ArcturusFyr Posted December 13, 2023 Share Posted December 13, 2023 I've been trying to create a bashed patch for the past several days, but haven't had much luck figuring out what I'm supposed to do. Maskar's specifically states that it needs to load after a bashed patch, but when creating a bashed patch with Maskar's enabled, it also gets made into a master file for the bashed patch, making it impossible to load after the bashed patch. Is there something I'm missing? Can I create a bashed patch for all my other overhauls, without Maskar's being built in and still have both Maskar's and the bashed patch with all it's patched contents working properly in tandem? Or does Maskar's need to also be integrated into the patch, and then also have it's esp somehow placed after the bashed patch? Any help would be appreciated. Link to comment Share on other sites More sharing options...
Surilindur Posted December 13, 2023 Share Posted December 13, 2023 (edited) Have you tried moving the .esp file for Maskar's overhaul below the Bashed Patch before rebuilding it? Edit: or disabling the .esp for Maskar's before rebuilding the patch. I have no idea about compatibility with other overhauls, though, never tried combining them. Maybe the readme for Maskar's has some info? Edited December 13, 2023 by Surilindur Added note about disabling Maskar's esp Link to comment Share on other sites More sharing options...
Striker879 Posted December 13, 2023 Share Posted December 13, 2023 MOO has compatibility for the big popular other overhauls built in via INIs that can be adjusted to customise what you will get in-game. MOO needs to load after the bashed patch because MOO uses empty level list that it then populates after game start using those selections from the INIs. Wrye Bash deletes empty level lists as part of building the bashed patch, breaking MOO. Link to comment Share on other sites More sharing options...
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