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mcollins27

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Everything posted by mcollins27

  1. In Interior Lighting Overhaul Merge, the directions say this: Is ILO - D.E.I.M.O.S supposed to be checked? All the other merged plugins in the guide (up to this point), had you check the same mods that you loaded into FNVEdit, so I'm wondering if this one was just overlooked in the instructions.
  2. Thanks and great guide! I deleted those meshes from Overwrite, so what's the best way to recover from that? Should I just delete the Advanced Recon mods and install and merge them again?
  3. Hi - following the guide it says to merge the ESPs and then it says to "From the Overwrite pop-up, drag the "Detect Traps Merged.esp" into the Advanced Recon Trap Detection mod in the left pane of MO." I noticed that there is also a "meshes" directory in the overwrite folder after merging the 3 ESPs. Is that folder just to be discarded? Another question on Powered Power Armor - it says to use both files "Get the Powered Power Armor NV Beta3 main file and the Beta 3 Hotfix A optional file." Was I to merge or replace when installing the hotfix? I merged since that was done several times earlier in the guide, but I wasn't sure.
  4. Thanks, very helpful information. Another question I had - I've been following the steps of the guide very carefully and added the mods in the order listed. But if at the end, you run LOOT to sort them anyway, does it really matter?
  5. I modded Oblivion long ago and recall using a Mod Manager and how various mods worked, but haven't played a Bethesda/Gamebryo game since. Running through the guide for F&LNV I had a quick question that I can't seem to find a reasonable answer via google. The point of merging and bashing plugins is to resolve conflicts where multiple mods attempt to modify the same entity in game, but I'm not quite sure I understand why some of the similar mods are merged together in the guide and a bashed patch is also created at the end. Wouldn't the bashed patch take care of the same thing? And just so I really understand what that bashed patch is doing: It goes through all the mods, resolves the conflicts and creates it's own plugin (ESP) file and then it puts that at the end of the plugin list so that it is resolved last? So you retain all the plugins on the right pane in Mod Manager AND use the bashed patch?
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