Jump to content

Problem Merging with FO4Edit


Recommended Posts

***********Solved​***********

 

Hi there.

 

Firstly, I had a quick look to see for others with the same problem, but I couldn't find anything, probably due to not knowing exactly what this issue is called.

 

So I'm trying to merge my levelled lists with FO4Edit, however some mods that cause conflicts don't have an option for me to drag a form into my mergedpatch.esp. And even if they did, they're blank. Should that be in my merged patch?

 

I'm new to FO4Edit, so does anyone with more experience know what's happening and how I can fix it? Thank you.

 

http://s33.postimg.org/86hfwguin/fo4edit_merge_problem.png

Edited by kashif101
Link to comment
Share on other sites

Hi TrickyVein. Thank you for your reply.

 

I should have mentioned, I'm referring to the 4 red entries on the right section. For both the ModularKalash and Better Locational Damage plugins, all their red entries are empty. When looking up how to do this, I saw a post saying I should try to get everything green.

 

So is there anything I need to merge from those plugins into my merged patch?

 

Thanks again.

Link to comment
Share on other sites

Hi TrickyVein. Thank you for your reply.

 

I should have mentioned, I'm referring to the 4 red entries on the right section. For both the ModularKalash and Better Locational Damage plugins, all their red entries are empty. When looking up how to do this, I saw a post saying I should try to get everything green.

 

So is there anything I need to merge from those plugins into my merged patch?

 

Thanks again.

 

From that screenshot everything is in the merged patch. The red coloring just means there is a conflict from mod to mod. The one in the last load position of your load order will be the one it uses. So in this case since it has every entry it will have them all there. The reason they're red (in simple terms) is because you have one or more mods that makes changes that are then changed again (the removals).

Link to comment
Share on other sites

 

Hi TrickyVein. Thank you for your reply.

 

I should have mentioned, I'm referring to the 4 red entries on the right section. For both the ModularKalash and Better Locational Damage plugins, all their red entries are empty. When looking up how to do this, I saw a post saying I should try to get everything green.

 

So is there anything I need to merge from those plugins into my merged patch?

 

Thanks again.

 

From that screenshot everything is in the merged patch. The red coloring just means there is a conflict from mod to mod. The one in the last load position of your load order will be the one it uses. So in this case since it has every entry it will have them all there. The reason they're red (in simple terms) is because you have one or more mods that makes changes that are then changed again (the removals).

 

 

^^^ That

Link to comment
Share on other sites

Hi BigAndFlabby and Karel2015. Thank you for your input and responses.

 

Ahh ok great. My understanding was that anything that is red is conflicting with whats in the merged patch, and can be made green to resolve the conflicts, so thank you for explaining it to me. Glad it's all alright then :D

 

Thanks once again, very much appreciated.

 

Kind regards.

Edited by kashif101
Link to comment
Share on other sites

Hi BigAndFlabby and Karel2015. Thank you for your input and responses.

 

Ahh ok great. My understanding was that anything that is red is conflicting with whats in the merged patch, and can be made green to resolve the conflicts, so thank you for explaining it to me. Glad it's all alright then :D

 

Thanks once again, very much appreciated.

 

Kind regards.

 

I think you may have been mis-informed or mis-understood about the conflicts. This is taken from the Information tab within xEdit:

 

Text color:
Black - Single Record
Purple - Master
Gray - Identical to Master
Orange - Identical to Master but conflict Winner');
Green - Override without conflict
Orange - Conflict winner
Red - Conflict loser
Conflict detection is not simply based on the existence of multiple records for the same
FormID in different plugins but instead performs a comparison of the parsed subrecord
data.
The red does mean there is a conflict. Always will. In this case it doesn't matter. If you look at your merge plugin (on the right), the color is actually orange. The background is red to notify of a conflict, but orange stating that entry wins (last in load order). You've done what you've tried to accomplish and resolved it by making a merged patch.
The whole issue becomes more complex when items on the same line were different. For example let's take the 3rd row. The 3 entries that have the LL_Assault_Rifle are all identical. So placing it in the final merge is fine. The other 2 have it removed. Since you want it we're good to just copy it to the final output. Where a true conflict issue would occur is if they had different edits. Let's say SkibsWeapons had it for Lv28, R91M for some reason changed it to 38, and M14 set it for Lv18. Now you have a really crappy conflict problem. You would then "resolve" it by choosing one (or editing it yet again) and setting that for your final merge output.
You can witness that type of conflict yourself if you use Valdacil's sorting mod with a misc weightless and the not junk plugins. The weightless will do just that, make it weightless. The not junk will then put the weight back on, but remove the component list of items. Since the not junk file loads later in the order it will take the win and you have weighted non-junk misc instead of it being weightless.
Link to comment
Share on other sites

Hello.

 

Ahh right, yeah I probably misunderstood then.

 

So not all conflicts will need resolving then as long as the merged patch contains the data and loads at the end, right? I knew the load order part but I thought I would have to clear up every last conflict :pinch:

 

What did confuse me ultimately was that both the ModularKalash and Better Locational Damage removed those entries when they're in the vanilla Fallout4.esm...I assume it was removed on purpose, and since the other plugins don't alter the vanilla entry, I normally would let the ModularKalash+BLD plugins win the conflict. The fact that they're empty is what led me to asking for help about it.

 

OK great, I've got a much better understanding of it now. Thank you for taking time to explain all of that to a noob =) really appreciate it mate

Link to comment
Share on other sites

  • Recently Browsing   0 members

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