Ordenador/DDSopt: Breaks many textures by needlessly converting/adding/resizing alpha channels, cubemaps, and mipmaps. And if for some reason you do need to merge, the safest way of merging is manually merging with 圎dit.
FALLOUT 4 MOD MERGER MODS
Odds are that many mods are not fully compatible with one another.
![fallout 4 mod merger fallout 4 mod merger](https://i.imgur.com/2gizbSt.png)
If you are so close to the 255 plugin cap that you need to merge to get below it, you should look to remove mods instead. Merge Plugins Standalone/zMerge: Automated merging can potentially cause major breakage in mods, especially heavily-scripted ones. ZEdit/zClean: Neither have any real advantages over 圎dit, and lack some essential features/support than 圎dit has.
![fallout 4 mod merger fallout 4 mod merger](https://assets2.rockpapershotgun.com/fallout-4-project-mojave-b.jpg)
They will also often miss critical conflicts. They will solve things that they may see as conflicts but it reality are intentional overwrites. Wrye Bash/Flash and Mator Smash: Similarly to LOOT, these programs are fully automated and will never be fully accurate. Load order on its own will almost never be able to fully solve conflicts, which is why conflict resolution is incredibly important. Incorrect load order can lead to overwriting or breaking features from mods. LOOT: As LOOT is automated, it will never fully be able to account for all the nuances of a load order, especially a large one. There is no reason to use Mod Organizer 1 over Mod Organizer 2.
FALLOUT 4 MOD MERGER 64 BIT
Mod Organizer 1: Although Mod Organizer 2 is 64bit and was designed for 64 bit games, it works perfectly with Fallout 3/New Vegas. Nexus Mod Manager/Fallout Mod Manager: Outdated/abandoned, have no virtual file system or even dynamic movement of mods with loose files.
FALLOUT 4 MOD MERGER MANUAL
I don't know, I don't think it's worth it but you do whatever you want.Vortex: Lacks many essential features, such as manual load order control or a virtual file system. And then if you download new cc and then you need to do more merging. I don't know if it makes the game run smoother too but it's your decision to make anywho so.
![fallout 4 mod merger fallout 4 mod merger](https://livedoor.blogimg.jp/otyahanabi-steambowy/imgs/c/e/ce4f53f1.jpg)
I personally am not sure whether it's worth it bc obviously you need back ups but it seems rather tedious to me just to get faster loading times. Like others have said, you'll need to keep a backup of the unmerged package files should any cc turn out to be corrupt or you want to get rid of it, bc once you've merged there's no going back unless you have backups of the files that went into the merged one. But I would suggest you be hella specific with your file names - well I'd suggest that regardless of whether you're merging cc or not,īut if you're downloading something, be sure to put what website you got it from, which creator, what exactly it is and it's name, and also special characters (characters that aren't letters or numbers) take up more space and can slow your loading times so try to exclude those. If you use sims 4 tray importer to find broken cc I believe it still tells you which file is the culprit, even if it's merged, it will tell you the exact one out of all the packages merged into one is the one that isn't working i.e if I had a hair merged in with some other files and I use the sims 4 tray importer to find this hair bc it's broken, even though it's in a merged file it will still tell me THIS specific hair is the bad hair and not the whole merged file folder, if that makes sense.
![fallout 4 mod merger fallout 4 mod merger](https://www.nme.com/wp-content/uploads/2021/03/Fallout-4-Commonwealth-Responders.jpg)
I've tried merging before, I don't merge right now.