Shadeybladey Posted May 27 Share Posted May 27 So, I have to join a "community" to post here as well?   I made a tiny patch to use something from another mod for my Alchemy mod, but the game insists on decoupling the patch from the esp it depends on! When I go back to the CK, my changes have been reverted to nothing. How do I fix this?  Cheers! Link to comment Share on other sites More sharing options...
xkkmEl Posted May 27 Share Posted May 27 Use Wrye Bash to turn on the "master" flag in the esp you depend on. You can then edit your patch in the CK. When you are done, remove from "master" flag (using Wrye Bash or xEdit). You will need to repeat this operation every time you touch your patch. Link to comment Share on other sites More sharing options...
AaronOfMpls Posted May 27 Share Posted May 27 (edited) Not to mention restore your load order to what it was before said flagging. (ESM-flagged .esp's get auto-sorted to somewhere up top, above ordinary .esp's.) Back up your plugins.txt, perhaps -- or use whatever backup function your mod manager does. Or just manually move the .esp back to where it was. Edited May 27 by AaronOfMpls Link to comment Share on other sites More sharing options...
Shadeybladey Posted May 29 Author Share Posted May 29 On 5/27/2024 at 11:26 AM, xkkmEl said: Use Wrye Bash I will never use Wrye Bash for anything ever again as I just loaded a game recently and it automatically deleted SkyTEST and mangled my load order and scrambled both LoadOrder.txt and PlugIns.txt. No prompt, no warning, nothing. The only option to click was "YES". So we need another solution, maybe with TES5Edit? Cheers!  On 5/27/2024 at 5:21 PM, AaronOfMpls said: or use whatever backup function your mod manager does. I never use Mod Manglers as they break Ultimate Follower Overhaul and some other mods. I prefer to know what I am doing.  Link to comment Share on other sites More sharing options...
xkkmEl Posted May 29 Share Posted May 29 xEdit knows how to properly turn off the "master" bit, but mangles things up with attempting to turn it on. Link to comment Share on other sites More sharing options...
Shadeybladey Posted May 29 Author Share Posted May 29 1 minute ago, xkkmEl said: xEdit knows how to properly turn off the "master" bit, but mangles things up with attempting to turn it on. Does it? Oh, FLIP! Â Link to comment Share on other sites More sharing options...
Namiricorn Posted July 8 Share Posted July 8 On 5/29/2024 at 2:46 AM, Shadeybladey said: So we need another solution, maybe with TES5Edit? xEdit adds masters fine for me, but it will bump the mod right up your list to make up for it Link to comment Share on other sites More sharing options...
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