into simple terms that a non-technical user can understand. A common problem with having the coders write their own manuals is that they almost always make broader assumptions about how much the end user already knows. One of the first rules of a basic tech training document is to assume the user knows absolutely nothing about the application. Then build up from there.

 

Like how the hell do you create a new blank .esp file? Is that even necessary? Or can you take an entire existing .esp file, duplicate and rename the whole thing to use as a base if you don't want to edit the original? The section of the guide on merging plug-ins starts with stating that you're going merge files into a pre-existing custom file (humorously referenced as Borg) but it never tells you how you made that file to begin with or where in the documentation you can find the instructions to create a new file. Ok, going to stop before I get too frustrated again.

 

If you would be interested in having someone read through your tutorials and provide feedback, I would be happy to assist.

 

 

 

http://www.nexusmods.com/fallout4/mods/10112/

I will add a custom merge tutorial soon. Take a look, but remember I'm a bad teacher :)

Link to comment
Share on other sites

Sorry if this is a silly question but what mod is ValdacilBugFixes.esm from. I've looked around but can't find any mod it may be attached to and was wondering if I should use it. I gave up on simple bug fixes because it hadn't been maintained in a while and have been looking for a suitable replacement since.

ValdacilBugFixes was one of the optional compatibility patches included with Valdacil's Item Sorting mod installer. It was only needed if you also used the Simple Bug Fixes mod. Like you, I stopped using Simple Bug Fixes, and have since reloaded Valdacil's without the patch. The last FO4 patch fixed some of the same issues as Simple Bug Fixes (not all of them unfortunately), and I haven't seen an update that only addresses the remaining bugs.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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