Murielkai Posted February 2, 2016 Share Posted February 2, 2016 (edited) I am using Wrye Flash for the first time and got this message below: The following mods are tagged 'Deactivate'. These should be deactivated before building the patch, and then imported into the patch during build.*Project Beauty- Broken Steel.esp* Project Beauty- Point Lookout.espThe following mods are mergeable. While it is not important to Wrye Flash functionality or the end contents of the bashed patch, it is suggest that they be deactivated and merged into the patch; this (helps) avoid the Fallout maximum esp/m limit.*Ez0n3_Fallout3_MyMansion_SkipAcquireQuest.esp* FO3 Wanderers Edition - DLC Point Lookout.esp* FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp* Mart's Mutant Mod - DLC Point Lookout.esp* Mart's Mutant Mod - Master Menu Module.esp* Mart's Mutant Mod - DC Interiors.esp* pip60.espThe following mods are tagged 'NoMerge'. These should be deactivated before building the patch and imported according to tag(s), and preferences.*Project Beauty- Broken Steel.esp* Project Beauty- Point Lookout.esp* Merged Patch.espAutomatically deactivate those mods now? Should I deactivate my Merged Patch? What does this message mean? Edit: When I click "yes" and deactivate the mods suggested, several mods seem to be broken when in game, such as MMM not showing up in the pipboy menu. Any advice would be greatly appreciated. Edited February 2, 2016 by Murielkai Link to comment Share on other sites More sharing options...
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