rockman32 Posted September 17, 2020 Share Posted September 17, 2020 Hello when i play with either NVEC or Simply Uncut the gunrunners vendor and cliff briscoe doesn't sell the gunrunners unique (Two Step Goodbye, Paiencia...). So i would like to know if there's a reason for that to happend. (It also happend when the mods are activated during a save) Link to comment Share on other sites More sharing options...
dubiousintent Posted September 18, 2020 Share Posted September 18, 2020 Just guessing, but it probably has to do with edits to the "vendor lists" used by one or both mods and how those mods modify them. If a mod doesn't add it's changes to such lists upon starting during a "game load", then they don't appear.) "Vendor lists" are part of the general category of "leveled lists". A manually created "merge patch" file (such as generated by FNVEdit) doesn't merge such lists in the load order, but the Wrye Bash/Flash algorithm generated "Bashed Patch" does. -Dubious- Link to comment Share on other sites More sharing options...
rockman32 Posted September 18, 2020 Author Share Posted September 18, 2020 Ok so should i create a merged or bashed patch ? Link to comment Share on other sites More sharing options...
dubiousintent Posted September 18, 2020 Share Posted September 18, 2020 (edited) "Merged Patch" is a more generic term than "Bashed Patch", which is only produced by the Wrye Bash/Flash program. A Wrye "Bashed Patch" and a xEdit "Merged Patch" are generated from the entire "load order" list of plugins to resolve all "record level conflicts". They are roughly equivalent but use different algorithms. You can use the combination of both a "Bashed Patch" and a "merged patch" file (technically an "override" patch as described here), for different complimentary reasons. (What I say regarding "Wrye Bash (WB)" also applies to "Wrye Flash (WF)". "xEdit" is the generic name for "FNVEdit" which is the game specific implementation of that tool.)While both WB and xEdit are creating essentially the same thing, the big difference is that WB automates the "record level conflict" resolution in load order sequence producing a "merged patch" file named explicitly "Bashed Patch, 0.esp". This works fine for most such conflicts where you want the last loading plugin to "win" conflicts, but to also include non-conflicting records of earlier plugins to get around "The Rule of One". The xEdit process does similar but doesn't dictate the resulting file name and lends itself to deciding those exceptions where you want an earlier loading record to "win" the conflict instead. By running WB first, and then creating an xEdit "override" patch with just the different winners (hence the difference from a "merged patch" of the entire "load order"), you are reducing the number of manual changes needed. This becomes important if you tend to modify your load order with updates to plugins frequently, as you should rebuild your "merged patch(s)" whenever you do so.Note that xEdit can "automate" the creation process in a similar manner to WB, but it doesn't (last I knew but things are constantly evolving) make use of "Bash Tags". WB also has built-in "tweaks" to game settings that it incorporates into the patch, as well as merging of "leveled lists". You can also use xEdit to give "unique" results that none of the plugins provide (in effect creating a "new patch plugin" result within the overall patch.)There are more possibilities. Please see the wiki "Merged Plugin Guidelines for Personal Use" article for details. -Dubious- Edited September 18, 2020 by dubiousintent Link to comment Share on other sites More sharing options...
rockman32 Posted September 18, 2020 Author Share Posted September 18, 2020 Thanks for the info and last question do you know any guide to use Wrye Bash and xedit ? Link to comment Share on other sites More sharing options...
dubiousintent Posted September 19, 2020 Share Posted September 19, 2020 Please see the "Merge Patch File" section of the wiki "FNV General Mod Use Advice" article for links, and the "Fallout New Vegas Beginners guide to modding" thread at the top of this sub-forum section for additional advice. -Dubious- Link to comment Share on other sites More sharing options...
M48A5 Posted September 19, 2020 Share Posted September 19, 2020 There is also the FNVEdit Training Manual https://www.nexusmods.com/newvegas/mods/38413 Modding Fallout NV Tutorial-Part 5-FNVEdit https://www.nexusmods.com/newvegas/mods/43195 Don't be concerned with the last update. FNV hasn't been updated either and the processes remain the same. Link to comment Share on other sites More sharing options...
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