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Wyre Bash Question


skyrimfan147

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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 by skyrimfan147
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  • 2 weeks later...

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!

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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?

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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!

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