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Rebuilding patches after removing non-masters?


asmox

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Something I've never really been clear on -

 

If I remove a plugin from my load order which isn't listed as a master on a given patch (merge patch, bashed patch, skyproc patchers, etc.), do I still need to rebuild all of those patches? Or do I only need to rebuild a given patch when the removed plugin was a master for that patch? I've been rebuilding everything every time to be safe, but I'm starting to question whether this is necessary.

 

Thanks.

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Depends on the patch and the mod removed, and whether you want to retain some functions of that mod or remove them completely. Best bet is to rebuild of you are unsure.

 

I'm currently looking at patches for Everybody's DIfferent, Lootification, DSR, and vanilla bashed/tes5edit merged patches.

 

Occasionally I want to remove a mod (completely, not partially) which isn't a master for any of the above, or perhaps only one of the above (which isn't a master for the others). For instance, earlier today I had to remove my Verdant Grass esp for one reason or another - it wasn't a master for anything other than DynDOLOD, which afaik is completely unrelated to any other patches. So I regenerated my LOD's but ended up rebuilding my entire patch structure as well, just in case. Waste of time?

 

I guess ultimately it's not a huge deal to rebuild - those patches don't take long.

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I don't know what that mod does exactly.

 

Certain patches such as Mator Smash patches and Bashed patches can import data from mods that don't get flagged as masters. Deactivating those mods without rebuilding the patch won't break your game, but all of their changes won't be removed until you rebuild.

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I don't know what that mod does exactly.

 

Certain patches such as Mator Smash patches and Bashed patches can import data from mods that don't get flagged as masters. Deactivating those mods without rebuilding the patch won't break your game, but all of their changes won't be removed until you rebuild.

 

I see - that helps, ty.

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