@Roy. Thanks for heads up, will investigate further
- Posts: 123
- Joined: Sun Jan 08, 2017 11:13 pm
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.
- Posts: 6476
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
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.
- Posts: 2726
- Joined: Mon Oct 01, 2012 9:14 am