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 Which mods should I merge?

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RangerGUN

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PostSubject: 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

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Rjay47

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PostSubject: Re: Which mods should I merge?   Wed Mar 21, 2018 9:02 pm

Probably the ILO esp's and the FCO esp's.
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darkstyler

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PostSubject: 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 Smile

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th3overseer

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PostSubject: 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.
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Sirdanest

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PostSubject: 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.
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darkstyler

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PostSubject: 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 Smile

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Sirdanest

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PostSubject: 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. :/
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tigerx87

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PostSubject: 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?
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darkstyler

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PostSubject: 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.

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Sirdanest

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PostSubject: 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.
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darkstyler

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PostSubject: 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 Smile

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Sirdanest

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PostSubject: 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:
 
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ritualclarity

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PostSubject: 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 Wink 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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