I'm using MO2, if I can just install everything that this mod covers through the mod manager and sort them out automatically. Why would i use this mod in order to then have to mess around (manually) with all the other mods esm & esp files, only to achieve the same result that just takes a bit more work and longer to do?
So... it took me a bit to figure out how to install this because the instructions given are for a manual install and I use MO2. So... to use this with MO2 takes... a few steps.
1. Download this file MANUALLY 2. Download the file that this is to merge MANUALLY 3. Unzip both into different folders 4. Look at the list in the description for this file and find the file you are merging (Lets say MMM). 5. The description says this file replaces the following:
Mart's Mutant Mod.esm
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Look at your unzipped MMM folder and REMOVE those files from there. 6. Take the Mart's Mutant Mod.esm from the unzipped version of this mod and place it in your modified unzipped MMM folder. 7. Take your unzipped MMM folder and right click on it > 7-zip > Add to Archive. Name the archive Mart's Mutant Mod Merged (or whatever honestly...). 8. Go into MO2 and click on the second icon from the left (Install New Mod from Archive), navigate to your new Merged Archive and install it.
As with literally everything ever revolving around this game... BACK UP everything before doing anything... that being said, this should get MO2 to recognize the mod as MO2 would normally do.
I was getting repeatedly confused about where this 'Johnny Gun' kept coming from until I realised I was using this merged version of Ironsights rather than just the main .esm from the mod.
Can you add compatibility for RH Ironsight FOSE UUF3P loot says it requires RH_IronSights_Basic_PointLookoutPlugin.esp & RH_IronSights_Basic_ZetaPlugin.esp I will inquire as well about this issue on RH Ironsights page as well you are the most active out of the two
Having a problem understanding the installation. When I install The Merges, do I replace, merge, or rename when installing with MO2? What would Blackened bridges or other patches that require the mod ESMs like RH_Ironsights need to reference?
It doesn't say to merge or rename anything. Download the original mods 1st, then replace/remove the esps that are redundant from the lists in the description page. The merges from here contain those listed esps that make the extra esps redundant.
Thanks for getting back. So I might be big dumb here, but still trying to figure this out. Install instructions are crystal clear, but I think I might be missing something.
To summarize, I use MO2. I have all the replaced files installed. All the files from RH, Blood Textures, and the Interior Lighting mods.
1. Downloaded all original mods and extras. 2. Turned off (unticked) all esp/esm's for the respective mods in the right pane in MO2 3. Installed The Merges 4. (Here is where I have an issue) Now do I reactive RH_Ironsights, RIL, and EBT esm/esp's? When I install your mod, it replaces to original esm/esp's for those mods, so I need to activate the ones The Merges replaces them with?
Maybe I am misunderstanding how this all works. I open your mod, and I see "EBM.esp, WIL.esp, and RHI.esm". I think to myself, "If I am installing this mod, then I need to activate those in the load order because they are the newly replaced ones". Am I stupid?
633 comments
I'm using MO2, if I can just install everything that this mod covers through the mod manager and sort them out automatically. Why would i use this mod in order to then have to mess around (manually) with all the other mods esm & esp files, only to achieve the same result that just takes a bit more work and longer to do?
1. Download this file MANUALLY
2. Download the file that this is to merge MANUALLY
3. Unzip both into different folders
4. Look at the list in the description for this file and find the file you are merging (Lets say MMM).
5. The description says this file replaces the following:
Look at your unzipped MMM folder and REMOVE those files from there.
6. Take the Mart's Mutant Mod.esm from the unzipped version of this mod and place it in your modified unzipped MMM folder.
7. Take your unzipped MMM folder and right click on it > 7-zip > Add to Archive. Name the archive Mart's Mutant Mod Merged (or whatever honestly...).
8. Go into MO2 and click on the second icon from the left (Install New Mod from Archive), navigate to your new Merged Archive and install it.
As with literally everything ever revolving around this game... BACK UP everything before doing anything... that being said, this should get MO2 to recognize the mod as MO2 would normally do.
we only have mmm+ add more monsters
Mystery solved, I guess.
RH_IronSights_Basic_ZetaPlugin.esp I will inquire as well about this issue on RH Ironsights page as well you are the most active out of the two
You're missing the assets from the original mod.
To summarize, I use MO2. I have all the replaced files installed. All the files from RH, Blood Textures, and the Interior Lighting mods.
1. Downloaded all original mods and extras.
2. Turned off (unticked) all esp/esm's for the respective mods in the right pane in MO2
3. Installed The Merges
4. (Here is where I have an issue) Now do I reactive RH_Ironsights, RIL, and EBT esm/esp's? When I install your mod, it replaces to original esm/esp's for those mods, so I need to activate the ones The Merges replaces them with?
Maybe I am misunderstanding how this all works. I open your mod, and I see "EBM.esp, WIL.esp, and RHI.esm". I think to myself, "If I am installing this mod, then I need to activate those in the load order because they are the newly replaced ones". Am I stupid?