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Which mods should I merge? | Which mods should I merge? | |
| Author | Message |
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RangerGUN
Posts : 464 Join date : 2017-02-15 Age : 24 Location : United Kingdom
Character sheet Name: Connor Faction: Yes Man Level: 50
| Subject: Which mods should I merge? Wed Mar 21, 2018 8:48 pm | |
| For anyone who has done merging before, which mods should I merge?
Load Order:
[X]FalloutNV
[X]DeadMoney
[X]HonestHearts
[X]OldWorldBlues
[X]LonesomeRoad
[X]GunRunnersArsenal
[X]ClassicPack
[X]MercenaryPack
[X]TribalPack
[X]CaravanPack
[X]YUP-Base Game + All DLC
[X]Interior Lighting Overhaul - Core
[X]Interior Lighting Overhaul - L38PS
[X]NVStripOpen
[X]SomeguySeries
[X]FCOMaster
[X]YUP - NPC Fixes (Base Game + All DLC)
[X]NCRTrooperOverhaul
[X]outsidebets
[X]FCO - NPC Changes
[X]Vurt's WFO
[X]TankGirl Nick Valentine
[X]FO4 Power Armors - FNV Standard Edition
[X]StripOpenMain
[X]Merge Patch {My merge patch}
[X]FCO + YUP
[X]FCO - OHSB NPC Edits
[X]FCO DLC NPC's and Fixes {My mod which uses FCO}
[X]Better Burned Man
[X]JGrahamCompanion
[X]BetterBurnenMan - JGrahamCompanion Patch
[X]CCO - Ulysses Companion
[X]ADAM Complete
[X]ADAM - MERGE
[X]KingOfTheRing
[X]ILO - YUP Patch
[X]dD - Enhanced Blood Main NV
[X]ShilohDS-Color Maps and Icons
[X]Door!
[X]Geonox_Riot_Armor
[X]GRA-WRP-Patch-Two_Unofficial
[X]UnlimitedCompanions
[X]MaxFollowers12
[X]The Law Won
[X]Interior Lighting Overhaul - Ultimate Edition
[X]ILO - GS Shack |
| | | Rjay47
Posts : 69 Join date : 2016-02-17 Age : 23 Location : New York
Character sheet Name: Jacob Page Faction: NCR Level: 50
| Subject: Re: Which mods should I merge? Wed Mar 21, 2018 9:02 pm | |
| Probably the ILO esp's and the FCO esp's. |
| | | darkstyler
Posts : 1118 Join date : 2017-12-09 Age : 58 Location : France - Brittany
| Subject: Re: Which mods should I merge? Thu Mar 22, 2018 8:53 am | |
| @RangerGUN : before merging mods, I strongly suggest you search for conflicts first. Mods that are in conflict can be problematic to merge. because the merging tool will have to make choices and it can have unpredictable results, including broken plugins. • Define mods that are not in conflict in order to merge them : open all your active mods in FNVedit, right-click in the left pane and choose "apply filter to see conflict looser". This will enlight and reload only the mods that are in conflict, that means the rest should be merged safely... until there are no scripts conflicts, (or navmeshes or things like this...), be carefull about that, so choose preferably mods with no scripts at all to merge, untill you know what you're doing. I mean, FNVedit can detect conflicting scripts, one overwriting an existing script, but it can not detect conflict between two different scripts because they use conflicting variables or values... • Detecting mods conflict before merging them : so resolving the conflicts first and then merge the mods using a brand new esm or esp is necessary to obtain a reliable result, (depending also, as mentioned above in scripts conflicts...). The result of the "apply filter to see conflict looser" shows only the mods in conflict and is not intended to modify mods and resolve conflicts directly, rather for showing purpose, probably because there are too much references to treat. Each times I've tried, it broke the plugins. I suggest you print screen the results, then expand on the left column the mods to see the sub-categories and choose the simplest one in order to resolve conflicts with another session of FNVedit later. • Resolving conflicts : so you've chosen the mods in conflict to merge, then see in my signature FNV troubleshooting, everything is explained to resolve conflicts manually, (no bashed or merged patch, you must put your hands into mud and resolve each conflict manually one by one to obtain perfect compatible mods) creating an esm, etc... Good hunting |
| | | th3overseer
Posts : 33 Join date : 2017-03-10 Age : 29 Location : Portland, Oregon
Character sheet Name: Character Faction: Level:
| Subject: Re: Which mods should I merge? Thu Mar 22, 2018 6:14 pm | |
| I've had good luck merging all my weapon mods into one ESP, all my armor mods into one ESP, and then having one that just handles small tweaks. _________________ Howdy, I make quest mods and do voiceover. Message me if you want me to say words into a mic for your projects.
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| | | Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Re: Which mods should I merge? Thu Mar 22, 2018 9:09 pm | |
| I'd have almost 250 mods unmerged, so I have to make the decision myself. It's tough, I get broken navmesh reports after some merges, which makes me think those mods probably were too complex to merge. I am going to have one hell of a celebration or something, if modders ever fix that mod limit.
Wrye's bashed patch has served well as far as conflicts in things like levelled lists, though. I just merge things to keep the load order below the max. |
| | | darkstyler
Posts : 1118 Join date : 2017-12-09 Age : 58 Location : France - Brittany
| Subject: Re: Which mods should I merge? Thu Mar 22, 2018 10:47 pm | |
| @Sirdanest - I get broken navmesh reports after some merges, which makes me think those mods probably were too complex to merge. wrote:
It may simply be a problem of conflict. You choose to let the merge tool decide which navmesh will be applied so the result is...unpredictable. As I said above, doing a "show conflicts looser with FNVedit" can show you which mods contains conflicting navmeshes, so simply avoïd merging them |
| | | Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Re: Which mods should I merge? Fri Mar 23, 2018 12:27 am | |
| I'm trying to get 250 mods to fit into new vegas. I can't just not merge them... It's probably just not going to work. :/ |
| | | tigerx87
Posts : 243 Join date : 2014-08-02 Location : The Fort
Character sheet Name: Character Faction: Level:
| Subject: Re: Which mods should I merge? Fri Mar 23, 2018 1:44 am | |
| - Sirdanest wrote:
- I'm trying to get 250 mods to fit into new vegas. I can't just not merge them... It's probably just not going to work. :/
What are these 250 mods youre trying to merge? |
| | | darkstyler
Posts : 1118 Join date : 2017-12-09 Age : 58 Location : France - Brittany
| Subject: Re: Which mods should I merge? Fri Mar 23, 2018 7:24 am | |
| @Sirdanest well why don't you try the method I explain above, (at least to define clean mods in order to merge them) this will reduce the number of mods. |
| | | Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Re: Which mods should I merge? Fri Mar 23, 2018 11:08 am | |
| Is it safe to merge things into already large mods like big quest mods, assuming no conflicts are detected? I'm using a very large number of large mods... mini-dlcs, large weapon packs, new lands, etc. |
| | | darkstyler
Posts : 1118 Join date : 2017-12-09 Age : 58 Location : France - Brittany
| Subject: Re: Which mods should I merge? Fri Mar 23, 2018 12:06 pm | |
| @Sirdanest The answer is yes and no. If your large mod contains no conflicting navmeshes or scripts or similar things, it could work...for a time. But imagine you install a new mod...with conflicting datas, scripts, etc...what happens ? Your mod is no more reliable. Load order is enough complicated to manage right ? This would add a new difficulty. If you're not too familliar with putting your hands into mud and resolve problems manually, wisdom would suggest to merge only simple mods, containing only simple datas, armor, weapons, formlist, sounds, etc...and to merge them only in a brand new plugin...and especially not in an already existing mod, (bad idea unless you know what you're doing). Everything is explained in this current page and in my signature, how to create an esm, merge, etc...This way, your merged plugin could also conflict but nothing that load order can not resolve, without doing the whole merging process again |
| | | Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Re: Which mods should I merge? Fri Mar 23, 2018 1:33 pm | |
| - tigerx87 wrote:
- Sirdanest wrote:
- I'm trying to get 250 mods to fit into new vegas. I can't just not merge them... It's probably just not going to work. :/
What are these 250 mods youre trying to merge? Some of them are obvious candidates for merging and I'm not worried about the little tweaks and patches; I have merged ones like that before. But It's going to be tricky shrinking the mod count by around 70 mods at least. (I hope my spoiler tag worked, apologies ahead of time if it didn't and made a mess.) - List:
0 0 FalloutNV.esm 1 1 DeadMoney.esm 2 2 HonestHearts.esm 3 3 OldWorldBlues.esm 4 4 LonesomeRoad.esm 5 5 GunRunnersArsenal.esm 6 6 ClassicPack.esm 7 7 MercenaryPack.esm 8 8 TribalPack.esm 9 9 CaravanPack.esm 10 a YUP - Base Game + All DLC.esm 11 b CardMaster.esm 12 c ACES - Casino Data Extension.esm 13 d SolidProject.esm 14 e Mojave Master Plugin.esm 15 f TheDeterrent.esm 16 10 ELECTRO-CITY - CompletedWorkorders.esm 17 11 Saving Camp Searchlight.esm 18 12 Lucky38Suite_Reloaded.esm 19 13 RockwellPursuit.esm 20 14 Tales from the Burning Sands.esm 21 15 NCR CF.esp 22 16 Strangers Abroad.esm 23 17 SaxxonsQuestPack.esm 24 18 Less Empty Primm.esp 25 19 CFWNV.esm 26 1a DWCNV.esm 27 1b HonestHearts2.esp 28 1c CoitoErgoSum.esm 29 1d ELECTRO-CITY - Highways and Byways.esm 30 1e JL121_Deathsong_Brotherhood.esm 31 1f domecity.esm 32 20 MoonQuest.esm 33 21 Niner.esm 34 22 Companion Adelphus.esm 35 23 SaltLakeStories.esm 36 24 World Of Secrets.esm 37 25 NewVegasRailroads.esm 38 26 Novac Public Library.esm 39 27 The New Bison Steve Hotel.esm 40 28 NVR-Strip.esm 41 29 AWOPDeadMoney.esm 42 2a NVWillow.esp 43 2b NevadaSkies.esm 44 2c Daughters of Ares.esp 45 2d Bitter Springs Redesigned.esp 46 2e Casa Madrid Redesigned.esp 47 2f 3DNPC_FNV.esm 48 30 3DNPC_FNVGeneric.esm 49 31 NPC Project.esm 50 32 SomeguySeries.esm 51 33 3DNPC_BlueNote.esm 52 34 KhanInitiation.esp 53 35 JokerineBigRescue.esm 54 36 ZionTrail.esm 55 37 GRARG.esm 56 38 Weapons.of.the.New.Millenia.esm 57 39 SpeedyResources.esm 58 3a BoulderCityFaceliftProject.esm 59 3b Gomorrah Redesigned v2.esp 60 3c New Vegas Redesigned 3.esm 61 3d FCOMaster.esm 62 3e JokerineStripMall.esm 63 3f The Mod Configuration Menu.esp 64 40 YUP - NPC Fixes (Base Game + All DLC).esp 65 41 NVR-Version_10.esp 66 42 Vurt's WFO.esp 67 43 Massive Object Ownership Revamp Merged.esp 68 44 New Vegas Redesigned 3.esp 69 45 NPC Project - Freeside.esp 70 46 NVR-V10-5.esp 71 47 Legion Quests Expanded.esp 72 48 MoreChems.esp 73 49 WarTrash.esp 74 4a SlaveMarket.esp 75 4b NiptonRebuilt.esp 76 4c Westside Open.esp 77 4d noloadscreentext.esp 78 4e CommonCaravanDeck.esp 79 4f CardMaster DM.esp 80 50 CardMaster NV.esp 81 51 DoWeNotBleed.esp 82 52 TLD_Travelers.esp 83 53 Eliza.esp 84 54 RockwellPursuit2014Update.esp 85 55 Factions Reloaded Legion.esp 86 56 factions reloaded followers.esp 87 57 FiveAcesGunShop.esp 88 58 BoSUnforgotten.esp 89 59 WeaponModsExpanded.esp 90 5a EastsideTownAlliance.esp 91 5b populatedcasino.esp 92 5c CNR_Beta.esp 93 5d ACES - Casino Overhaul.esp 94 5e Burning Campfire.esp 95 5f Daughters of Ares - CouriersStash.esp 96 60 ThrowableFixes.esp 97 61 KillingKarmaFix.esp 98 62 NVR - GUI - Silent Karma.esp 99 63 JokerineKarmaGraves.esp 100 64 Extra Rounds.esp 101 65 CleanMadreVendingFood.esp 102 66 Imp's More Complex Needs.esp 103 67 XFO - 9a - Enemies - AI revamp.esp 104 68 XFO - 9da - Enemies - NPC Healing - low.esp 105 69 Tutorial Killer.esp 106 6a Buy or Steal.esp 107 6b CASM with MCM.esp 108 6c Limitless Stats.esp 109 6d Stash.esp 110 6e Toggle Aim.esp 111 6f stronger merchants.esp 112 70 NVR-NPCs.esp 113 71 IMCNNV - Sorted.esp 114 72 Bitter Springs Revisited.esp 115 73 Unofficial Patch Plus.esp 116 74 BushSounds.esp 117 75 NVR - GUI - Silent Challenges.esp 118 76 Bullet Fixes.esp 119 77 No Hitscan.esp 120 78 NorthRoad.esp 121 79 NewVegasUncut 123457 Merged.esp 122 7a More populated cities.esp 123 7b NPC Project - 188 Trading Post.esp 124 7c ZionTrail-NV.esp 125 7d Ace In The Hole - Tunnel Snakes.esp 126 7e MainStoryAlterations.esp 127 7f HonestHearts2b.esp 128 80 EastsideTown.esp 129 81 BLMedical.esp 130 82 west.esp 131 83 NCR Convoy.esp 132 84 Ace In The Hole - A Freeside Mod.esp 133 85 Nevada Skies.esp 134 86 NPC Project - Aerotech Office Park.esp 135 87 C3KMojaveMusicRadio.esp 136 88 NVWillow Rebalance Patch -lore.esp 137 89 NVWillow Rebalance Patch.esp 138 8a Goodsprings Filler.esp 139 8b ADAM - Rangers on Patrol.esp 140 8c New Vegas Trade Center.esp 141 8d housemod.esp 142 8e NewVegasBounties.esp 143 8f NewVegasBountiesII.esp 144 90 1nivVSLArmors.esp 145 91 NCROverhaul.esp 146 92 Russell.esp 147 93 CaravanOverhaulCompilation.esp 148 94 PowderIsTheNewBlack.esp 149 95 Delay DLC - DM + HH + OWB + LR + GRA.esp 150 96 1nivDWSLPatch.esp 151 97 CFW-DLC.esp 152 98 ImprovedGeckoLeatherArmor.esp 153 99 Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp 154 9a Weapons.of.the.New.Millenia.Leveled.Lists.esp 155 9b I Friggin' Love Sodas.esp 156 9c The Tops Restaurant New Menu.esp 157 9d AmmoChecking.esp 158 9e IMCNNV - HUD and Hotkeys.esp 159 9f FCO - Beyond Boulder Dome.esp 160 a0 FCO - GlowingOne.esp 161 a1 FCO - Russell.esp 162 a2 FCO - Saxons Quest Collection.esp 163 a3 FCO - The New Bison Steve.esp 164 a4 Asurah_reanimation.esp 165 a5 No Tracer.esp 166 a6 MoreNiner.esp 167 a7 3DNPC_HopeLies.esp 168 a8 FireWatch.esp 169 a9 AutumnLeaves.esp 170 aa Companion Adelphus Update.esp 171 ab Powdergangers.esp 172 ac BCFollowersClinic.esp 173 ad NCR Presence - Camp Golf.esp 174 ae PrimmCarnival.esp 175 af KingOfTheRing.esp 176 b0 NewVegasKiller.esp 177 b1 WorkingCrimsonCaravanTraders.esp 178 b2 WildBillsPawnArmory.esp 179 b3 NukaCola-Ojo.esp 180 b4 Transcendence.esp 181 b5 GunNGulp.esp 182 b6 CAM Patch.esp 183 b7 XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp 184 b8 A Madman's Purpose.esp 185 b9 NCR Presence - McCarran.esp 186 ba GreatKhanGreatOverhaul.esp 187 bb BrotherhoodReforged.esp 188 bc DMHO.esp 189 bd The Weapon Mod Menu.esp 190 be SadiesSundries.esp 191 bf ADAM - HH.esp 192 c0 ADAM - LR.esp 193 c1 ADAM - MAIN.esp 194 c2 NewVegasBounties - ImmersiveStart.esp 195 c3 Crossbow.esp 196 c4 ADAM - NCR Patrol Armour.esp 197 c5 Tailor Maid Black Retex - NV.esp 198 c6 ADAM - Nemesis Armours.esp 199 c7 ADAM - Outcast Ranger Armour.esp 200 c8 FireRehireWillow.esp 201 c9 ADAM - Trooper Gloves.esp 202 ca Better Westside Militia.esp 203 cb bzArmour.esp |
| | | ritualclarity
Posts : 629 Join date : 2014-04-26 Location : Dark Side of the Moon
Character sheet Name: Character Faction: Level:
| Subject: Re: Which mods should I merge? Fri Mar 23, 2018 2:24 pm | |
| 1. Remove the most un-necessary mods... that is mods you won't use or have minimum effect to your current game play. 2. merge like mods together. Mods from the same author that have DLC attachments. Generally as I understand this is safe as the author split them to make it possible for their users to use the mod if they didn't have a specific DLC... they should work merged. 3. Merge simple armor mods, weapons mods non scripted mods (with out conflict) 4. Move to more complex mods without dependency (master mods) (in other words merge the dependent mods into the master) remember, the more you combine and more conflicts and issues the more problems you will have in the future. It is easier to go with step one perhaps if needed step 2... If absolutely needed step 3 in rare instances. There are mods that are "framework" and/or "resource" mods that so many mods use and those shouldn't be merged at all as there are too many mods using the resources that that mod is using. Merging these as I understand it will give you the greatest headache of all. Merging can change records (at a minimum) among other things. The more complex the merge, the more potential work in the future to fix conflicts and bugs found in the future. Edit. I like @darkstyler post linked regarding this. I'd check that page for further info on this if you are still interested in merging such a large collection of mods. _________________ |
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