- #Merged patch broke functionality with mcm fallout new vegas how to#
- #Merged patch broke functionality with mcm fallout new vegas mod#
- #Merged patch broke functionality with mcm fallout new vegas skin#
- #Merged patch broke functionality with mcm fallout new vegas mods#
#Merged patch broke functionality with mcm fallout new vegas skin#
#Merged patch broke functionality with mcm fallout new vegas how to#
In this Piper example, once you know how to do it, it would literally take less than a minute to merge them. HOWEVER - it doesn't take more than a few minutes to learn, via youtube, how to merge plugins by yourself with FO4Edit. FO4Edit then assigns the other piperfancyhat.esp's Piper resources a low priority (because they're the same as the master), which allows piperblackskin.esp's skin resources to take priority over piperfancyhat.esp - even though it's lower in the load order.
#Merged patch broke functionality with mcm fallout new vegas mod#
Then you'll likely end up with a fancy-hatted piper, but no black skin because the fancy hat mod overwrote the black skin.įO4Edit sees that fallout4.esm's Piper and piperfancyhat.esp's Piper are identical, except for the fancy hat.
If you have a mod that gives Piper black skin, and another that gives her a fancy hat, and it's loaded/installed like this: Creating a Merged Patch allows 圎dit, using its rules, to assign higher priority to resources inside of a low-priority plugin. The priority rules are jacked for the time being.ĭisabling pieces of a Patch is more of a Wrye Bash thing, and even then you're better off taking a second and finding out why they're to be a part of the BP.Īs far as merging plugins themselves - that's different than creating a merge patch. Learn to manually edit plugins with 圎dit (super easy - check out youtube).įO4Edit Merged Patch is unsupported as heck."Step 5: Disable all plugins, then re-check the plugins not a part of your merged patch" What'd I miss? Is there a "For Dummies" version of the instructions out there for those of us who let our brains relax on the weekend? After going in circles, it's been hours and I still have yet to actually play. I tried Googling this, but inevitably the instructions for making a merged patch all referenced similarities to creating a bashed one, and bashed instructions referred to how to make a merged one. My understanding was that the merge created a single reference pointer collection that targets all of the files used by the plugins which have been merged.
#Merged patch broke functionality with mcm fallout new vegas mods#
Load Fallout4 and enjoy 255+ mods and/or increased stability Disable all plugins, then re-check the plugins not a part of your merged patchħ. Create merged patch (right click bottom plugin in load order and choose merge.ĥ. The understanding I had of a merged patch was: 1. Things like survival console override, a shell casing discharge mod, and Northland Diggers were just not present in the game. When I took the merged patch back into NMM, it showed my merge had some dependencies I needed to re-enable:Įven after re-enabling them, MANY features are missing from my Fallout that have nothing to do with conflicts. The merge created with the only errors being on some armor textures, so I thought it would work. I loaded up FO4Edit after a LOOT sort and selected every ESM and ESP that wasn't a Bethsoft original.
I've got too many mods in Fallout 4 for the lead byte that handles the load order, and need to trim back below 255. I've been playing my Bethesda games modded for years, but there's a concept I never quite grasped (I think).