skyrimfan147 Posted January 21, 2017 Share Posted January 21, 2017 (edited) Just a quick question about Wyre Bash. After a clean mod install, and before I start a new game, I downloaded LOOT for update my mastermod list and reorder my mods.With that finished, I thought about running Wyre Bash. In step 1 I simply created a new Batch Patch, and the installer told me that a few mods would be "disabled" in order to created a batch patch.In step 2 I kinda combined a few leveled lists and I successfuly created a bash patch.The think is, in the wyre bash program, the mods that were used for wyre bash appear "checked" (in Wyre Bash and in NNM), but the mods that are out of Bash Patch appear with a "+" symbol in Wyrebash but are not checked in NMM. (they have a blank square) My question is. After Wyre Bash is created I need to recheck those mods with "+ symbol on Wyre bash and blank on NMM) or my Batch patch already considers them in NMM? Thanks and sry for my bad english Edited January 21, 2017 by skyrimfan147 Link to comment Share on other sites More sharing options...
Kroekr Posted January 21, 2017 Share Posted January 21, 2017 The + symbol tells you that they are part of the bashed patch and do not need to be checked since they will load in the patch. Link to comment Share on other sites More sharing options...
skyrimfan147 Posted January 21, 2017 Author Share Posted January 21, 2017 D The + symbol tells you that they are part of the bashed patch and do not need to be checked since they will load in the patch. So, even they are not selected in NMM, as long as I have the Batch patch seletected, they will run properly? Link to comment Share on other sites More sharing options...
Kroekr Posted January 21, 2017 Share Posted January 21, 2017 That is correct. Link to comment Share on other sites More sharing options...
skyrimfan147 Posted January 21, 2017 Author Share Posted January 21, 2017 That is correct.Thanks for helping me!Lets start a new adventure!! Cheers and have a nice weekend Link to comment Share on other sites More sharing options...
falkon311 Posted February 4, 2017 Share Posted February 4, 2017 To piggy back on OP's question- the mods that WB automatically selects for merging... is it ok to trust WB to make the right choices? I've always "skipped" as I've not been sure whether it just picks all that "can" be merged or those that "should" be merged. I hope this makes sense.. it's early! Link to comment Share on other sites More sharing options...
Kroekr Posted February 4, 2017 Share Posted February 4, 2017 As long as you are not approaching your mod limit of 255, there is no problem with skipping as far as I know. Link to comment Share on other sites More sharing options...
falkon311 Posted February 5, 2017 Share Posted February 5, 2017 Thank you for replying Kroekr. At 140 active mods with 136 plugins I'm nowhere close to "needing" to merge plugins- but would there be any gains to performance and/or stability in letting WB bash together the 19 mods it says it can? Link to comment Share on other sites More sharing options...
Kroekr Posted February 6, 2017 Share Posted February 6, 2017 I don't know enough to answer that question. Link to comment Share on other sites More sharing options...
Lost2270 Posted February 7, 2017 Share Posted February 7, 2017 I personally have never noticed a difference in say, frame rate or stuttering, when using a bashed patch, but I imagine that lowering the amount of plugins that Sky rim has to address can only be a good thing. I might do some testing and post the results later! Link to comment Share on other sites More sharing options...
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