lv1234 Posted October 16, 2017 Share Posted October 16, 2017 I am planning to add mods that may conflict with each other in the future, would a merged patch ensure that the don't conflict? and with the amount of mods i have right now, is it even necessary? for the mod cleaning, i heard that you shouldn't do it if you are just an everyday user/casual user and not an experienced modder? Is it even that necessary? so far is my mod load order, if needed,https://imgur.com/a/P3E1Z Link to comment Share on other sites More sharing options...
M48A5 Posted October 16, 2017 Share Posted October 16, 2017 I am planning to add mods that may conflict with each other in the future, would a merged patch ensure that the don't conflict? and with the amount of mods i have right now, is it even necessary? for the mod cleaning, i heard that you shouldn't do it if you are just an everyday user/casual user and not an experienced modder? Is it even that necessary? so far is my mod load order, if needed,https://imgur.com/a/P3E1Z To start, your load list is in the wrong order. It should be: Fallout3 Anchorage ThePitt BrokenSteel PointLookout Zeta Plugins with multiple .esp should be arranged in the same order. The Unofficial FO3 Patch requires all the DLCs to be active. Otherwise the game will crash on startup. You also need to read the plugins you have installed and active. You have some that are duplicating the same effects. It would be a bigger help if you had included the complete name of the plugins you are using since you are using more than one starting with the same names. Link to comment Share on other sites More sharing options...
lv1234 Posted October 16, 2017 Author Share Posted October 16, 2017 I am planning to add mods that may conflict with each other in the future, would a merged patch ensure that the don't conflict? and with the amount of mods i have right now, is it even necessary? for the mod cleaning, i heard that you shouldn't do it if you are just an everyday user/casual user and not an experienced modder? Is it even that necessary? so far is my mod load order, if needed,https://imgur.com/a/P3E1Z To start, your load list is in the wrong order. It should be: Fallout3 Anchorage ThePitt BrokenSteel PointLookout Zeta Plugins with multiple .esp should be arranged in the same order. The Unofficial FO3 Patch requires all the DLCs to be active. Otherwise the game will crash on startup. You also need to read the plugins you have installed and active. You have some that are duplicating the same effects. It would be a bigger help if you had included the complete name of the plugins you are using since you are using more than one starting with the same names. I'll change that dlc load order, thanks When you are talking about the plugins with multiple esps being arranged in the same order, are you talking about the WMK dlc addons? The DLCs are active in my save game even when not enabled through MO. I even have the quests available for those dlcs. Why they work without being enabled? i have no clue. Moving on, I have never suffered a crash on startup when running fallout 3 with the Unofficial patch, like not even once. I'll provide a new image of the load order with the full names of all the plugins. I'm pretty sure they aren't duplicates and are not doing the same thing. Link to comment Share on other sites More sharing options...
M48A5 Posted October 16, 2017 Share Posted October 16, 2017 I am talking about any mod that you add that has a plugin for each DLC. They should be in the same order as the DLCs. For the Unofficial Patch, I took it that since the DLCs are not shown as being active, they weren't active. I do not use Mod Organizer for reasons. Link to comment Share on other sites More sharing options...
lv1234 Posted October 16, 2017 Author Share Posted October 16, 2017 I am talking about any mod that you add that has a plugin for each DLC. They should be in the same order as the DLCs. For the Unofficial Patch, I took it that since the DLCs are not shown as being active, they weren't active. I do not use Mod Organizer for reasons.Going to use numbers to make this conversation better 1. Oh so ensure that the WMK DLC plugin/addon has the same load order as the vanilla dlcs in way top? 2. Yeah, i don't blame you for using that assumption. For some reason, my dlc is enabled in my saved games even without them being enabled in MO. Link to comment Share on other sites More sharing options...
M48A5 Posted October 16, 2017 Share Posted October 16, 2017 1. Yes 2. MO and NMM were both made to try to be all things to all games. I'll stick with an older version of Fallout Mod Manager to handle my older Fallout game. Link to comment Share on other sites More sharing options...
lv1234 Posted October 16, 2017 Author Share Posted October 16, 2017 I am talking about any mod that you add that has a plugin for each DLC. They should be in the same order as the DLCs. For the Unofficial Patch, I took it that since the DLCs are not shown as being active, they weren't active. I do not use Mod Organizer for reasons.Just curious, why don't you want to use MO Anyway updated load order: https://imgur.com/a/rzVmM And for the SR files that you thought were duplicates, they are not duplicates if you look at the whole file names. https://imgur.com/a/gx2js All good? If so, we can move on to the question about merged patches. I know how the process goes but just wondering if it is useful for using mods that are incompatible with each other Link to comment Share on other sites More sharing options...
M48A5 Posted October 17, 2017 Share Posted October 17, 2017 SR-Bullets and Physics-OA.espSR-Bullets and Physics-TP.esp Is not the same as SR-Bullets and Physics-OA and TP.esp? Since I don't know how mod organizer works, I cannot give you an definite answer concerning a merged patch. Usually you would not need a merged patch until you have a larger load order. You should not be using incompatible mods at all. For example, you cannot use FOOK and FWE together in the same game. In all the years since they have been published, no one has ever gotten them to work together. A merged patch is useful for when you have mods that are changing the same thing in the game. You can determine what you want displayed by using a merged patch. Keep in mind, when you have two or more mods changing the same thing, the last mod loaded will be what is displayed in the game. That is the reason compatibility patches must be loaded after the last mod they are patching. Link to comment Share on other sites More sharing options...
lv1234 Posted October 17, 2017 Author Share Posted October 17, 2017 SR-Bullets and Physics-OA.espSR-Bullets and Physics-TP.esp Is not the same as SR-Bullets and Physics-OA and TP.esp? Since I don't know how mod organizer works, I cannot give you an definite answer concerning a merged patch. Usually you would not need a merged patch until you have a larger load order. You should not be using incompatible mods at all. For example, you cannot use FOOK and FWE together in the same game. In all the years since they have been published, no one has ever gotten them to work together. A merged patch is useful for when you have mods that are changing the same thing in the game. You can determine what you want displayed by using a merged patch. Keep in mind, when you have two or more mods changing the same thing, the last mod loaded will be what is displayed in the game. That is the reason compatibility patches must be loaded after the last mod they are patching.1. Weird, how that is packaged up...I think the update I merged with that mod was supposed to over-write those files. Will probably delete those duplicates. Good catch for my lack of observation.2. So a merge patch is useful if for example, I have two mods that change the 10mm pistol in the game. One changes magazine capacity and the other changes the texture of it. Then that would be where a merge patch would be useful am i right?3. So would my load order be proper or be acceptable for merged patch? also is the bridge technically considered a "patch"? Link to comment Share on other sites More sharing options...
Deleted21304489User Posted October 17, 2017 Share Posted October 17, 2017 (edited) To add; Yes, you should clean any mod with "dirty edits", ie: ITM's and UDR's. Unless the mod author specifically tells you not to clean the mod. These are basically redundant, or missing files. I even clean the Bethesda master files. Not cleaning your mods will just lead to CTD's during gameplay. If you want some help sorting your load order, I recommend using BOSS. It's no longer being updated, but it will help you get started. A merged patch is important when it comes to leveled lists and Form ID's. Once you create a merged patch, you can open it up to see exactly what it has done. If there's no edits there after you've created it, then you don't need one. If you want to get your load order correct... the best way is to become familiar with FO3Edit and run a conflict report. Load order is all about conflicts... that's it. There's a tutorial on the Nexus for FO3Edit as well. I see that you're using Simple Realism. FYI: There is a all in one merged version. Not sure if your knew this. Also, if you ever decide to become more adept at modding, you could use TES Mergers, to merge all of the SR esp files together, into one esp file. It's what I did, so I could add what I wanted and leave out what I didn't like. Good luck. Oh, one more thing... be careful when using the Unofficial Patch. It WILL cause conflicts with other mods. It's BSA file has a tendancy to override what other mods are trying to implement. I don't use it. Edited October 17, 2017 by ejroberts49 Link to comment Share on other sites More sharing options...
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