jakelad Posted May 11, 2011 Share Posted May 11, 2011 (edited) Hello, I am fairly familiar with mods, OBMM, TES4Edit cleaning etc. However, I am having a HELL of a time getting to grips with Wrye bash. I recently tried to create a bashed patch, which promptly “broke” my game. In fury I deactivated the patch and uninstalled Bash as well as all of the unbelieveably annoying and cluttering python-related files I installed at the same time. My game now works absolutely fine. I was using ALL of the documentation I could find online, including the Wrye manual, TESPositive pages, and some others. Now the biggest problem I had was finding good, clear, basic documentation on how to build a bashed patch, why I would want to do it in the 1st place, what the difference with a “merged” patch was, and loads of other questions I had. In any case, the docs I did use didn’t give me enough information to really understand what I was doing or to fix it when I went wrong. So, I’d really like to know what I’ll be missing if I just carry happily on with my modded Oblivion game without using a bashed patch, as it seems to be working fine. Should I give it another go? Also, are there any really good, clear step by step guides for n00bs on how to create a bashed patch (I’m not interested in any other Bash functions really, OBMM is great and much easier to use). Really, ANY helpful suggestions, info or advice related to Wrye bash is gratefully received. Edited May 11, 2011 by jakelad Link to comment Share on other sites More sharing options...
HeyYou Posted May 11, 2011 Share Posted May 11, 2011 The bashed patch was originally designed to help circumvent the Rule Of One. (only one mod may change any particular item...) Leveled lists being right up there on the priority list. If you have more than one mod, that changes the same list, without the bashed patch, only the mod that loads LAST will have any effect at all. Another aspect of it is things like weapon balance. If mod A changes reach on say, an iron shortsword, and mod B changes the base damage, without the bashed patch, only the change from the mod that loads last will take effect. With the patch, you will see both changes. If, however, mod A changes damage, and mod B also changes damage..... then load order takes precedence, and the later loading mod will win. Wrye bash gives the ability to merge certain "patch" esps into the bashed patch, such that the original patch can then be deactivated, freeing up a slot for another mod. This only really becomes important when you start getting to the 255 file limit. I think the TES4Positive guide is about the best.... I haven't found another one..... Of course, I haven't found them all, or even perused all of them that I AM familiar with...... Have you checked out the pictorial guide? Link to comment Share on other sites More sharing options...
jakelad Posted May 11, 2011 Author Share Posted May 11, 2011 Yeah I did use that pictorial guide, but some things conflicted with the TES4Positive guide... got a bit confusing. Thanks for the explanation though, it makes much more sense now. So really it's not going to affect game stability unless you have some serious conflicts? Guess I don't really need it then. Especially as I only have 20 or so mods active. Although maybe importing features into one esp will reduce load times/stuttering? Link to comment Share on other sites More sharing options...
HeyYou Posted May 11, 2011 Share Posted May 11, 2011 If you don't have any mods that alter the same things, then no, you don't really need the bashed patch. Won't reduce load times either, still loads the same amount of info, and stuttering is more a product of harddrive access times than anything else. (for the cell boundary transition stutter at least...) Link to comment Share on other sites More sharing options...
ArmeniusLOD Posted May 11, 2011 Share Posted May 11, 2011 Merging patches helps regardless because the likely hood of a CTD becomes greater the more plugins you load into the game. I think some problems may arise if you use both Wrye Bash and OBMM at the same time, and this may be where the frustration and confusion comes from a lot of people. Bash isn't really complicated, it just works. The simplicity compared to OBMM may also be a frustration point because people may automatically assume that Bash should be more complicated than it really is. Just my 2¢. Link to comment Share on other sites More sharing options...
HeyYou Posted May 12, 2011 Share Posted May 12, 2011 Merging patches helps regardless because the likely hood of a CTD becomes greater the more plugins you load into the game. I think some problems may arise if you use both Wrye Bash and OBMM at the same time, and this may be where the frustration and confusion comes from a lot of people. Bash isn't really complicated, it just works. The simplicity compared to OBMM may also be a frustration point because people may automatically assume that Bash should be more complicated than it really is. Just my 2¢. I use both without issue. Just don't have both running at the same time........ that has the potential to cause some trouble. Reason I use both is, there are some truly complicated mod installs that come in omod format, that bain installers just don't support. (though I think they are working on that too.....) Once that issue is resolved, I won't need OBMM any more. Link to comment Share on other sites More sharing options...
jakelad Posted May 12, 2011 Author Share Posted May 12, 2011 Hmmm, I think I'll leave it for the time being as everything seems to be working fine. However, I did come across something strange (only just started the game): I am using OOO, and went to a merchant in the IC, he was selling an ebony axe with attack rating of 6, and just underneath was an iron axe, with an attack rating of... 6?! o_O Is this normal?? I don't believe I have any other mods which would change weapon attack ratings, but I also find it hard to believe that the 2 weapons have the same attack rating. For info, my mod list is: Oblivion.esmEnhancedWeather.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmTamrielTravellers.esmUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espDLCShiveringIsles.espSM Plugin Refurbish - SI.espEnhancedWeather.espEnhancedWeather - Darker Nights, 50.espEnhanced Water v2.0 ND.espSymphony of Violence.espAmbientTownSounds.espMIS.espMIS New Sounds Optional Part.espCities Alive At Night.espBook Jackets Oblivion.espClocksOfCyrodiil.espChapel Tithe.espDays&Months.espSoT_Holiday.espEnhanced Economy.espkuerteeAutoSaveAndTime.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espDLCHorseArmor.espSM Plugin Refurbish - HorseArmor.espDLCMehrunesRazor.espSM Plugin Refurbish - MehrunesRazor.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espCobl Glue.espCobl Si.espCobl Tweaks.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espOOO 1.32-Cobl.espTamrielTravellerAdvscript.espTamrielTravellers4OOO.espTamrielTravellersItemsnpc.espShiveringIsleTravellers.espShiveringIsleTravellersFriendlyFactions.espImpeREAL City Unique Districts - All the Districts - Merged.espza_bankmod.espDLCBattlehornCastle.espSM Plugin Refurbish - Battlehorn.espKnights.espSM Plugin Refurbish - Knights.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espDungeon Actors Have Torches 1.6 CT.espPersuasionOverhaul.espPersuasionOverhaul_OOO.espkuerteeGoldIsAnInventoryItem.espToggleable Quantity Prompt.espAlternative Start by Robert Evrae.espRealSleepExtended.espRenGuardOverhaul.espRealisticLeveling.espCobl Silent Equip Misc.esp Link to comment Share on other sites More sharing options...
HeyYou Posted May 12, 2011 Share Posted May 12, 2011 attack rating is also based on your skill in the weapon. Given that these are not going to be a linear curve...... not surprising that at low levels, two weapons would be rather close. Also, the menu's don't display in fractions...... Link to comment Share on other sites More sharing options...
jakelad Posted May 12, 2011 Author Share Posted May 12, 2011 attack rating is also based on your skill in the weapon. Given that these are not going to be a linear curve...... not surprising that at low levels, two weapons would be rather close. Also, the menu's don't display in fractions...... Aha! OK, didn't realise that it depended on skill. OK that makes sense! Thanks Link to comment Share on other sites More sharing options...
Recommended Posts