The priority rules are jacked for the time being.ĭisabling pieces of a Patch is more of a Wrye Bash thing, and even then you're better off taking a second and finding out why they're to be a part of the BP.Īs far as merging plugins themselves - that's different than creating a merge patch.
#How to use fallout 4 mods how to
I tried Googling this, but inevitably the instructions for making a merged patch all referenced similarities to creating a bashed one, and bashed instructions referred to how to make a merged one. My understanding was that the merge created a single reference pointer collection that targets all of the files used by the plugins which have been merged.
#How to use fallout 4 mods mods
Load Fallout4 and enjoy 255+ mods and/or increased stability Disable all plugins, then re-check the plugins not a part of your merged patchħ.
Create merged patch (right click bottom plugin in load order and choose merge.ĥ.
The understanding I had of a merged patch was: 1. Things like survival console override, a shell casing discharge mod, and Northland Diggers were just not present in the game. When I took the merged patch back into NMM, it showed my merge had some dependencies I needed to re-enable:Įven after re-enabling them, MANY features are missing from my Fallout that have nothing to do with conflicts. The merge created with the only errors being on some armor textures, so I thought it would work. I loaded up FO4Edit after a LOOT sort and selected every ESM and ESP that wasn't a Bethsoft original. I've got too many mods in Fallout 4 for the lead byte that handles the load order, and need to trim back below 255. I've been playing my Bethesda games modded for years, but there's a concept I never quite grasped (I think).