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Companion Overhaul Prerelease

What's new and upcoming in Tale of Two Wastelands? Find out here.
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paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

@Roy. Thanks for heads up,

Post by paragonskeep » Thu Jan 19, 2017 12:52 am

@Roy. Thanks for heads up, will investigate further


If life is but a test, where's the damn answer key?!?!?

GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

To be fair, Merge Plugins IS

Post by GrantSP » Fri Jan 20, 2017 12:44 am

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.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Well no it's not, because it

Post by RoyBatty » Fri Jan 20, 2017 6:10 am

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.


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GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

Point taken. Thank you.

Post by GrantSP » Fri Jan 20, 2017 10:04 pm

Point taken. Thank you.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

No, out of scope.

Post by RoyBatty » Mon Mar 06, 2017 3:34 am

No, out of scope.


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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

No recovery at combat end is

Post by pintocat » Mon Mar 06, 2017 3:40 am

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



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

This is all incorporated into

Post by RoyBatty » Sat Jul 22, 2017 12:10 pm

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


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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Use only one.

Post by Risewild » Fri Jul 06, 2018 4:35 am

Use only one.


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