Transient3292 Posted September 11, 2017 Share Posted September 11, 2017 so I've been learning about making merge patches. I understand how to make the changes but I'm wondering what exactly is good practice, I'll use an example. I have a major overhaul that changes many different things. I also use a simple mod that changes ghouls, and want to incorporate those. I could make a merge patch, but would it be a bad idea to just add those changes to another mod, so that I can cut down 2 esps, instead of making a new one? Also, if there are many changes from a few mods that I'd want to make a merge patch for, could I add all of the different changes into one patch? Wouldn't that 1 esp become a mod that has all of the little changes that I want, instead of a bunch of patches for ever 2 conflicting mods? Sorry if this is a stupid question, I can only watch so many tutorials and retain so much information without trying things myself. I appreciate any feedback Link to comment Share on other sites More sharing options...
bajs11 Posted September 13, 2017 Share Posted September 13, 2017 There is a tool called FNV Plugin for Fallout New Vegas that allows you to merge several esp or esm files into onehttps://www.nexusmods.com/newvegas/mods/39655/? It would be nice if a similar tool exists for FO4 Link to comment Share on other sites More sharing options...
Deleted3082751User Posted September 13, 2017 Share Posted September 13, 2017 (edited) F04Edit just requires more knowledge to use, thats all i used skyrim version of F04Edit (Tes5Edit) and managed to get 500+ mods to work in the game. it was magical seeing that much content. could of pushed it much further but honestly 500+ mods worth of content was more then enough. i am however thinking of pushing it even further, gonna aim for 1000 mods xD, gonna try on oldrim first, and see how far i get, if that fails will then try special edition. simply to see just how much content is possible at any given time. honestly the best way would just be to merge all similar mods for each merge for example: Armors - Merged, Weapons - Merged etc etc if the mod contains a ba2 file, then it would require the user to extract the ba2 file into the correct folder. which can be done using, BAE (bethesda archive extractor) can be downloaded here on the nexus. the only downside, is its possible that some mods will simply fail. to work after being merged, but i believe the only mods that this would apply to would be mods that use scripts also when merging using f04edit, if any mods contains leveled lists, then the leveled list entries (the actual category) must be deleted, as we would use wrye flash for leveled list merging, which will work on a merged mod. for the merged mods, the id of each mod would need to be re-ordered before merging as well. when we have created our merge, we would then look into the merge file (whilst still being in F04Edit) we would click on the header category, and proceed to delete all mods we have just merged, leaving only the master files intact. and then close f04edit, make sure save is ticked. then go ahead and delete all esp that have been added to the merge patch. the above is very brief, i could write a tutorial, but i would need to refresh my memory, as it was a long time ago when i actually created a merge, to bypass the 255 esp limit Edited September 13, 2017 by Guest Link to comment Share on other sites More sharing options...
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