bill2505 Posted December 19, 2011 Share Posted December 19, 2011 (edited) when i create one some some mods are disabled .is this normal2 those mod that got disabled should i enable them again before i start the game3 when i i reabuild the patch after the mods selection it has a litst what things from the mods to include in the patch(lvls ,actors.....)the fact is that some are disabled by default is this normal.edit Edited December 19, 2011 by bill2505 Link to comment Share on other sites More sharing options...
shinobi2008 Posted December 19, 2011 Share Posted December 19, 2011 when i create one some some mods are disabled .is this normal2 those mod that got disabled should i enable them again before i start the game3 when i i reabuild the patch after the mods selection it has a litst what things from the mods to include in the patch(lvls ,actors.....)the fact is that some are disabled by default is this normal.edit 1. Any mod that has filter, no merge, or deactivate tag will be deactivated when you finish patching. 2. You can activate the mods with no merge tag but do not activate the ones with filter tag such as All Natural - Indoor Weather Filter For Mods.esp. 3. Not sure, maybe someone can answer this for him? Link to comment Share on other sites More sharing options...
Nephenee13 Posted December 19, 2011 Share Posted December 19, 2011 3 when i i reabuild the patch after the mods selection it has a litst what things from the mods to include in the patch(lvls ,actors.....)the fact is that some are disabled by default is this normal.edit Yes. Not everything will be selected by default, it will depend on what mods you have and what their bashed tags are. By and large, the default settings will get you going, as you gain more experience, you can start messing with the choices yourself. There are also the "Tweak" sections, which allow you to make various adjustments to the game, which in some cases even make certain mods unnecessary. But for now, just use the default settings, unless you are having problems. Link to comment Share on other sites More sharing options...
Keirgarth Posted December 20, 2011 Share Posted December 20, 2011 As for activating the mods back that Wyre Bash deactivates, the answer is no, don't do it. Mods that are merged or imported will show either a + or a bullet in the middle of the square box and should be green. If you have mods that are being shown as not ticked off and nothing else in the box, then make sure that it was not actually merged before you put a tick mark in the box. Link to comment Share on other sites More sharing options...
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