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No merged patch?


Wolfways

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After marking many esp's as light in Vortex I thought I'd be able to use way more mods, but apparenty I can't because SSEEdit still counts them when I try to make a merged patch.

Are people with 500+mods not using a merged patch or am I missing something?

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Just don't load up all the ones you marked as light, they don't need to be merged anyway, because they don't count towards your load order.

Don't you have to include the whole mod list in the merged patch for conflict resolution?

 

Just to be clear, this is for a merged patch, not for merging mods.

Edited by Wolfways
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It's been a while since I had to use merged patches, but I believe you only have to include the mods that have the conflict. The patch gets loaded after the mods that have a conflict, so the merged information is included all together, rather than one mod erasing the information of a previous mod.

 

Of course, you don't want this to happen when you have a patch to bridge those mods already--if you have something like that, make sure you load the compatibility-patches after the merge-patch. Only put compatibility patches into a merge patch if you (for some reason) have conflicting compatibility patches.

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Thanks for the reply. Sorry if I'm being a bit thick but I still don't understand. I'm an old fart who doesn't work well with technology :P

 

I'm talking about the merged patch that you do before the bashed patch. I've always just followed instructions from video's and loaded all mods, including patches for many of those mods, up in SSEEdit and let it create the merged patch to resolve conflicts. Remove any "leveled" lists, than make the bashed patch.

 

The problem I'm having is when you get to 255 mods SSEEdit will no longer make a merged patch because there's too many esp's, including those marked as light in Vortex. How do I solve this?

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Thanks for the reply. Sorry if I'm being a bit thick but I still don't understand. I'm an old fart who doesn't work well with technology :tongue:

 

I'm talking about the merged patch that you do before the bashed patch. I've always just followed instructions from video's and loaded all mods, including patches for many of those mods, up in SSEEdit and let it create the merged patch to resolve conflicts. Remove any "leveled" lists, than make the bashed patch.

 

The problem I'm having is when you get to 255 mods SSEEdit will no longer make a merged patch because there's too many esp's, including those marked as light in Vortex. How do I solve this?

 

 

Who is saying you MUST do a Merged Patch before the Bashed Patch?

 

I've got 381 mods in SKyrim SE and only have a Bashed Patch.

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Thanks for the reply. Sorry if I'm being a bit thick but I still don't understand. I'm an old fart who doesn't work well with technology :tongue:

 

I'm talking about the merged patch that you do before the bashed patch. I've always just followed instructions from video's and loaded all mods, including patches for many of those mods, up in SSEEdit and let it create the merged patch to resolve conflicts. Remove any "leveled" lists, than make the bashed patch.

 

The problem I'm having is when you get to 255 mods SSEEdit will no longer make a merged patch because there's too many esp's, including those marked as light in Vortex. How do I solve this?

 

 

Who is saying you MUST do a Merged Patch before the Bashed Patch?

 

I've got 381 mods in SKyrim SE and only have a Bashed Patch.

 

Every Skyrim modding video I've watched in the past year including ones by people like Gopher and Gamerpoets. This isn't normal? I thought that the SSEEdit was for resolving conflicts while the bashed patch (Wrye Bash) combines leveled lists.

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As far as I know HadToRegister is quite right, there is no real need to create both a SSEEdit merged patch and a Wry Bash patch. Some people just create their own merged patches and do not use either of those tools.

 

I recall in Legendary you were advised to delete the leveled patches in a TES5Edit merged patch before creating a Wrye Bash patch. This speaks to your comment about which patches were for what. At that time some mod authors were advising you to create both a TES5Edit merged patch and a Wrye Bash patch for their mod. This was some years ago and I have not seen advice like that for a number of years now, and never for SSE.

 

I would check the date of when those guides came out, Over the years advice about cleaning and and merging mods has changed quite a bit.

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The only Mod I can think of Offhand that told you to create a Merged Patch AND a Bashed Patch is WMX for Fallout New Vegas

The thing is, if the patch was absolutely necessary, then all of these patch making programs would've been updated to handle the larger load orders by now.

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