sprintonwater Posted January 8, 2015 Posted January 8, 2015 Can FNVEdit be used with MO similar to NMM in dealing with conflicts and tweaking .esp files? I like to run certain mods which conflict with one another and I have only been able to fix using the FNVEdit tool.
0 Nozzer66 Posted January 8, 2015 Posted January 8, 2015 Yes it can. Just add it as an executable in MO and run it that way. 1
0 FalloutAddict Posted January 8, 2015 Posted January 8, 2015 When using FNVEdit this way does it only change the virtual files in MO? If I remember correctly it doesn't affect the actual esm/esp that are in your Steam folder?
0 GrantSP Posted January 8, 2015 Posted January 8, 2015 When using FNVEdit this way does it only change the virtual files in MO? If I remember correctly it doesn't affect the actual esm/esp that are in your Steam folder? While you are actually doing the editing these files are in the VFS, but upon closing FNVEdit, and saving your work, you will have made changes in one of two places. If the file you were editing was already existing AND was active in the MO left-hand pane, upon exiting FNVEdit that file will be updated If the file was not active in the left-hand pane, MO will have no reference for it in the VFS and it will be placed in the 'overwrite' folder. From there you can create a new mod and that plugin will be found there or drag/drop it into an existing mod.So, long story short, files edited in the MO environment WILL be changed. The edits you make do not exist only in the VFS.
Question
sprintonwater
Can FNVEdit be used with MO similar to NMM in dealing with conflicts and tweaking .esp files? I like to run certain mods which conflict with one another and I have only been able to fix using the FNVEdit tool.
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