fftljoe Posted December 25, 2014 Share Posted December 25, 2014 Im trying to start fresh for skyrim modding and I am following some instructions I found on the nexus. I have followed them up until this point here: 13. Run Wrye Bash via MO and find "Bashed Patch, 0.esp" at the bottom of your plugins list.14. Right click it and select "Rebuild Patch" followed by "Build Patch."15. Hit OK, activate the bashed patch, and close Wrye Bash.Wrye Bash created our Bashed Patch, but it has made it in our "overwrite" folder. You can tell because in MO, the "Overwrite" row in our left hand panel has red lettering. There is also a warning symbol in the top right corner of MO. Clicking on it will show that there are files in your overwrite mod. Things go in our overwrite mod if a file gets installed any other way than you installing it with MO. We don't like things in our overwrite mod. Let's get it out of there.16. Right click on "Overwrite" and select "Create Mod."17. Name it "Bashed Patch" and activate it in your mod list.Your overwrite file is now empty. The bashed patch got moved into a regular mod slot. Let's take a look at what happens when we rebuild the patch. You will have to rebuild your Bashed Patch every time you add or remove a mod that LOOT gives a green tag suggestion.18. Reopen Wrye Bash and rebuild the Bashed Patch.Look! There's another Bashed Patch in your Overwrite mod. If you restart MO, you can also see that there is now a gray lightning bolt in the Flags column of your Bashed Patch mod. A gray lighting bolt means that every single file of that mod is being overwritten by other mods. This makes sense because we just made a new Bashed Patch. We want to use this more updated Bashed Patch instead of the one we installed earlier. Let's take care of that.19. Right click on "Overwrite" and select "Create Mod."20. Name it "Bashed Patch" and a popup will appear that there's already a mod with that same name.21. To fix this, double click on Overwrite. You will find the updated Bashed Patch, 0.esp file. Drag it to the "Bashed Patch" mod in the left panel.22. Select "Move and Replace" in the following popup.You have successfully updated your Bashed Patch. on step 14 I go to rebuild the patch and I get an error that the unofficial high res patch is missing masters, but the instructions do not tell me to run the rebuild with the hi res packs selected. Should they be selected or not? Link to comment Share on other sites More sharing options...
ripple Posted December 25, 2014 Share Posted December 25, 2014 I am not sure where you found the instructions, but I don't see any reason to move the Bashed Patch out of the MO override folder. That would mean every time you rebuild the Bashed Patch, a new one would be generated in addition to the one moved out of the override folder. Do not moved your Bashed Patch out of the override folder, or any dynamically generated compatibility patches, for that matter (AV patch, ASIS patch, Dual Wield Redux patch, whatever, etc.) When you generate your Bashed Patch, it will scan all your active plugins (do not manually de-select anything). If there are plugins in your load order that are inactive, because you do not want to use those mods, you should just uninstall the mod instead of letting those plugins clutter up your load order. Link to comment Share on other sites More sharing options...
camaro_69_327 Posted December 25, 2014 Share Posted December 25, 2014 HI,...IT is best to always have a clean "Overwrite" folder. For each Program /Dynamic patcher you run will put files in overwrite, it can become a mess. I Create a "mod" for each program that puts anything in Overwrite. For instance Bashed patch , once you create "Bashed Overwrite" as a mod, every time you run rebuild (in Wrye Bash) MO will automatically move the latest Bashed patch into that "Bashed Overwrite" mod you created. TO the Question at hand...Since the HR-DLC's would have nothing to do with the "bashed patch " you can either...Disable "unofficial high res patch" OR you can Enable the 3 DLC texture packs. I would always have all mods the game is going to SEE enabled. Reason being...AS you add a mod, run loot, it may change the ORDER of your mods, So you would have to "Rebuild" the bashed patch again any way. Link to comment Share on other sites More sharing options...
ripple Posted December 25, 2014 Share Posted December 25, 2014 On 12/25/2014 at 12:55 PM, camaro_69_327 said: HI,...IT is best to always have a clean "Overwrite" folder. For each Program /Dynamic patcher you run will put files in overwrite, it can become a mess. I Create a "mod" for each program that puts anything in Overwrite. For instance Bashed patch , once you create "Bashed Overwrite" as a mod, every time you run rebuild (in Wrye Bash) MO will automatically move the latest Bashed patch into that "Bashed Overwrite" mod you created. But that is the purpose of the MO overwrite folder, yes? Any plugin that is edited will find itself there (including plugins cleaned in TES5Edit--although those should definitely be moved back to their original folders). It's a good central location for all dynamically generated compatibility patches (since they are periodically rebuilt), especially if the goal is to maintain a pristine "unmodded" baseline installation that the user can return to regardless of how many mods are installed (a major reason for using MO over other mod managers). There is no "regular mod folder" for the dynamically generated patch. In the absence of MO, their "regular folder" would be the default game data folder. If a user attempts to load the game in an unmodded state (for example, mod author testing mod in an "unmodded environment"), the game would CTD when it attempts to load those orphaned compatibility patches. Maybe this just boils down to personal preference (since I did need to revert to an unmodded environment periodically when I was using MO, to test my mods), but I just don't understand the need to move and manage multiple versions of the same compatibility patches, when leaving them in the overwrite folder means no extra steps are needed to "manage" them. Any time you rebuild the Bash Patch, the new one generated simply replaces the existing one in the overwrite folder. Link to comment Share on other sites More sharing options...
camaro_69_327 Posted December 26, 2014 Share Posted December 26, 2014 Could be i was misunderstanding the "Overwrite " folder...? MY understanding ..is that anything left in the "Overwrite" folder is then seen by ALL profiles. So if you have one profile with everything installed , and say 3 Dynamic patchers. Now If you have a different "profile" that is minimal , it will also have those patchers in ITS overwrite folder, causing the game to NOT load. MY Overwrite folder would have ..."Textures" from AV and an ESP for AV, DSR.esp, Patchus Maximus , Bashed Patch, FNIS, and Character GEN (profile slots). AND any one of these would cause issues on a different load order in a different profile. Once you Create the "MOD" from the files from Overwrite...MO then always moves it to that folder for you. Any Tes5Edit... the edited ESP IS moved, the "backup" ESP is in Overwrite. I just move the Tes5edit backup folder to the Tes5Edit folder. Some things i just do Outside MO...lol AS you said...think this is a personal preference thing..:) Link to comment Share on other sites More sharing options...
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