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Bashed Patch


C1pher

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In the past, I've only built my bashed patch using "Leveled Lists" and "Tweak Assorted". Only recently did I stumble upon a post in this forum describing the process to build the bashed patch. In the post, it was recommended that you use the "Import" functions and check each mod that appeared in the list. Since reading that post, I've already incorporated the "Import" functions into my bashed patch and I'm just wondering if this was the correct way to build a bashed patch?

 

Also, are there any drawbacks to enabling any mod that has already been imported into my bashed patch (the dot that appears on mods when they are disabled)?

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Doing this ensures that changes made by plugins that are required for that specific plugin to work are not being overwritten by any plugins that are loading after it. Any mod that is merged into the Bashed Patch and/or has the "Deactivate" and "NoMerge" tags should be deactivated in the load list because Bashed Patch is now loading the required feature of these plugins. You can check this by clicking on the "Mod Checker" button on the bottom of the "Mods" tab. If these mods are still activated then the Bashed Patch isn't doing its job.
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In the past, I've only built my bashed patch using "Leveled Lists" and "Tweak Assorted". Only recently did I stumble upon a post in this forum describing the process to build the bashed patch. In the post, it was recommended that you use the "Import" functions and check each mod that appeared in the list. Since reading that post, I've already incorporated the "Import" functions into my bashed patch and I'm just wondering if this was the correct way to build a bashed patch?

 

Also, are there any drawbacks to enabling any mod that has already been imported into my bashed patch (the dot that appears on mods when they are disabled)?

 

If you do not check off all of your mods that are listed in the 'Import' sections, there is not a lot of point using a Bashed Patch at all.

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