DrakeTheDragon Posted December 14, 2016 Share Posted December 14, 2016 1. so if i don't have mergable plugins now, chances are I will later as I keep downloading mods for my game?2.So pretty much the bashed patch merges mods that conflict with each other because they do similar things and merges the mods so that they can easily work together without any conflict? So pretty much use the bashed patches to clear up any conflicts and allow similar mods doing the similar things to work together?...Right after that do you simply just run the game through wyre bash or just your mod manager right after that? 1. I really don't know. It completely depends on what mods you happen to use further down the road. I myself have only found very select few which are actually completely mergeable (-marked mergeable- in Wrye Bash). But yes, of course, you happening upon some of them later on definitely is a possibility. 2. The Bashed Patch isolates the important parts of the mods, as instructed to by the Bash Tags set in their descriptions (As far as I know BOSS will add the tags from its suggestions automatically while run, but don't quote me on it), and compiles them all into the Bashed Patch at the end. Everything important that's lost throughout working down the load order and encountering overriding plugins will thus be re-introduced at the end of your load order and as such "survive". Once the Bashed Patch was created, you can run your game through any means you like. It's just another plugin, like we already said. Alright, So after I am finished with my bashed patch, i should be able to still launch the game with the bashed patches and my game should run fine?Also could you answer my previous questions in my previous comment please? Just to make things clear with me :smile: If your game runs fine or not is determined by several more points than just that, but yes, after you compiled the Bashed Patch and it's enabled in your load order and at the proper place, you can run your game by any means you want at any time. Just keep in mind to re-compile your Bashed Patch at every point when your load order changes, either due to you adding or removing mods, or even only due to you, or a tool, altering only the order, because you found a plugin not sitting right, or a sorting tool's suggestions have changed, or whatever. When the list or order changes, the Bashed Patch has to be re-compiled to accommodate to that. Link to comment Share on other sites More sharing options...
Tinien Posted January 24, 2019 Share Posted January 24, 2019 Good day to everyone. I've decided not to create a new topic with similar question but to continue this one though it has not been updated for more than two years. So to the matter at hand. Should I build Bashed Patch for this modlist and if yes then which checkboxes should be activated (or should I leave them set by default)? 00 Oblivion.esm 01 Open Cities Resources.esm [Version 4.1.7] 02 Oscuro's_Oblivion_Overhaul.esm [Version 1.5.5] 03 RealisticLeveling.esm 04 Unofficial Oblivion Patch.esp [Version 3.5.5] 05 Oblivion Citadel Door Fix.esp 06 DLCShiveringIsles.esp 07 Unofficial Shivering Isles Patch.esp [Version 1.5.9] 08 FormID Finder4.esp 09 DLCHorseArmor.esp 0A DLCHorseArmor - Unofficial Patch.esp [Version 1.0.9] 0B DLCOrrery.esp 0C DLCOrrery - Unofficial Patch.esp [Version 1.0.7] 0D DLCVileLair.esp 0E DLCVileLair - Unofficial Patch.esp [Version 1.0.11] 0F DLCMehrunesRazor.esp 10 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.7] 11 DLCSpellTomes.esp 12 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 13 DLCThievesDen.esp 14 DLCThievesDen - Unofficial Patch.esp [Version 1.0.15] 15 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.14] 16 Oscuro's_Oblivion_Overhaul.esp [Version 1.5.5] 17 OOO-No_Guild_Ownership.esp [Version 1.33] 18 DLCBattlehornCastle.esp 19 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.12] 1A DLCFrostcrag.esp 1B DLCFrostcrag - Unofficial Patch.esp [Version 1.0.10] 1C OCOD+FrostcragSpire Patch.esp 1D Knights.esp 1E Knights - Unofficial Patch.esp [Version 1.1.8] 1F OCC-KOTN-Patch.esp [Version 3.1] 20 Oscuro's_Oblivion_Overhaul - Knights of Nine.esp 21 Open Cities New Sheoth.esp [Version 2.0.2] 22 Open Cities Classic.esp [Version 4.1.7] 23 Open Cities Outer Districts.esp [Version 4.1.7] 24 OCC-OOO-Patch.esp [Version 3.0] 25 Harvest [Flora].esp [Version 3.0.0] 26 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] 27 Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] 28 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] 29 Toggleable Quantity Prompt.esp [Version 3.2.0] 2A OOOShiveringIsles.esp 2B OOOSIArcheryPatch.esp 2C Bashed Patch, 0.esp There are also Darnified UI + Color Map (both installed with OBMM) which don't have esp plugins and RAEVWD + RAEVWD SI Edition (both installed with Master Wizard in Wrye Bash, without esp plugins). Link to comment Share on other sites More sharing options...
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