Jump to content

FNVEdit advice please?


Recommended Posts

I have two mods that both seemed to add items, but one mod overrides the other and causes the item from the first mod to be flagged as 'deleted'

 

am i doing a dumb by going into FNVEdit and searching for and deleting all scripts and references of the item from the less-desired mod?

 

i will leave FNVEdit open and unsaved until i receive a satisfactory answer.

 

alternate wording VVVV

 

lets say the item is a bobblehead set. mod 1 adds a set, porting them from an older game, as well as what is essentially the whole game itself. mod 2 adds many many items and a set of bobbleheads as well in a unique taste of wasteland. they use the same spawnIDs, but i only want mod 1's bobbleheads to work. mod 2's bobbleheads are essentially useless to me, but i still want the other things that come with it. is it safe to search 'bobblehead' and delete any scripts and/or references that mod 2 contains so that only mod 1's bobbleheads work? or is my logic flawed? did i miss anything i could do to make mod 1's bobbleheads work again?

 

i am super dumb with FNVEdit and have never used it before now.

Link to comment
Share on other sites

The best advice for using FNVEdit is that if you don't know what you are doing, don't use it. It is for advanced users only. You can destroy the game very easily.

 

Here is a link to FNEdit Training Manual: https://www.nexusmods.com/newvegas/mods/38413 Until you know exactly what you are doing, you should have the manual open in a window where you can easily reference it while using FNVEdit.

 

You should never delete any references, but disable them. Deleting anything in the game could have dire consequences with increased playtime.

 

What you are trying to achieve can be done easily with a load order adjustment. In your example, install Mod 2 first and then install Mod 1 and allow for overwrite.

 

Have Mod 2 higher in the load order so that it loads before Mod 1. When you have two mods changing the same thing, the last mod loaded will be the one displayed in the game.

Link to comment
Share on other sites

 

What you are trying to achieve can be done easily with a load order adjustment. In your example, install Mod 2 first and then install Mod 1 and allow for overwrite.

 

Have Mod 2 higher in the load order so that it loads before Mod 1. When you have two mods changing the same thing, the last mod loaded will be the one displayed in the game.

 

there was no option to overwrite anything or change any rules(i dont know why) in the mod manager. and reinstalling mod 1 would take over an hour in vortex due to its sheer size. it wouldnt even install when i used the old mod manager. im pretty sure i safely closed FNVEdit without the changes saving. ill also look into the training manual.

Link to comment
Share on other sites

 

 

What you are trying to achieve can be done easily with a load order adjustment. In your example, install Mod 2 first and then install Mod 1 and allow for overwrite.

 

Have Mod 2 higher in the load order so that it loads before Mod 1. When you have two mods changing the same thing, the last mod loaded will be the one displayed in the game.

 

there was no option to overwrite anything or change any rules(i dont know why) in the mod manager. and reinstalling mod 1 would take over an hour in vortex due to its sheer size. it wouldnt even install when i used the old mod manager. im pretty sure i safely closed FNVEdit without the changes saving. ill also look into the training manual.

 

 

 

To make them work together you need to learn how to make a patch.

 

Where you basically copy the things you want from Mod #1 to a new patch by selecting the items you want from Mod #1, and select "Copy as Override" and you're given the option to create a new ESP.

 

Then, you go into the second mod, select the items you want from THAT mod and select Copy as Override, and you copy them into that SAME Esp you made before.

 

That way, if you screw anything up, you're only screwing up the new ESP you made, instead of ruining your game files.

 

 

That was a very rudimentary example, but that's the basic gist of it.

Link to comment
Share on other sites

While the previously referenced "Training Manual" is a good resource, it has been superceded by the "Tome of xEdit" which is the current online documentation that grew out of that document. (FNVEdit is the game specific implementation of the generic "xEdit" tool.) At a minimum you should read the "xEdit Basic Use" and "Conflict Detection and Resolution" sections.

 

What you are attempting is to create is technically known as a "compatibility patch" designed to make two or more plugins work together. (There are several types of "patches" and it is important to keep the distinctions in mind or the similar terminology will confuse you.)

 

Please see the wiki article "Compatibility Patching" for the basic process, which illustrates the basic process outlined by HadToRegister in more detail. There is also the "Multiple file Merge-Up Procedure" article for a more complex example with three "master" plugins for the patch.

-Dubious-

Edited by dubiousintent
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...