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help with Wrye Bash


jakelad

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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 by jakelad
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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?

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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?

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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...)

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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¢.

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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.

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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.esm

EnhancedWeather.esm

Cobl Main.esm

Oscuro's_Oblivion_Overhaul.esm

TamrielTravellers.esm

Unofficial Oblivion Patch.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

SM Plugin Refurbish - SI.esp

EnhancedWeather.esp

EnhancedWeather - Darker Nights, 50.esp

Enhanced Water v2.0 ND.esp

Symphony of Violence.esp

AmbientTownSounds.esp

MIS.esp

MIS New Sounds Optional Part.esp

Cities Alive At Night.esp

Book Jackets Oblivion.esp

ClocksOfCyrodiil.esp

Chapel Tithe.esp

Days&Months.esp

SoT_Holiday.esp

Enhanced Economy.esp

kuerteeAutoSaveAndTime.esp

Map Marker Overhaul.esp

Map Marker Overhaul - SI additions.esp

DLCHorseArmor.esp

SM Plugin Refurbish - HorseArmor.esp

DLCMehrunesRazor.esp

SM Plugin Refurbish - MehrunesRazor.esp

DLCSpellTomes.esp

DLCSpellTomes - Unofficial Patch.esp

Cobl Glue.esp

Cobl Si.esp

Cobl Tweaks.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

OOO 1.32-Cobl.esp

TamrielTravellerAdvscript.esp

TamrielTravellers4OOO.esp

TamrielTravellersItemsnpc.esp

ShiveringIsleTravellers.esp

ShiveringIsleTravellersFriendlyFactions.esp

ImpeREAL City Unique Districts - All the Districts - Merged.esp

za_bankmod.esp

DLCBattlehornCastle.esp

SM Plugin Refurbish - Battlehorn.esp

Knights.esp

SM Plugin Refurbish - Knights.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

Dungeon Actors Have Torches 1.6 CT.esp

PersuasionOverhaul.esp

PersuasionOverhaul_OOO.esp

kuerteeGoldIsAnInventoryItem.esp

Toggleable Quantity Prompt.esp

Alternative Start by Robert Evrae.esp

RealSleepExtended.esp

RenGuardOverhaul.esp

RealisticLeveling.esp

Cobl Silent Equip Misc.esp

 

 

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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......
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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

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