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Question about Bashed Patch


vitalsine

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Hey guys,

 

I am in Wyre Flash trying to create a bashed patch and am running into what I think is an issue? When I build the patch, it deactivates all the mods that it is merging, then after patch creation some of the mods say "merged" and some say "non-active". Is it merging the mods that say that or is it just disabling those? I haven't really noticed any big issues in game, but after rebuilding the patch this last time I am just noticing this. If someone can confirm my suspicions that would be great, and I can go in and reactivate the mods that say inactive, and keep the merged ones unchecked. Haven't noticed this issue in the past and I have been using Wyre Bash for a while. Maybe I just overlooked it in the past.

 

http://farm8.staticflickr.com/7418/12445810913_3c647b96d4_o.jpg

 

Thanks,

Vital

Edited by vitalsine
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I have confirmed that the FOOK-ADAM CP and FOOK-Cabal CP don't work with bashed patch... They are both listed as Non-Active... doh! Weird. Not sure why it says in the tooltip at the bottom that it is "Merged into Bashed Patch." when it definitely isn't. I guess I have some experimenting to do! Any help is still appreciated, thanks!

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UPDATE: This is weird as hell... I turned off New Vegas Bounties, now I am getting MCM popups when I launch the game. I can't even get to the main menu... GRAHH!!!! I also reinstalled the game and all mods... What a headache. 70 hours into a playthrough... lol.

 

Welp this is a new one. I just disabled my bashed patch and re-enabled all my mods in their correct load order, and now when I start up my game I get a pop-up for New Vegas Bounties, and I can't get off of it. Hoping I don't have to reinstall the game and 160 mods I have installed. lol...

Edited by vitalsine
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