Well just the whole process, the FO3edit changed to masterupdate and stuff like that.
Download FO3 edit to your Desktop. Put it in a folder named FO3 edit.
Inside the folder should be a .dat file telling you it must be kept with the fo3edit.exe file. Do what it says.
Next, right click on FO3edit.exe and click "Copy" in the context menu. Now, right click anywhere in the folder that isn't on a file -.- you know, the blank white space of an open Windows folder. Click on the option that says "Paste". It will ask you if you want to rename the new file because it has the same name as the old file, click yes. Now you should have three files in the folder. Two of them being named FO3edit, with the newly one having a (2) in parenthesis or a _2. Just depends on computer settings and it doesn't really matter as long as you have two of 'em.
Anyway, right click on the file you just pasted named "Fo3edit_2" and in the context menu that pops up you should click on the option called "Rename". When renaming the file you should name it "FO3MASTERUPDATE"
No quotes of course.
Now you've done most of the work.
Next step is to open up Fallout Mod Manager. Make sure you have all the mods you intend to play with check marked. Make sure they are all in the order you want them to be in. Now, exit FOMM.
Next, double click on the original FO3Edit.exe
It will open up with a pop-up displaying a list of the mods you have in FOMM. It will load up whatever has checkmarks next to it.
Click OK.
After you click OK it will take about a minute or so (depending upon how many mods you have) to load them all up. When it is finished it will tell you in it's lower left hand corner with some text that states "Background loader finished".
Now that it is finished you should right click on any of the mods on the left hand sides list and choose the option entitled "Create Merged Patch". It does not matter which mod you right click on, and it does not matter what you name your merged patch. I name mine "MergedPatch".
For future reference though, if you ever get rid of one of your mods you will also need to delete your old mergedpatch and create a new one (so that it doesn't still contain information from the mod you deleted). When you create the new one you should name it the same name as the old one you had)
After you have decided upon a name for your Merged Patch it will take a couple seconds for it to create it. Just wait about 5 seconds and then close out of the FO3edit window. Upon pressing the X in the upper right hand corner of the window it will give you a pop-up with the name of your Merged Patch. This will give you two options, "Save" and "Close". Click save. Fo3edit.exe will now exit out.
The next step you need to do is load up FOMM again.
Now that FOMM is loaded up you should head on down to the bottom of your load order and checkmark your new Merged Patch. Just make sure it's going to be loaded like any of your other mods.
Alright, now exit out of FOMM.
The final step you need to do is head on back to the folder that contains your FO3edit.exe and your newly create FO3MasterUpdate.exe.
Once inside of this folder you simply need to double-click on FO3MASTERUPDATE. It will automatically load up all your mods and work its magic on them (It makes them be seen as .esm files instead of .esp files)
Errors that occur in FO3MASTERUPDATE are almost always due to load order errors. Load order errors are caused by dependent .esp files being loaded before the "Masters" they are dependent upon. In other words, if you have a Mod that edits a gun contained within the Fallout3.esm file, and you try to load the mod before it has the gun information loaded before it to edit, you will get an error. It's like trying to make a waffle in a waffle-maker without waffle-batter. You're applying the heat without the substance.
If MasterUpdate finishes without errors, it will let you know, and then you simply exit out of it.
You're finished. All you have to do now is double-click and play the game. Just remember to refresh your ArchiveInvalidation if you've added any mods that contained new textures. I told you how to do that in an earlier post; you must go into FOMM, click on its "Tools" menu, and click on its last option "Archive Invalidation". If that option already has a check mark next to it, then you should uncheck it and recheck it. If it didn't have a checkmark next it, then simply make sure to click on it so that it does.