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Immersive Jewelry and Patchus Maximus, Merged & Bashed Patches?


Whitsel

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Okay, so... I am trying to run Patchus Maximus but can't due to missing .esp's that have to be disabled:

-Immersive Jewelry says in the description on it's mod page that since it's so big it should be disabled when running Patchus Maximus' .jar file(i'm using the Perkus Maximus mod that includes wintermyst/skyproc)... problem is I currently have Immersive Jewelry as a dependency within my Merged and Bashed patches, and since both Merged/Bashed esp's are active in my load order(while Immersive Jewelry isn't) ...running Patchus Maximus stops almost immediately and says the Bashed/Merged patches' dependency: IJ is disabled.

 

My question is do I disable the Bashed/Merged esp's in NMM along with it's currently-dependent Immersive jewelry(and it's 'IJPerkusWintermystPatch.esp' plugin) when running Patchus Maximus(then re-enable after running patchus maximus) OR do I re-create my merged/bashed patches without IJ active so I can leave both patches active while running Patchus Maximus(then re-enable after it's done)?

 

Any help here is greatly appreciated as I am getting frustrated and feel a headache coming on. Thanks for any help here.

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Can anyone at least tell me if bashed and merged patches should be active in my load order when running patchus maximus? Or should I de-activate(uncheck) them, run & let patchus maximus do it's thing, then re-activate them one it's done?

 

On a side note: I do a merged, then my bashed patch so, like above, should I leave the merged patch enabled or disable it during rebuild of the bashed patch, then re-enable after it is done?

 

Come on... somebody has to know this lol(last bump, I promise). THX

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