For most mods if they require esps, esms, is because someone has changes something or added something in the geck. Now merged esms, esps, are no different the the separate ones just makes the loaf order smaller and or easier. Let's say someone requires my mod for their mod this esm can replace my esp as long as you have download my mod and installed it. Just deactivate my esp activate this esm and Vala your set (if you have the other mods downloaded and installed too same steps)
Only place I can forsee trouble (have not tested) is if you wanted to edit a mod that requires mine, Don Knotts, and you have removed them from the load order the geck might freak out because the separate esps can't be found so I recommend just deactivating the individual esps and leaving them where they are. Guess you could put them in a backup folder and move them back to make edits in the geck then take them out again but seems to be more trouble then it'd be worth.
You should not have to reactive the originals in order to edit a file, though I've only tested it on two mods esps created before the merge esm was activated, they used the original resource mods esp or esms.
I've made some edits using the new esm on two mod files and and tested them they functioned properly, and had no adverse effects in while working with geck or when testing the game with either those two mods in question.
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I've made some edits using the new esm on two mod files and and tested them they functioned properly, and had no adverse effects in while working with geck or when testing the game with either those two mods in question.
that was the main reason I left the esm name the same after the merge.
I've been using it for Residential One
http://www.nexusmods.com/newvegas/mods/57443/?
for several weeks now without any problems