skyrimfan147 Posted January 21, 2017 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
Kroekr Posted January 21, 2017 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.
skyrimfan147 Posted January 21, 2017 Author Posted January 21, 2017 D On 1/21/2017 at 3:52 PM, Kroekr said: 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?
skyrimfan147 Posted January 21, 2017 Author Posted January 21, 2017 On 1/21/2017 at 3:56 PM, Kroekr said: That is correct.Thanks for helping me!Lets start a new adventure!! Cheers and have a nice weekend
falkon311 Posted February 4, 2017 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!
Kroekr Posted February 4, 2017 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.
falkon311 Posted February 5, 2017 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?
Lost2270 Posted February 7, 2017 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!
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