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Should I use a Batched Patch?


currentlemon

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I have downloaded many mods for my Skyrim game and after hearing about Wrye Batch Patches I was wondering if I should use them. Here are my mods.

 

Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
ApachiiHair.esm
ETaC - RESOURCES.esm
Weapons & Armor Fixes_Remade.esp
Chesko_Frostfall.esp
AOS.esp
AOS_DGDB Patch.esp
TradeBarter.esp
WetandCold.esp
Character Creation Overhaul.esp
Chesko_LoreBasedLoadingScreens.esp
Dragon Soul Relinquishment.esp
RaceMenu.esp
RaceMenuPlugin.esp
SkyUI.esp
iHUD.esp
Black Mage Armor.esp
Cloaks.esp
1nivWICCloaksNoGuards.esp
1nivWICSkyCloaksPatch-NoGuards.esp
Daedric Dawnbreaker.esp
DragonbornArmorFix.esp
Hothtrooper44_Armor_Ecksstra.esp
Hothtrooper44_ArmorCompilation.esp
Immersive Weapons.esp
Book Covers Skyrim.esp
LeftHandRings.esp
LeftHandRings - Dawnguard.esp
Tribunal Robes by Zairaam.esp
HarvestOverhaul.esp
mm_BeluaSanguinareRevisitedVampireRace.esp
MM_BeluaSangunaireRevisited.esp
mm_BeluaSanguinareRevisitedDialogueFixes.esp
mm_BeluaSanguinareRevisitedLootTables.esp
mm_BeluaSanguinareRevisitedRefuge.esp
DeadlyDragons.esp
SkyRe_Main.esp
SkyRe_CraftingFix.esp
SkyRe_EnemyAI.esp
Rebirth Monster.esp
SkyRe_EnemyScaling.esp
SkyRe_StandingStones.esp
SkyRe_Survivalism.esp
DDB_Skyre_Patch.esp
AOS_SkyRe Patch.esp
AOS_SkyRe-AFTER Patch.esp
BCS_Skyre_Patch.esp
CollegeOfWinterholdImmersive.esp
Hassildor.esp
HearthfireMultiKid.esp
HearthfireMultiKid_LastName.esp
Immersive Orc Strongholds.esp
Immersive Solstheim.esp
Inconsequential NPCs.esp
My Home Is Your Home.esp
OBIS.esp
OBISDB.esp
Bandit Patrols.esp
Run For Your Lives.esp
When Vampires Attack.esp
SleepingDangers-SandsofTime.esp
The Paarthurnax Dilemma.esp
throneroom.esp
Thunderchild - Epic Shout Package.esp
Thunderchild - SkyRe Compatibility Patch.esp
Undeath.esp
AchieveThat.esp
CCO - Permanent Birthsigns.esp
Civil War Overhaul.esp
AOS_CWO Patch.esp
Guard Dialogue Overhaul.esp
Convenient Horses.esp
dD - Enhanced Blood Main.esp
AOS_EBT Patch.esp
TheChoiceIsYours.esp
TimingIsEverything.esp
ETaC - Complete.esp
Breezehome_Fully_Upgradable.esp
Helgen Reborn.esp
Predator Vision.esp
Apocalypse - The Spell Package.esp
Phenderix's Magic Evolved No Perks.esp
ssapbwk.esp
ForgottenMagic_Redone.esp
ForgottenMagic_Redone_SkyRePatch.esp
Enchanting Freedom.esp
Better Stealth AI for Followers.esp
Duel - Combat Realism.esp
DragonCombatOverhaulDragonborn.esp
The Dance of Death - Ultimate Edition.esp
CCO - Dynamic Skill Progression.esp
Sneak Tools.esp
Sneak Tools Vanilla Hoods.esp
Sneak Tools Vanilla Masks.esp
Acquisitive Soul Gems.esp
Vampirelordroyal.esp
dD-No Spinning Death Animation.esp
Inigo.esp
CerwidenCompanion.esp
AmazingFollowerTweaks.esp
Alternate Start - Live Another Life.esp
CCO - Diverse Races And Genders.esp
SkyRe_Races.esp
TTYM - Think to Yourself Messages.esp
RealShelter.esp
Purewaters.esp
FollowerCompatibility.esp
AOS_WetandCold Patch.esp
Wintermyst - Enchantments of Skyrim.esp
Pureweather.esp
Pureweather_AOS2 Patch.esp
Immersive Patrols II.esp
Epic Gauldur Talos Amulet.esp
Dragon Stalking Fix.esp
Immersive NPC in the dark.esp
AOS2_EBT Patch.esp
AOS2_GDO Patch.esp
AOS2_SkyRe Patch.esp
AOS2_WAF Patch.esp
AOS2_WetandCold Patch.esp
HarvestOverhaul_SkyRe_Patch.esp
OBISCloaks&IA7.esp
BCS - SkyRe Patch EN.esp
TCIY-BCS Patch.esp
SoT_Inigo.esp
SOT8.3andConvHorses4.9.esp
SoT_Cerwiden_Essential.esp
CWINPCApachiiSkyHair.esp
CWIDawnDragonPatch.esp
Apocalypse - SkyRe Compatibility Patch.esp
Wintermyst - SkyRe Compatibility Patch.esp
WintermystPatcher.esp
Pre ReProccer WAFR IA7 IW Patch.esp
ReProccer.esp
ReProccerDragonborn.esp
ReProccerNONPLAYERfix.esp
Post ReProccer Fixes IA7 IW Patch.esp

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Bashed patch changed my life when I first started using them about a year ago. They're a little more complicated when you're using SkyRe or other SkyProc patches, though. If memory serves you'll want to untick all SkyProc patches, create the bashed patch, then run the SkyProc patchers again.

 

... or maybe it's the other way around. I don't recall. If someone else corrects me on that, they're most likely right.

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With this amount of mods it is almost guaranteed that some of them will alter the same leveled lists, so it would be a good idea. the way the game works is that if more than one mod alters ANY object in the base game, ONLY the last mod loaded which does will have it's changes take effect. So if 5 of your mods all add stuff to the vendor items list, without a Bash patch, only the last one will actually work. So making a Bash Patch will combine all those edits into one new plugin which is applied at the end of your load list.

 

Another thing you may want to look into since your load order is so large is a Tes5edit merge patch, which is like a Bash Patch on steroids. A Bash patch only affects leveled item form lists, but a Tes5Edit will work with ANY form, but it does take a bit more knowledge of how the lists and stuff work because in some cases you have to pick and choose which edits you want. For example if you have a few mods that affect a unique item; say one adds a new keyword for the item, two add a new and different model and another alters the stats and abilities. The merge patch will combine all of them into one edit just like a bash patch would for leveled lists, but you would have to tell it which model from the two mods that change it, you want it to use, otherwise it will just default to the last mod in your list which alters it.

 

There are tutorials out there about it, but I hope this helps give you some idea.

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Alright so I created my own Bashed Patch and put it at the end of the load order (after the Post Reproccer Fixes). I ran TES5Edit and it seems to be alright. I experimented with two other load orders before the last one and it seems TES5Edit ran perfectly with this new one. I'll run Skyrim later today and see how it runs. Never heard of TES5Edit merge patch before, but it seems helpful. Can someone explain this to me and how to use it?

 

Edit: By the way I had my SkyReproccers on when I created the patch. Can someone clarify whether or not you need to turn them off first or leave them on when creating the patch? I believe Hyacathus brought this up.

 

Edit2: So I tried a new method and turned off my Proccers. I used Wyre and updated my Bash Patch, turned it on, ran my Proccers and turned them on again. TES5Edit had no problems with the load order which looked like this. (I'm only showing the end of my load order)

 

Bashed Patch, 0.esp

WintermystPatcher.esp
Pre ReProccer WAFR IA7 IW Patch.esp
ReProccer.esp
ReProccerDragonborn.esp
ReProccerNONPLAYERfix.esp
Post ReProccer Fixes IA7 IW Patch.esp

 

Edit3: It seems I also mispelled bash patch with "batched" sorry about the confusion.

Edited by currentlemon
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The boil down of how a merge patch works is this:

 

-You open your entire load order in TES5Edit

-Right click on the mod list and choose "apply filter"

-Select the "By conflict status for this particular record"

-Check all boxes from "Master" down the list

-Apply the filter

 

This shows only records which are in conflict with their masters, eg, changes have been made to the record. Any records which have multiple non-vanilla mods affecting it should be selected for the merge patch

 

-Select all mods that have conflicting records

-Right click on one of them

-Choose "Other -> Create Merge Patch"

-Ignore the message, hit OK and then enter a file name.

 

Next you need to open up the tree of records in this new file you just made and go down them one by one to make sure the records are set up the way you want. if each mod affects some different aspect of the item, then you don't need to do anything, but if they alter the same record of the form ID, then you need to see which you want and change it.

 

Find a record that is red and look at the right columns where it will show each plug in which edits the form. If you scroll down you will find various record entries such as scripts, models, position in the case of references, etc. Lets assume that Dragonbane has been altered by 3 mods in your merge patch. One of them alters the damage stats and that's in your merge patch already, so that's fine, but the other two each affect the models. If you want the one that's shown in the merge patch then it's all good and no work is needed for this record. If you want the models from the first mod loaded up, then you have to go to the model record in the form and drag it over to the merge patch on the same line so it will overwrite the entry it has.

 

Skim through all affected entries to verify that it has everything you wish in place and then close Tes5Edit and save the merge patch ONLY (uncheck any other mod that shows up in the save list)

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