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@Roy. Thanks for heads up,

Posted: Thu Jan 19, 2017 12:52 am
by paragonskeep

@Roy. Thanks for heads up, will investigate further



To be fair, Merge Plugins IS

Posted: Fri Jan 20, 2017 12:44 am
by GrantSP

To be fair, Merge Plugins IS safe to use on FNV or FO3, it's just untested to the same extent as Skyrim.


@EssArrBee uses it on his Fear and Loathing in New Vegas guide and I can verify that it causes no issues whatsoever.


The biggest problem is the lack of automatic BASH tags added for Fallout games as @Mator has very little experience with them. If you use MO the resultant plugins can be tested  in game and if issues arise you can easily revert to the previous unmerged mod list.



Well no it's not, because it

Posted: Fri Jan 20, 2017 6:10 am
by RoyBatty

Well no it's not, because it merges down, and tons of mods have compatibility patches. I've talked to mator about this myself, and it does not update references in those patches, so effectively breaks them. It's probably safe for really simple mods, but anything complex or needing patches is not going to work as expected.


Merging down is not the correct way to merge mods, it's just mators way. GECK/CKIT merges up in version control mode, and it's the accepted way of doing so for that reason. Otherwise formid's do not remain consistent.


The only way to really do it correctly is to merge up by hand in xEdit with all your patches loaded, it will prompt you to update references in subsequent plugins. zilav added that functionaility many versions ago at my request to make the process easier. This could also be scripted following a simple set of rules, and produce far better results, but I can't tell mator how to program and I'm not doing it myself because I don't need it automated.


It comes down to, do it the easy way which will create issues, or do it the hard way and have the best results.


Anyways, this is off topic so further discussion should be in it's own thread.



Point taken. Thank you.

Posted: Fri Jan 20, 2017 10:04 pm
by GrantSP

Point taken. Thank you.



No, out of scope.

Posted: Mon Mar 06, 2017 3:34 am
by RoyBatty

No, out of scope.



No recovery at combat end is

Posted: Mon Mar 06, 2017 3:40 am
by pintocat

No recovery at combat end is an option in JIP CC&C. It also allows infinite companions. 



This is all incorporated into

Posted: Sat Jul 22, 2017 12:10 pm
by RoyBatty

This is all incorporated into TTW 3.0, it will be on mod authors to patch for it.



Use only one.

Posted: Fri Jul 06, 2018 4:35 am
by Risewild

Use only one.