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Posted

So, I have to join a "community" to post here as well?  ðŸ¤¨

 

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!

Posted

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.

Posted (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 by AaronOfMpls
Posted
  On 5/27/2024 at 10:26 AM, xkkmEl said:

Use Wrye Bash

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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 4:21 PM, AaronOfMpls said:

or use whatever backup function your mod manager does.

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I never use Mod Manglers as they break Ultimate Follower Overhaul and some other mods. I prefer to know what I am doing.  ðŸ™‚

Posted
  On 5/29/2024 at 2:31 AM, xkkmEl said:

xEdit knows how to properly turn off the "master" bit, but mangles things up with attempting to turn it on.

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Does it?

Oh, FLIP!

 

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