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FO4edit cell conflict resolution


KatarEighty8

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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.esm
254 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 by KatarEighty8
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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.

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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!

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