KatarEighty8 Posted February 18, 2018 Share Posted February 18, 2018 (edited) Looking through documentation and tutorials but haven't seen an answer for this yet. Didn't see anything on these forums either but apologies if this has been asked/answered before. I'm relatively new to modding but am learning as I slowly assemble my FO4 mod loadout using NMM, LOOT, and FO4edit. My question when using FO4edit is, when resolving conflicts is it common practice to create a merge patch for pretty much all conflicting data? Is this the safe, go-to solution? I know it's not quite that simple but are merged patches generally the answer, or does it differ depending on the conflict type or the data in question? I've created a merged patch for various weapon mods to merge leveled lists, and I understand the reason for doing so but I'm less certain about how to handle other types of conflicts such as those for cells (I saw a cell conflict between some DLC, Satellite World Map, and a couple other mods). I've seen a handful of conflicts for cells and other things but since I don't really understand the nature of the conflict or some of the data involved I'm not sure if a merged patch is the way to go or if I need to better understand exactly what's happening with the conflict. Just wondering if you have to consider them on a case by case basis or if a merged patch is a pretty safe bet for most any conflict? I'm less interested in solving a specific conflict than I am learning best practices in general so I have a good grasp of FO4edit and conflict resolution for all situations going forward. Still doing my own research but any help is greatly appreciated. Thanks! EDIT: My WIP LO as suggested by LOOT. Still tinkering, haven't adjusted in FO4edit for conflict resolution yet. 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCWorkshop01.esm 3 3 DLCCoast.esm 4 4 DLCWorkshop02.esm 5 5 DLCWorkshop03.esm 6 6 DLCNukaWorld.esm 7 7 Unofficial Fallout 4 Patch.esp 8 8 HUDFramework.esm 9 9 ArmorKeywords.esm254 FE 0 CROSS_BreakActionLaser.esp 10 a OVT.esp 11 b Fr4nssonsLightTweaks.esp 12 c Institute Patch for PRC.esp 13 d QuazVehicleOverhaul.esp 14 e cheatterminal.esp 15 f TrueGrass.esp 16 10 WET.esp 17 11 EPO.esp 18 12 ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp 19 13 SurvivalOptions.esp 20 14 PRC Patch for Enbs.esp 21 15 RadiantBirdsv05.esp 22 16 Reverb and Ambiance Overhaul.esp 23 17 Vivid Weathers - FO4.esp 24 18 Vivid Weathers - FO4 - Far Harbor.esp 25 19 Vivid Weathers - Natural Bright.esp 26 1a Vivid Weathers - Nuka World.esp 27 1b DarkerNights.esp 28 1c DarkerNightsDetection.esp 29 1d Immersive HUD.esp 30 1e Crafting Workbench.esp 31 1f Crafting Workbenches - Ammo.esp 32 20 Crafting Workbenches - Automatron DLC.esp 33 21 AnS Wearable Backpacks and Pouches.esp 34 22 ValdacilsItemSorting - Wearable Backpacks and Pouches TAGS.esp 35 23 AnS Wearable Backpacks and Pouches - Ballistic Weave.esp 36 24 AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp 37 25 1CAS_serviceRifle.esp 38 26 dD-Reduced Explosion Force.esp 39 27 dD-Action Ragdoll Force.esp 40 28 AgentBreaPiperNormalHair.esp 41 29 Elvani's Track Pack - FIX.esp 42 2a Companion Infinite Ammo.esp 43 2b KSHairdos.esp 44 2c Campsite.esp 45 2d Campsite-AWKCR.esp 46 2e StG44.esp 47 2f Fusion Gun.esp 48 30 Crossbow.esp 49 31 AK2047.esp 50 32 3dscopes-framework.esp 51 33 3dscopes.esp 52 34 3dscopes-AddToSpawnList.esp 53 35 RU556.esp 54 36 WattzLaserGun.esp 55 37 Rangergearnew.esp 56 38 More Where That Came From Diamond City.esp 57 39 spacefiddle_FusionGun-VIS-Tags_VanillaBuild.esp 58 3a FAR.esp 59 3b ClassicSniper.esp 60 3c FO4 NPCs Travel.esp 61 3d SlowTime.esp 62 3e BetterModDescriptions.esp 63 3f clothingoverhaul.esp 64 40 Heavy BoS.esp 65 41 BullpupBozar.esp 66 42 Pip-Boy Flashlight.esp 67 43 AK74M.esp 68 44 CrudeBlowback.esp 69 45 SVT40.esp 70 46 SatelliteWorldMap.esp 71 47 CrudeBlowback - AWKCR.esp 72 48 CrudeBlowback-1.5xDMG.esp 73 49 Yona_Weapon_DefenseGun.esp 74 4a RemoteExplosives.esp 75 4b Remote Explosives AWKCR Patch.esp 76 4c RemoteExplosivesVIS.esp 77 4d SVT40-AWKCR.esp 78 4e AK2047 - AWKCR-Compatibility.esp 79 4f Crossbow AWKCR Patch.esp 80 50 Crossbow Craftable AWKCR.esp 81 51 Crossbow Spawn Patch+.esp 82 52 Glowing Animals Emit Light.esp 83 53 RU556AWKCR.esp 84 54 DynamicInteriorFogRemoval.esp 85 55 DIFR - VIS Patch.esp 86 56 dD-Enhanced Blood Basic.esp 87 57 CommonwealthConifersREDUX.esp 88 58 FlaconOil HD ReTexture_High Quality Pack_Part_1.esp 89 59 FlaconOil HD ReTexture_High Quality Pack_Part_2.esp 90 5a Brotherhood of Steel Kit.esp 91 5b K9TacticalHarness.esp 92 5c MergedPatch01.esp 93 5d StartMeUp.esp Edited February 20, 2018 by KatarEighty8 Link to comment Share on other sites More sharing options...
SMB92 Posted February 19, 2018 Share Posted February 19, 2018 Put Sat Map last, below all. The top level record for the commonwealth needs those bounds for icons to display properly. As for conflicts below this, in the "blocks", they are groups of actual cells in the map, exterior cells. Depending on the conflict, there may be little you can do aside from load order adjustment or physical patches. Such as two mods adding new stuff in the same spot. Obviously if you have mods changing things like lighting and fogs, these changes will need to be reflected in your merged patch, usually those are suggested to load low in order for easy patching. Now I'll mention one thing to look out for, may or may not see this. Sometimes adding a mod that touches cells, causes said cell to instantly reset when walking away from it, meaning all loots and maybe enemies return. Sometimes having 2 mods touching same cell can have this bug in one load order, but then swapped around it goes away. Same for regenerstion of precalc data for cells. This is a bit more advanced and still subject to investigation but I thought best to thrown it out there. Link to comment Share on other sites More sharing options...
KatarEighty8 Posted February 20, 2018 Author Share Posted February 20, 2018 Thanks for the insight SMB92. Good to know about the map mod. Also, about the cells. I updated my original post to include my LO if curious. I do use a couple of lighting/fog mods. Vivid Weathers (Freaking Gorgeous) and Fr4nssons Light Tweaks most notably. I will def look to address these in my merge patch. Thanks again! Link to comment Share on other sites More sharing options...
Recommended Posts