Jump to content

Merged Patch, which ones can be safely merged?


StormbringerGT

Recommended Posts

I was wondering in general, which mods can be safely rolled up to lower the amount of .esps I have checked. I'm pushing 132 now and I'm starting to get some crashes.

 

At 140 it has a heck ton of errors. Texture wont load landscape won't load sounds not firing etc. Anything more and it won't even start the game.

 

So what can be rolled up as a rule of thumb into my bashed patch, using Wyre Flash? I got some rolled up already, ones that it told me I could, lol but I'm not sure what I can and what I cannot.

 

Here is my load list if anyone want's to help me merge some up.

 

 

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
IWS-Core.esm
SomeguySeries.esm
Seachlight Airport NCR.esm
Advanced Recon Tech.esm
Lone Gunman's Tools of Trade.esm
Niner.esm
Caliber.esm
CaliberXhonesthearts.esm
CaliberXgunrunners.esm
CFWNV.esm
Interior Lighting Overhaul - Core.esm
Military NV Backpacks.esm
AWorldOfPain(Preview).esm
NVEC Complete + NVCE.esm
NVInteriors_Core.esm
NVInteriors_ComboEdition_AWOP.esm
NVInteriors_ComboEdition_AWOP_SLAP_NCR.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Extra Options.esm
SCAV.esm
Stalker Weapons Pack.esm
WMR.esm
WARZONES - Misanthropy Pure.esm
ELECTRO-CITY - CompletedWorkorders.esm
ELECTRO-CITY - Highways and Byways.esm
oHUD.esm
Project Nevada - Rebalance.esp
Project Nevada - Cyberware.esp
Selective Fire.esm
AWOP DLC + GRA Conflict Error Fixes.esp
AWOPCaliberXAmmoPatch.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - Cyberware Additions.esp
NVEC+NVCE-Expansion-AWOP.esp
NVEC Complete NVCE NVInteriors Patch_AWOP.esp
NVEC+NVCE-Expansion-NVIntAWOP_SLAP.esp
NVEC+NVCE-Expansion-ElectroCity.esp
NVEC+NVCE-Expansion-ILO.esp
Permanent_Weapon_Shells_Light.esp
CASM.esp
The Mod Configuration Menu.esp
The Weapon Mod Menu.esp
Alternative Start.esp
TheInheritance.esp
UHNV.esp
UHNV-Dead Money.esp
UHNV-Honest Hearts.esp
UHNV-OWB.esp
UHNV-Lonesome Road.esp
PMT - Slower Reloading.esp
Project Nevada - All DLC.esp
Selective Fire - Project Nevada.esp
PortableCampsite.esp
1nivVSLArmors.esp
1nivPNSLPatch.esp
Advanced Recon Gear.esp
Advanced Recon Tech.esp
AG Supplementary Uniques-AllInOne.esp
AG Supplementary Uniques-GRA.esp
NVEC+NVCE-Expansion-AGSupp.esp
FO3WeaponsRestoration.esp
ZB245 Gun Pack.esp
SWP40Pistols.esp
SWP40 Patch 01.esp
CFW-PN.esp
CFW-PN-DLC.esp
1 Broomhandle Weapons 1.4.esp
Couriers Blunder + Rifle.esp
Advanced Recon Armor.esp
Advanced Recon Range Finder.esp
Advanced Recon Gear - Project Nevada.esp
DragonskinTacticalOutfit.esp
DragonskinBonusPack.esp
DTO-ProjectNevada.esp
JoOsArmory.esp
MilitaryArmorPack.esp
Tac Vest Addon_NV.esp
FlashlightNVSE.esp
K2K9 Treasures of the wastes.esp
Tailor Maid - NV.esp
TGsArmorCollectionVegas.esp
w44Satchels - Full.esp
AWOPDeadMoney.esp
NVEC+NVCE-Expansion-AWOPDM.esp
AWOPCFWWeaponPatch.esp
Follower Home Marker.esp
NVWillow.esp
PickCompanionArmorandWeapons.esp
dD - Enhanced Blood Main NV.esp
WeaponJamming.esp
WeaponModsExpanded.esp
WeaponModsExpanded_FO3WeaponsRestoration.esp
Project Nevada - WMX.esp
WMX-ModernWeapons.esp
WMX-DeadMoney.esp
WMX-HonestHearts.esp
WMX-OldWorldBlues.esp
WMX-LonesomeRoad.esp
WMX-GunRunnersArsenal.esp
WMX-PreOrderPackClassic.esp
WMX-PreOrderPackCaravan.esp
WMX-PreOrderPackTribal.esp
WMX-PreOrderPackMercenary.esp
WMR_Vanilla_R.esp
WMR_DeadMoney_R.esp
WMR_GunRunnersArsenal_R.esp
WMR_HonestHearts_R.esp
WMR_LonesomeRoad_R.esp
WMR_OldWorldBlues_R.esp
WMR_WMX_GunRunnersArsenal_R.esp
WMR_WMX_HonestHearts_R.esp
WMR_WMX_LonesomeRoad_R.esp
WMR_WMX_OldWorldBlues_R.esp
ProjectRealityMkIv5HDR.esp
Interior Lighting Overhaul - Ultimate Edition.esp
ILO - GS Shack.esp
ILO - NVInteriors Project - AWOP.esp
ILO - A World of Pain.esp
ILO - NVInteriors Project - AWOP - SLAP.esp
The New Bison Steve Hotel.esp
Bashed Patch, 0.esp
These are already merged in the bash patch so they are unchecked
IWS-DM.esp
IWS-HH.esp
IWS-OWB.esp
IWS-LR.esp
CFW-DLC.esp
DTOBP-ProjectNevada.esp
Military NV Backpacks - No Straps
WMX-AWOP-Overhaul.esp
WMX-MW-GRA.esp
WMR-WMX_Vanilla_R.esp
ILO - Pipboy Light
Link to comment
Share on other sites

I would feel personally safe merging these:

 

UHNV.esp

UHNV-Dead Money.esp

UHNV-Honest Hearts.esp

UHNV-OWB.esp

UHNV-Lonesome Road.esp

 

You can probably get away without any problem merging most of your individual armour/weapon plugins, the dragonskin, etc.

 

And depending on their masters these:

 

WMX-DeadMoney.esp

WMX-HonestHearts.esp

WMX-OldWorldBlues.esp

WMX-LonesomeRoad.esp

WMX-GunRunnersArsenal.esp

WMX-PreOrderPackClassic.esp

WMX-PreOrderPackCaravan.esp

WMX-PreOrderPackTribal.esp

WMX-PreOrderPackMercenary.esp

 

WMR_Vanilla_R.esp

WMR_DeadMoney_R.esp

WMR_GunRunnersArsenal_R.esp

WMR_HonestHearts_R.esp

WMR_LonesomeRoad_R.esp

WMR_OldWorldBlues_R.esp

 

WMR_WMX_GunRunnersArsenal_R.esp

WMR_WMX_HonestHearts_R.esp

WMR_WMX_LonesomeRoad_R.esp

WMR_WMX_OldWorldBlues_R.esp

 

Make a data folder backup first, though.

Link to comment
Share on other sites

I would feel personally safe merging these:

 

UHNV.esp

UHNV-Dead Money.esp

UHNV-Honest Hearts.esp

UHNV-OWB.esp

UHNV-Lonesome Road.esp

 

You can probably get away without any problem merging most of your individual armour/weapon plugins, the dragonskin, etc.

 

And depending on their masters these:

 

WMX-DeadMoney.esp

WMX-HonestHearts.esp

WMX-OldWorldBlues.esp

WMX-LonesomeRoad.esp

WMX-GunRunnersArsenal.esp

WMX-PreOrderPackClassic.esp

WMX-PreOrderPackCaravan.esp

WMX-PreOrderPackTribal.esp

WMX-PreOrderPackMercenary.esp

 

WMR_Vanilla_R.esp

WMR_DeadMoney_R.esp

WMR_GunRunnersArsenal_R.esp

WMR_HonestHearts_R.esp

WMR_LonesomeRoad_R.esp

WMR_OldWorldBlues_R.esp

 

WMR_WMX_GunRunnersArsenal_R.esp

WMR_WMX_HonestHearts_R.esp

WMR_WMX_LonesomeRoad_R.esp

WMR_WMX_OldWorldBlues_R.esp

 

Make a data folder backup first, though.

 

Thanks for the tips! Will def try it out. Why would those be safe to merge though?

 

Will merging mods mess up load order possibly?

 

So that who part of the bashed patch have always been fuzzy to me.

 

Also I'm checking out the home in your sig link! Thanks!

 

EDIT I guess more specifically you said depending on their masters. What am I looking for?

 

Thanks a ton! Backing up my 18GB data folder now. :)

Link to comment
Share on other sites

Example: If WMR_WMX_GunRunnersArsenal_R.esp has as a master WMR_GunRunnersArsenal_R.esp, it's not safe to merge the WMR_[DLC]_R group.

 

Edti: Merging probably won't mess up your general LO, but you're likely to suss up a save; if you're midgame you'll definitely want to unload all the mods you're merging and do a clean save first.

Edited by Xaranth
Link to comment
Share on other sites

Example: If WMR_WMX_GunRunnersArsenal_R.esp has as a master WMR_GunRunnersArsenal_R.esp, it's not safe to merge the WMR_[DLC]_R group.

 

Edti: Merging probably won't mess up your general LO, but you're likely to suss up a save; if you're midgame you'll definitely want to unload all the mods you're merging and do a clean save first.

 

Thanks again. Time for some adventures in esp merging!

Link to comment
Share on other sites

Welp.

 

I right clicked on UHNV and told it to mark mergeable and out popped this message:

 

 

Not Mergeable

• UHNV.esp:


Has BSA archive.


Unsupported types: CELL, DIAL, IMGS, MESG, NAVI, SCOL,
WRLD.


New record(s) in block(s): ACTI, ARMO, CLMT, CONT, CREA,
DOOR, EFSH, EXPL, EYES, FACT, FLST, FURN, GLOB, IMAD, KEYM, LIGH, MISC, MSTT,
MUSC, NOTE, NPC_, PACK, PWAT, QUST, RACE, RCPE, SCPT, SOUN, STAT, TACT, TERM,
VTYP, WATR, WEAP, WTHR.


Is a master of mod(s): UHNV-Dead Money.esp, UHNV-Honest
Hearts.esp, UHNV-Lonesome Road.esp, UHNV-OWB.esp.

 

Sadness...

Link to comment
Share on other sites

Merged and bashed patches do not combine plugins. Wrye Bash can merge entire plugins into its bashed patch if they only contain simple edits such as GMST records, and it will merge and de-activate those automatically when you build the patch.

If you're hitting the 140 mark, the answer is to get rid of some mods.

WeaponModsExpanded.esp
WeaponModsExpanded_FO3WeaponsRestoration.esp
Project Nevada - WMX.esp
WMX-ModernWeapons.esp
WMX-DeadMoney.esp
WMX-HonestHearts.esp
WMX-OldWorldBlues.esp
WMX-LonesomeRoad.esp
WMX-GunRunnersArsenal.esp
WMX-PreOrderPackClassic.esp
WMX-PreOrderPackCaravan.esp
WMX-PreOrderPackTribal.esp
WMX-PreOrderPackMercenary.esp
WMR_Vanilla_R.esp
WMR_DeadMoney_R.esp
WMR_GunRunnersArsenal_R.esp
WMR_HonestHearts_R.esp
WMR_LonesomeRoad_R.esp
WMR_OldWorldBlues_R.esp
WMR_WMX_GunRunnersArsenal_R.esp
WMR_WMX_HonestHearts_R.esp
WMR_WMX_LonesomeRoad_R.esp
WMR_WMX_OldWorldBlues_R.esp


This is ridiculous. 23 plugins just for extra weapon mods? That's the first place I would start pruning. Removing weapon-mod plugins from a save where the weapon mods have been attached to existing weapons will cause crashes in the inventory menu, however.

Since you're using a version of NVEC Complete, I'd go over the inclusion lists (here and here) and get rid of any mods that either are incorporated or have analogues that are.

Edited by luthienanarion
Link to comment
Share on other sites

Merged and bashed patches do not combine plugins. Wrye Bash can merge entire plugins into its bashed patch if they only contain simple edits such as GMST records, and it will merge and de-activate those automatically when you build the patch.

 

If you're hitting the 140 mark, the answer is to get rid of some mods.

 

 

WeaponModsExpanded.esp

WeaponModsExpanded_FO3WeaponsRestoration.esp

Project Nevada - WMX.esp

WMX-ModernWeapons.esp

WMX-DeadMoney.esp

WMX-HonestHearts.esp

WMX-OldWorldBlues.esp

WMX-LonesomeRoad.esp

WMX-GunRunnersArsenal.esp

WMX-PreOrderPackClassic.esp

WMX-PreOrderPackCaravan.esp

WMX-PreOrderPackTribal.esp

WMX-PreOrderPackMercenary.esp

WMR_Vanilla_R.esp

WMR_DeadMoney_R.esp

WMR_GunRunnersArsenal_R.esp

WMR_HonestHearts_R.esp

WMR_LonesomeRoad_R.esp

WMR_OldWorldBlues_R.esp

WMR_WMX_GunRunnersArsenal_R.esp

WMR_WMX_HonestHearts_R.esp

WMR_WMX_LonesomeRoad_R.esp

WMR_WMX_OldWorldBlues_R.esp

This is ridiculous. 23 plugins just for extra weapon mods? That's the first place I would start pruning. Removing weapon-mod plugins from a save where the weapon mods have been attached to existing weapons will cause crashes in the inventory menu, however.

 

Since you're using a version of NVEC Complete, I'd go over the inclusion lists (here and here) and get rid of any mods that either are incorporated or have analogues that are.

 

 

Yeah I got rid of Weapon Mod Recipes, which cleared up a lot of room. Thanks for the help! :)

Link to comment
Share on other sites

Some mods will also generate unexpected results when merged. For example, if a mod is using NVSEs IsModLoaded to do a specific thing when a certain mod is loaded, and you merge the mod it's looking for, then that feature will not work.

 

 

So it's not just masters you have to be worried about, though very few mods make use of IsModLoaded. And because it's done in the script, it won't break anything really, you just won't get something working that you think should work.

Link to comment
Share on other sites

Some mods will also generate unexpected results when merged. For example, if a mod is using NVSEs IsModLoaded to do a specific thing when a certain mod is loaded, and you merge the mod it's looking for, then that feature will not work.

 

 

So it's not just masters you have to be worried about, though very few mods make use of IsModLoaded. And because it's done in the script, it won't break anything really, you just won't get something working that you think should work.

 

Thanks for helping to clear this up.

 

I know a ton more than I used to; at this point it seems like my only recourse is to just simply remove some mods. (So painful!)

Link to comment
Share on other sites

  • Recently Browsing   0 members

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