FNVEDIT; Merging Items, lvl lists, form.id's

Post » Wed Dec 17, 2014 4:15 pm

I'm confused about this element of merging, i'm going through trying to rid myself of conflicts in fnvedit, but there's a few scenarios that have left me terribly stumped.

http://i.imgur.com/Ld0rWfD.jpg

In the above picture, i'm in the Non-Player Character tree. DFB-Random Encounters is a mod i'm trying to make friendly with my other mods, but this mod does something a little strange to me, it would have been handled imo differently in skyrim.

the NPC in question is a BoS Initiate, that other mods are apparently using. I'm not sure if this is b/c of the form id being identical to other mods or the exact npc is being used by other mods for different things. about half of the npc's that DFB-random encounters shows in the NPC tree do not conflict with other mods, which is why it may be just a form id conflict.

the mod before it tries to add a different armor to it (as pictured), my options are to copy over that armor as an override, but that would make the mod before it (DWCNV.esm) the master of DFB-random encounters.

The first question is what happens if i just do nothing in this scenario? Will DWCNV add the armor to all of the mods below it, considering that its not on the same item line? Or will DFB and the mods after it, not include it b/c the line is blank?

second, in this scenario, would it be ok to use the Change Form-ID function in FNVEDIT to re-number the form-id's? potentially getting rid of these conflicts? would changing the form-id's create new instances of the NPC's?

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The next scenario is like the first

http://i.imgur.com/nJI4TEI.jpg

Here we have a mod that adds items to the same vendor's Container (inventory / stock).

If left alone, would these items (in the pic) be added to the vendor's container to sell? Or would the lower mods in the Load Order remove the new items, b/c they are not listed?

If i copied over the new items, it would make the lower mods in the load order become a slave to the higher mod that added the new items, creating another master. While i've done this for smaller mods, i've avoided it for larger ones until now.

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http://i.imgur.com/s8op9v2.jpg

here is what happens when i try to add the ammo from Caliber.esm to Fook, it tries to make it a master.

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RAww DInsaww
 
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Post » Wed Dec 17, 2014 10:49 pm

Let's take one more

http://i.imgur.com/uzb0yLR.jpghttp://i.imgur.com/uzb0yLR.jpg

this is what really confuses me and where im stuck.

CaliberX adds a replacer 40mm Grenade to the game, Fook and HomeMade Grenades uses the vanilla.

Lets say that i copy the CaliberX 40mm Grenade to Homemade Grenades mod. Will that be the ammo type for all of the mods that use the 40mm grenade type ammo?

Or will they just use the meshes/textures of it? will it effectively replace the vanilla for Fook as well? How would you get around this problem?

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Baylea Isaacs
 
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