AJStoner Posted April 3, 2017 Share Posted April 3, 2017 Hey guys, I have just learned to use matortheeternal's MergePlugins.exe--which is freakin' awesome by the way--and have a question: If I am merging two or more mods that would normally conflict and require a Merged Patch (multiple weapon mods that affect the same vendor lists for example) will MergePlugins automatically correct for these conflicts? Link to comment Share on other sites More sharing options...
matortheeternal Posted April 3, 2017 Share Posted April 3, 2017 See page 46 of the included documentation file, section "Doesn't do conflict resolution". Link to comment Share on other sites More sharing options...
AJStoner Posted April 3, 2017 Author Share Posted April 3, 2017 Hmm... Do you think making a mini Merged Patch in FNVEdit (with JUST the applicible mods loaded) for those mods specifically and including it in the plugin merge would do the trick? Link to comment Share on other sites More sharing options...
matortheeternal Posted April 3, 2017 Share Posted April 3, 2017 From the documentation section I referenced:http://puu.sh/v85a6.png I generally don't recommend the "merged patch" functionality offered by xEdit because it messes a lot of things up. You can use it if you carefully go through the records it generated afterwards. I personally recommend using Mator Smash or manual patch creation (or a combination of the two). Link to comment Share on other sites More sharing options...
AJStoner Posted April 3, 2017 Author Share Posted April 3, 2017 Had not heard of Mator. Just downloaded and about to watch the video. Many thanks! Link to comment Share on other sites More sharing options...
dubiousintent Posted April 3, 2017 Share Posted April 3, 2017 ... I generally don't recommend the "merged patch" functionality offered by xEdit because it messes a lot of things up. You can use it if you carefully go through the records it generated afterwards. I personally recommend using Mator Smash or manual patch creation (or a combination of the two).Nice to see you here. Dare we hope that despite the first post of the "Mator Smash" thread saying only that it supports Skrim/SSE and FO4, that it now works with the older versions of Fallout? -Dubious- Link to comment Share on other sites More sharing options...
matortheeternal Posted April 3, 2017 Share Posted April 3, 2017 Nice to see you here. Dare we hope that despite the first post of the "Mator Smash" thread saying only that it supports Skrim/SSE and FO4, that it now works with the older versions of Fallout? -Dubious- o/ It can load and patch plugins for any game supported by xEdit. Note that there are no pre-distributed settings for games other than Skyrim, so you'll have to make them yourself. Following the video tutorial should allow you to create an "automatic" setting for any game. Making Bash Tag settings would be a bit more in-depth. Link to comment Share on other sites More sharing options...
irswat Posted April 7, 2017 Share Posted April 7, 2017 mator, will you ever add FNV support for mator smash? Link to comment Share on other sites More sharing options...
matortheeternal Posted April 7, 2017 Share Posted April 7, 2017 mator, will you ever add FNV support for mator smash? It has supported FNV since the first alpha release. Link to comment Share on other sites More sharing options...
AJStoner Posted April 7, 2017 Author Share Posted April 7, 2017 (edited) I had abnother question: So far I am just merging things like loose gear mods, patches, companions, sound files, et al. Will this work for more complex things like quest mods? For example, could I merge the esps for my Someguy2000 quests (New Vegas Bounties I & II, The Inheritance, and King of the Ring)? Edited April 7, 2017 by AJStoner Link to comment Share on other sites More sharing options...
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