Thuellai Posted January 25, 2013 Share Posted January 25, 2013 My mod list is getting pretty big, so I was thinking it might be time to run it through FNEdit and try to put together a merged patch. What sort of mods should absolutely not be included in that sort of patch? I know some mods don't play well merged. I'll post my load order, while I'm at it, for more specific advice. FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmMachienzo-PreOrdAlt#1.esmCompanion Core.esmInventory Access.esmMore Perks.esmNVInteriors_Core.esmNVInteriors_ComboEdition.esmInterior Lighting Overhaul - Core.esmProject Nevada - Core.esmProject Nevada - Equipment.esmRobCo Certified.esmRun the Lucky 38.esmSelective Fire.esmWeapon Mod Expansion.esmWME - GRA.esmWME - DLCs.esmoHUD.esmMikotoBeauty.esmProject Nevada - Rebalance.espProject Nevada - Cyberware.espUWHNV-Core.esmSomeguySeries.esmProject Nevada - Extra Options.esmMission Mojave - Ultimate Edition.espMMUE POP.espNVEC Reduce CTD.espDarNifiedUINV.espCASM.espBobblehunt.espCentered 3rd Person Camera - Unraised.espIntegratedFullDLC.espThe Mod Configuration Menu.espThe Weapon Mod Menu.espKobu's New Game Quick Start and Better Rebuild.espFactionIDCards.espI Fought the Law Workaround.espAndTheLawWon.espLucky 38 Suite Expansion.espThe New Bison Steve Hotel.espUWHNV-Addon-DLC.espUWHNV-Addon-GRA.espXFO - 4a - Perks - Paths.espLight My Flare.espSelective Fire - Project Nevada.espCONELRAD 640-1240.espSecretStash60.espathornysituation.espawilderwasteland.espbetsybrahmin.espGoodsprings Filler.espIdentity Crisis Part I - Silent Struggle V2.espNewVegasBounties.espNewVegasBountiesII.espoutsidebets.espPacersgambit.esprotfacetoriches.espExpanded Traits.espFour Traits v1.espPerky Snowglobes.espZZZZ--APB_221S_By_Nokturnihs.espBetter Casinos.espCasino UnBanner.espMojave Express Expansion.espMoreContainers.espNuka Cola Enhanced.espSaveCass.espSleepHeath.espAmmoCraftingSchematics.espACS-HonestHearts.espBountiful Harvest.espTactical Crafting.espAG Supplementary Uniques-GRA.espBetter Binoculars High.espMore Mini-Nukes.espDragonskinTacticalOutfit.espDragonskinNCRPersonnelWearingOutfits.espDragonskinBonusPack.espDTO-ProjectNevada.espDTOBP-ProjectNevada.espEyepatch.espFlashlightNVSE.espLFox Invisible Armored Vests.espPowered Power Armor.espUrgeWasterScarf.espLogicalReputationShifts.espMMUE-CP-PNCore.espMMUE-CP-PNRebalance.espMMUE-CP-PNEquipment.espEssentialplustweaks.espHigherCompanionLevelCap.espImprovedCompanions.espShilohDS-Color Maps and Icons.espDelay DLC - DM + HH + OWB + LR + GRA.espfastervats.espJump Fall Fixer.esplimbregen.espNVDLC04 Allegiance w Duster.espRunner.espSpecialEveryThreeLevels.espWeapon Mod Expansion.espAG Supplementary Uniques-AllInOne WME.espProject Nevada - WME.espWME - GRA - Complete.espWME - GRA - Arenovalis.espWME - DLCs.espWME - DLCs Arenovalis.espWME - Arenovalis.espFellout.espFellout-OWB.espfriendofnightforfellout.espInterior Lighting Overhaul - Ultimate Edition.espILO - NVInteriors Project.espBetterGamePerformanceV4.espSideburns.espMikotoBeauty.espIdentity Crisis Part 2 - Long Night.espIntegration - Couriers Stash.espSlave Collar Mk. II.espDLC Weapon Integration.espPPA-PN Onyx Patch.espPPA Hardened T51 PN Patch.espMGS_Alert.espMMUE-CP-PNALLDLC.espTheInheritance.espDeanTurnaround.espThe Lucky 38 Empire.espPrimm Reputation Restored.espProject Nevada - Rebalance Complete.espProject Nevada - Cyberware Additions.espProject Nevada - All DLC.espRadar.espMMUE-CP-ILO.espae86seiryuu.espPrivateVault.espHumanPlaguePerk.espMateba.espACS-GunRunnersArsenal.espACS-LonesomeRoad.espACS-DeadMoney.espShotgun Commando Redone.espHZSmoothLight.esp Total active plugins: 150 Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted January 26, 2013 Share Posted January 26, 2013 A merged patch refers to a comprehensive type of compatibility patch made for a specific load order. FNVEdit has a feature that will create a merged patch with the loaded mods, and will correct many conflicts. It is still advised however to go through and check all the edits and mods to ensure that nothing else conflicts. This process can take a while depending on the number of mods. Of course, if you are unsure of whether or not a value should override, leave it alone. For what you're actually talking about doing, which is merging smaller mods together to reduce the load order size, that's a completely different process. There is a small utility somewhere that will do it fore you, but I prefer to merge mods manually. I will not go into that since there are already some guides on how to actually merge mods. They types of mods you should merge varies, though I would suggest only merging mods by the same author, and of the same type. For example, the Fellout mods can be merged with no real issue. Mods that just add new weapons can be merged, and I usually will merge DLC patches into the main file to reduce the load order on that. Mods that should not be merged are mods like Project Nevada, or other heavily scripted mods. You also need to ensure that the plugins you're merging and removing are not required by any other mods you use, or you will not be able to use them. Link to comment Share on other sites More sharing options...
Thuellai Posted January 26, 2013 Author Share Posted January 26, 2013 A merged patch refers to a comprehensive type of compatibility patch made for a specific load order. FNVEdit has a feature that will create a merged patch with the loaded mods, and will correct many conflicts. It is still advised however to go through and check all the edits and mods to ensure that nothing else conflicts. This process can take a while depending on the number of mods. Of course, if you are unsure of whether or not a value should override, leave it alone. For what you're actually talking about doing, which is merging smaller mods together to reduce the load order size, that's a completely different process. There is a small utility somewhere that will do it fore you, but I prefer to merge mods manually. I will not go into that since there are already some guides on how to actually merge mods. They types of mods you should merge varies, though I would suggest only merging mods by the same author, and of the same type. For example, the Fellout mods can be merged with no real issue. Mods that just add new weapons can be merged, and I usually will merge DLC patches into the main file to reduce the load order on that. Mods that should not be merged are mods like Project Nevada, or other heavily scripted mods. You also need to ensure that the plugins you're merging and removing are not required by any other mods you use, or you will not be able to use them. Thanks for your rather thorough explanation there. On that second note as far as actually merging mods together goes, do you have a particular guide you favor? I would like to slim this down a bit, and if things like the Fellout plugins or aforementioned DLC patches can be fairly easily rolled into the primary file that would certainly help [although so far I haven't seen any issues except a single misrendered wall in Nipton, which is pretty good considering I've gotten to Vegas already, so I may have dodged the usual 140+ issue] Link to comment Share on other sites More sharing options...
rickerhk Posted January 26, 2013 Share Posted January 26, 2013 FNVPlugin is a utility for merging plugins together. http://newvegas.nexusmods.com/mods/39655 and it works great for those that are new to this.The FNVEdit guide doesn't really go into borging plugins by injection-then-copy. But there are numerous threads here and on the Beth forums that have explained it. Post #13 - http://forums.bethsoft.com/topic/1432357-can-2-esp-files-be-merged/page__p__21976545__hl__borg__fromsearch__1#entry21976545 Link to comment Share on other sites More sharing options...
Thuellai Posted January 26, 2013 Author Share Posted January 26, 2013 Thanks. How are quest mods, generally speaking? Could I get away with merging the various Uncut mods? How about the New Vegas Bounties mods and such? Reducing all of that to a single 'Quest Mod' would be quite useful. Link to comment Share on other sites More sharing options...
SMB92 Posted January 26, 2013 Share Posted January 26, 2013 My personal recommendation to you is to merge all your weapon, armor, item etc mods together, things that don't heavily rely on other mods or say mods that would require MCM. You could technically merge quest mods but be sure you know what your doing in FNVedit when you're fixing it up. Take New Vegas Enhanced Content (NVEC) for example, he merged Searchlight Airport and BOTH new vegas bounties to NVEC and patched them up and they are flawless, I use it myself. But in my opinion merging your smaller mods together is the way to go and leave the other stuff that your not sure of behind. Mods like "I fought the law" and the workaround can be mrged safely, just be sure to make sure the overrides make it to the patch. Link to comment Share on other sites More sharing options...
Thuellai Posted January 26, 2013 Author Share Posted January 26, 2013 Thanks for all your help guys. Got three merged ESPs together already that are working quite nicely and cut about ten mods out of my loading order altogether. And, running FNV Edit alerted me to a load order problem that BOSS didn't catch with its latest master list, so that worked out well as well! Link to comment Share on other sites More sharing options...
SMB92 Posted January 26, 2013 Share Posted January 26, 2013 That's great. Remember to keep back ups of your merged plugin so that if you make a mistake you can easily correct it. Good luck to you my friend, go wreck some Enclave and Legion butt XD!!! Link to comment Share on other sites More sharing options...
Thuellai Posted January 26, 2013 Author Share Posted January 26, 2013 Everything's working great, guys! Having a ton of fun! One small thing - I have the DR bug again [where armor in the craft/repair menus show their DR value instead of their DT] which I remember the patch fixing, so I'm assuming something broke it. What causes that, and how do I fix it? Link to comment Share on other sites More sharing options...
Thuellai Posted January 27, 2013 Author Share Posted January 27, 2013 (edited) Just ran into one slightly strange bug. To explain it as succinctly as possible, Doc Mitchell REALLY, REALLY wants to talk. I assume it's because of Quick Start having trouble setting a flag, so he's trying to run his start-up dialogue, but what it amounts to is I walk in and am immediately greeted with 'how you holding up' repeatedly. Any easy console fixes for this? I tried toggle AI, and as long as his AI is off he acts fine, so I guess that'll hold me for now. Edited January 27, 2013 by Thuellai Link to comment Share on other sites More sharing options...
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