How do I make a patch?

Discussion in 'Fallout 3 and New Vegas Modding' started by CthuluIsSpy, Nov 14, 2014.

  1. CthuluIsSpy

    CthuluIsSpy A Smooth-Skin

    636
    Dec 20, 2011
    Quick modding question, how do I make a patch?
    I want to give DR to the new armors in Project Nevada, but I don't want to edit the file itself; I just want to make a small separate file that applies the changes, that could be easily deleted if it causes problems.

    Thank you in advance
     
  2. BuffHamster

    BuffHamster mod the crap out of it

    47
    Sep 4, 2014
    Do you have the GECK tool?

    Open it, select the FalloutNV.esm, and the Project Nevada file with the armors in them, make the DR adjustments to the armors, then save as [yourfilename]. The new [yourfilename].esp will have the FalloutNV.esm and the Project Nevada.esm as its required masters. When you load it with the FOMM, make sure it is last in the load order.

    If it does not show up in the game, use FNVEdit to create a "merged patch". this generally fixes many problems with mod files not working correctly.
     
  3. CthuluIsSpy

    CthuluIsSpy A Smooth-Skin

    636
    Dec 20, 2011
    Ah, so it's that simple?
    Ok then, I'll give that a try. Thanks.

    Just a quick question - is it possible to move the armors from one mod to another? I think that will make it a bit easier to keep track of it all.
     
    Last edited: Nov 15, 2014
  4. BuffHamster

    BuffHamster mod the crap out of it

    47
    Sep 4, 2014
    ... hmm. a quick question, but a somewhat complicated procedure. In short, yes and no. When you create the new file, it will contain the changes to the armor records that you modified, and by putting it last, or nearly last, in the load order, it will supersede the data in the Project Nevada armor records. So, there really is no need to remove the armor records from PN.

    In truth, you could go into the PN master file and delete the armor records and recompile the master again, but you will need to create brand new records for the armors in the new plugin file, so why go to the trouble? Selecting and deselecting the newly minted plugin file will accomplish the same task.

    Next time you load up the GECK tool, select only your new plugin file, set it as the "active file", and it will automatically load the necessary masters.

    Another option would be to "merge" the new plugin file to the PN master. It is a bit complicated and you won't be able to keep track of the changes as easily.
     
    Last edited: Nov 15, 2014
  5. CthuluIsSpy

    CthuluIsSpy A Smooth-Skin

    636
    Dec 20, 2011
    Sorry, I wasn't clear. I meant copy, not move.
    I don't want my plugin to have the data for weapons, and there are also armor sets from DFB Random Encounter mod and from NV base game that I want to modify.
    I would like to copy the relevant data from those mods into a new plugin.

    Right now, I found that I can easily change the values using NVedit and create backups, but as you can imagine, that's hardly an elegant solution.
     
  6. BuffHamster

    BuffHamster mod the crap out of it

    47
    Sep 4, 2014
    ...then it is easy.

    When you load the GECK,
    -select the plugin files that have the armors you wish to change -do not set any of them as the active file,
    -make the desired changes to the armors,
    -then save -it will ask you for a new name for your plugin, enter the new name and save.

    When that is done, your new plugin will only have the changes you made to the armors and nothing else, it will have the files you modified as the required files (masters) for your plugin.

    Put your plugin at or near the end of your load order and everything should work. Both .esm and .esp files can be masters for plugins, basically they become dependents for the new plugin ie; they must be active when your new plugin is active or the game will not load.
     
  7. CthuluIsSpy

    CthuluIsSpy A Smooth-Skin

    636
    Dec 20, 2011
    Wow, that is much easier than what I was expecting.
    Thanks.

    It's done. I made the mod, and I will test it later. I don't have to do the hamfisted approach of editing the data files themselves.
     
    Last edited: Nov 16, 2014