

Take in mind: If the mod has quests, deleting locations edits without deleting quests before is not a good idea. To do that in FO4Edit, delete ALL "cell" data and ALL "worldspace" data by right-click/remove (this is 99% safe in 99% cases). You want to ensure compatibility with mods that modify locations. You play on another language rather than english, and don't want to see too many places with english names. You don't want to find "unique legendaries". If you don't want the mod to apply changes to game map, you can remove all map edits. Not all weapon mods have leveled list injection. you can delete ALL quests if you want (this is 99% safe in 99% cases). Look for a quest named "leveled list" or "LL" or something similar. This is recommended, because if you change the IDs of the weapon, the game will try to spawn an invalid weapon ID. It shouldn't be a problem, but it is better to clean the mod.

You can remove the leveled lists injection from the mod, to avoid the weapon to spawn "injected", and only let the weapon to spawn replacing the vanilla weapon.

There are a couple of things you might want to do BEFORE making the replacer: Press Ctrl+S, and close FO4Edit to apply changes.

(For example, if you are replacing vanilla assault rifle, you must write 0000463F.) Press OK.ĥ. Replace the FormID with the FormID of the vanilla weapon you are replacing. Right click on the weapon in the left pannel. (For example, if you are replacing vanilla assault rifle, you must write AssaultRifle.) Press OK.Ĥ. Replace the ID with de EditorID of the vanilla weapon you are replacing. Right click on the ID of the weapon, and click on "Edit". On right pannel, look for "EDID - Editor ID". Well I simply want to get one merget plugin and deactivate all others, but take the full list of mods with all textures and other additional files with me.By this method, you can download a weapon mod, and use it to replace any weapon from vanilla game.Ģ. without overloading the plugin (I have no clue if there is a limit on what a plugin can take) without changing any other mod (dont want to change them without permission, even if thats just for me) without needing master files (putting all data and the used links to the models, textures etc into one plugin) without having to use one mod as some kind of blueprint (would make that mod a master file) My question now is how the hell am I even starting to merge them together So now I realized that I have a ton of weapon mods which would make sense to merge together into one giant plugin and deactivate the others. Today I saw that my plugin list is getting really full (245 plugins) and I already merged very little mods, the ones which just change one value. Hey guys, so I am using FO4Edit and I am really interested in it, but not yet pretty skilled.
