GenlyAi Posted March 2, 2017 Share Posted March 2, 2017 Hello, So, mods conflict with each other when they both change the same shop NPC inventory. So far, I have been making patches through SSEEdit, which works perfectly. But I wonder if there's an easy way to do that in Wrye Bash, when building the Bashed Patch. Is it possible? If so, do I need to change the mods keywords and/or include them in a specific step when building the bashed patch? Thanks! Link to comment Share on other sites More sharing options...
GenlyAi Posted March 4, 2017 Author Share Posted March 4, 2017 (edited) Hello, So, mods conflict with each other when they both change the same shop NPC inventory. So far, I have been making patches through SSEEdit, which works perfectly. But I wonder if there's an easy way to do that in Wrye Bash, when building the Bashed Patch. Is it possible? If so, do I need to change the mods keywords and/or include them in a specific step when building the bashed patch? Thanks! Ok, I figured it out by myself. For anyone curious, yes it's possible to just use Bashed Patch from Wrye Bash in these cases. But you have to add the Bash Tag {{BASH:Invent}} to the applicable mods. Then, they will show up in the 'Import Inventory' step when building/rebuilding the Bashed Patch, which in the end will contain correctly the merged NPC inventory. For example, both the mods 'Morrowind Imports' and 'Bal Ruhn SE' changes the inventory of the same seller NPC in Windhelm. In order for both of them changes to take effect, they must be included in the Bashed Patch as described. (But note that it's not a *plugin* merge between them, just their *inventories* merge, therefore their esp's still need to be 'ticked on' so the game can load the mods fully.) Edited March 4, 2017 by GenlyAi Link to comment Share on other sites More sharing options...
PeterMartyr Posted March 8, 2017 Share Posted March 8, 2017 Make your Patches in SSEEdit has normal, excluding Level Lists. If it contains No Original Records Auto Merge them into Bash Patch & Ghost it. so it Deactivated with only SEEdit & Wrye able to see it. Don't Delete the your Patches when Merged & Disabled, you need them when you rebuild your Bash Patch. Good Luck, you question tells me your heart in the right place for Stable Build. Keep your eyes on the Prize, don't lose your Head. :cool: Oh, Forgot!! if the Patch.esp or SomeMod.esp is in Green Writing it can be Merged into the Bash & Disabled. That what Green Writing means. :happy: Cheeers. Last (If) including disabled esp your pushing 255 or Over you Really Really Should Ghost. Google Advance Wrye Bash ReadMe as well. Yep that it. Link to comment Share on other sites More sharing options...
Recommended Posts