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WryeBash - Bashed Patch Simple Question


gavinjb

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Hi,

 

Just a simple question about creating WryeBash Bashed Patches I hope.

 

When I create a Bashed Patch, WryeBash disables the plugins that it creates the Bashed Patch for, if I update any of these plugins I understand I will need to create a new Bashed Patch, is my understanding correct that at this point I need to enable all the plugins prior to generating the new Bashed Patch for it to know what to patch again?

 

Hope that makes sense!!

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After I create a bashed patch I always go back to NMM and enable the plugins that have been disabled by Wrye Bash. I have found that some plugins will not register if disabled, "Unlimited Rings and Amulets" for one. From what I understand one purpose of disabling those plugins is to help those with a great deal of mods to stay under the plugin limit.

 

Having said that this may be a very simplistic way of looking at the subject and hopefully someone with more knowledge of the subject than I have will read this post and chime in.

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My understanding was you should not need to do this as everything will now be in your Bashed Patch (I only understand the very basics of Wrye Bash so may be wrong).

 

However I would hope to only create a Bash Patch at the beginning of a playthrough as I do not install any new mods on a current Playthrough (and never remove mods) as I have learn't the hard way of the issues it can cause, I also try not to install mod updates mid playthrough unless an update fixes an issue I am having (I would imagine this requires me to create a new Bashed Patch)

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When I run WB, it lists a bunch of mods it says "need" to be disabled before rebuilding. If I don't it always appears in the next go around. In my case I'm not seeing it disabling anything on it's own. I'm glad this post question was asked. I learned to run Loot before, not after, like I thought.

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I too am only beginning to understand WB, but it has never disabled any of my mods, just building or rebuilding a patch. The only time it has, I was attempting to merge mods and then it disabled the no-longer-needed ones.

 

For a simple patch, what I do is delete my skyrim.ini and skyrimprefs.ini, (I keep a SkyrimCustom.ini for tweaks, like fov) I run loot, and then set the order. Open wrye bash and make sure that the mods I know need to be in a certain position are where they need to be. I right-click on the patch and rebuild, checking any ini tweaks I may want out of WB.

 

Once it tells me what it's patched, then I go to SSEEdit and let it load the entire ball of wax. When it's done, I right-click in the empty space, hit " apply filter" and select only the bottom two filters in the first block. Off the top of my head, I think that's "conflict" and "critical conflict." When it's finished, I expand the patch and see what needs to be changed. In my case, I usually have four outfits, in which my mod adds heavy boots and gauntlets, but another mod adds light boots that I don't want them to have. I right-click and "hide non-conflict rows," so I only see what I need to address. Then I can go to each outfit conflict and remove the light boots from my bashed patch column. (right-click > edit > remove)

 

I try not to add/remove things from other mods, unless there is a conflict that can't be changed any other way.

 

I'm not entirely sure this answers your question, but it's what little I know of WB at the moment, and I hope will be helpful to someone.

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