Sarcophski Posted June 19, 2012 Share Posted June 19, 2012 Crap. I didn't know that about FNVPlugin. Fortunately, I've been doing most of my merging with FNVEdit (partially because they have excellent documentation and partially because I've never really trusted it). Unfortunately, I just merged a crapload of equipment files with FNVPlugin Utility. Damn. Here's hoping, I guess. Good thing I keep a mod-journal to track every step of my merging process. I'm going to give mod-fusion a shot tomorrow. If it works for me, you may proudly add "fool-proof" to your list of adjectives to describe it. :) Thanks again for all your hard work! Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 19, 2012 Author Share Posted June 19, 2012 Great. Please note however that while modfusion can merge armor/weapon records, its currently set not to, so as not to cause save game incompatabilitys. If merging other records is highly desired, I may enable it in the future. Note, that applies for records new to the plugin you are trying to merge. Overrides can be merged without problem as long as the record type has been decoded so far. Modfusion will give complaints if it can't decode anything about a plugin its trying to merge. Link to comment Share on other sites More sharing options...
pippinstrano Posted June 19, 2012 Share Posted June 19, 2012 Ok, enough waiting....full steam ahead! I just replaced my installs of CASE, Craft Master / Pack and LLO with Modfusion's output. I hope this works! Here is the output - Mod Detected: Case 2.50Mod Detected: Craft Master 2.50Mod Detected: Craft Pack 2.50Mod Detected: Improved LOD Noise Texture 1.00Mod Detected: Leveled List Organizer 2.50File opened: CASE-Rebalance.espFile opened: CASE-Patch GRA.espFile opened: CASE-Patch HH.espFile opened: Craft Pack-Ammo.espFile opened: Craft Pack-Armor.espFile opened: Craft Pack-Chemicals.espFile opened: Craft Pack-Companions.espFile opened: Craft Pack-Cooking.espFile opened: Craft Pack-Craft Master.espFile opened: Craft Pack-Crafting Equipment.espFile opened: Craft Pack-Misc.espFile opened: Craft Pack-Movable Crafting Benches.espFile opened: Craft Pack-Primer Craft.espFile opened: Craft Pack-Weapons.espFile opened: Craft Pack-Rebalance.espFile opened: Craft Pack-Ammo CASE.espFile opened: Craft Pack-Primer Craft CASE.espFile opened: Craft Pack-Weapons CASE.espFile opened: Craft Pack-Patch DM.espFile opened: Craft Pack-Patch GRA.espFile opened: Craft Pack-Patch HH.espFile opened: Craft Pack-Patch LR.espFile opened: Craft Pack-Patch OWB.espFile opened: Craft Pack-Patch WMX.espFile opened: LLO-Partial Patch-CASE.espFile opened: LLO-Partial Patch-Craft Pack.espFile opened: LLO-Base Patch-Overhaul.espFile opened: LLO-Partial Patch-Craft Master.espFile opened: LLO-Compatibility Patch-CFWNV.espFile opened: LLO-Partial Patch-CFWNV.espMod fusion in progress...File written: ModFusion.espCopying files...FinishedPress any key to continue . . . It appears that the LLO patches for the DLC are missing, but that everything else is present. I'll let you know if New Vegas explodes! Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 19, 2012 Author Share Posted June 19, 2012 (edited) LLO DLC patchs are where not quiet modforge compatible yet. Hence they where commented out. I will look into getting them working, note they are not really needed for LLO to function and to be honest do not do all that much. I have plans to expand them later. I'll have a version of HTRP (renamed AVP) in the next release, athough two modules might not make it to the first version (Daily vendor restock and my new water bottleing mod). Uninstall functionality is progressing. Just need to work in mod update detection (reinstall entire mod on detection of a new version being installed) and removal from load order on uninstall and update. Edited June 19, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
pippinstrano Posted June 19, 2012 Share Posted June 19, 2012 Everything looks great so far :-) Load order has shrank some already, though I'm still anxiously awaiting Modfusion support for HTBP :-) Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 19, 2012 Author Share Posted June 19, 2012 (edited) New version of modfusion is out with uninstall features, more record types supported, error logging to file and a beta version of AVP (formaly known as HTRP)Also, updated craft pack in this version.Sadly, can't seem to update post 2 (database errors with nexus?) with the new modfusion.txt so you will just have to read the modfusion.txt included with the install. Uninstall is as simple as just draging and droping a mods ini file onto modfusion.exeyou can even drop multiple files onto it. Reinstall is done the same way. Disabled mods are renamed to .dis extention to show they are disabled. You can also open the mod ini and set enabled to no. Edited June 19, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
Odyseus77 Posted June 20, 2012 Share Posted June 20, 2012 (edited) Hello, people. @ Cyberlazy: It's ok to open an installation block with two ifactive=? I'll give you a practical example. ifactive=Leveled List Organizer.esm ifactive=Case.esm ifmodminversion=2.40 mergefile=patches\LLO-Partial Patch-CASE.esp else error=Update CASE! http://newvegas.nexusmods.com/mods/43915 endif endif ifactive=Craft Pack.esm ifmodminversion=2.40 mergefile=patches\LLO-Partial Patch-Craft Pack.esp else error=Update Craft Pack! http://newvegas.nexusmods.com/mods/43918 endif endif ifinivar=overhaul mergefile=patches\LLO-Base Patch-Overhaul.esp else mergefile=patches\LLO-Base Patch-Vanilla.esp endif ifactive=Craft Master.esm ifmodminversion=2.40 mergefile=patches\LLO-Partial Patch-Craft Master.esp else error=Update Craft Master! http://newvegas.nexusmods.com/mods/43920 endif endif ifactive=Ahzteks Weapon Overhaul.esp mergefile=patches\LLO-Partial Patch-Ahzteks Weapon Overhaul.esp endif ifactive=CFWNV.esm mergefile=patches\LLO-Compatibility Patch-CFWNV.esp mergefile=patches\LLO-Partial Patch-CFWNV.esp ifactive=DeadMoney.esm mergefile=patches\LLO-Compatibility Patch-CFWNV-DM.esp endif endif ifactive=HonestHearts.esm mergefile=patches\LLO-Compatibility Patch-Honest Hearts.esp endif ifactive=DeadMoney.esm mergefile=patches\LLO-Compatibility Patch-Dead Money.esp endif endif // This would be the one that closes ifactive=Leveled List Organizer.esm Edited June 20, 2012 by Odyseus77 Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 20, 2012 Author Share Posted June 20, 2012 (edited) Yes, Modfusion load scripts have a stack for all 'if' statements, multiple if*/else/endif statements can be used. You do not need anything inbetween multiple if statements. However, it does not support comments on the same line as code. So don't have // after that endif. You also can't use 'ifmodminversion=' after 'ifactive' but only after 'ifmodenabled'ifmodenabled is for modfusion mods, ifactive is for generic .esp/esm files and can not detect version of the mod. Also, thats rather excessively long for an example of one simple thing. Please use pastebin instead of pasting code into this thread and snip scripts to the minimal needed for the example. Edited June 20, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
Odyseus77 Posted June 20, 2012 Share Posted June 20, 2012 (edited) Oh!! Come on!! It is not so long!! LOL I wanted to put spoiler tags before, but nexus just gave me a database error when trying to edit. So, then the same example above corrected, would look like this? ifactive=Leveled List Organizer.esm ifactive=Case.esm mergefile=patches\LLO-Partial Patch-CASE.esp endif ifactive=Craft Pack.esm mergefile=patches\LLO-Partial Patch-Craft Pack.esp endif ifinivar=overhaul mergefile=patches\LLO-Base Patch-Overhaul.esp else mergefile=patches\LLO-Base Patch-Vanilla.esp endif ifactive=Craft Master.esm mergefile=patches\LLO-Partial Patch-Craft Master.esp endif ifactive=Ahzteks Weapon Overhaul.esp mergefile=patches\LLO-Partial Patch-Ahzteks Weapon Overhaul.esp endif ifactive=CFWNV.esm mergefile=patches\LLO-Compatibility Patch-CFWNV.esp mergefile=patches\LLO-Partial Patch-CFWNV.esp ifactive=DeadMoney.esm mergefile=patches\LLO-Compatibility Patch-CFWNV-DM.esp endif endif ifactive=HonestHearts.esm mergefile=patches\LLO-Compatibility Patch-Honest Hearts.esp endif ifactive=DeadMoney.esm mergefile=patches\LLO-Compatibility Patch-Dead Money.esp endif // This would be the one that closes ifactive=Leveled List Organizer.esm endif Is used correctly ifinivar in this example? Edited June 20, 2012 by Odyseus77 Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 20, 2012 Author Share Posted June 20, 2012 (edited) Yes that looks much better. However I would still recommend using ifmodenabled instead of ifactive for modfusion mods. modfusion mods are not added to load order until after all scripts are run. This means while it may work now, it won't on a fresh install until modfusion is run twice. Later on if you set up multiple mods to depend on each other like that, none of them may be installed. ifmodenabled however *is* setup by scanning all the ini files before running the install scripts, avoiding that problem. ifinivar looks correct, you must have an 'overhaul=yes' or 'overhaul=no' (a few other values like true/false/1/0 are also accepted but whatever) in the mods configuration ini (the one in the modforge dir, not install.ini) Later on, pure black magic may start to appear in the configuration.ini that can be implemented in the install.ini Edited June 20, 2012 by Cyberlazy Link to comment Share on other sites More sharing options...
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