RazaCovek Posted March 1, 2012 Share Posted March 1, 2012 How do you manually active mods that have been merged into a patch? Example, Shake's Auto Leveling, which worked beautifully in all previous load order/patches, but is cancelled out in the present patch. It is in the list and checked. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted March 1, 2012 Share Posted March 1, 2012 (edited) Certain plugins will become unchecked once "merged" into the bashed patch. They will be highlighted differently though, as they're still "virtually active". When all their changes are now included in the bashed patch, what's the use of keeping them activated and reducing the max. number of active plugins needlessly after all? Make sure this isn't what you're concerned about here, as if it isn't, it really is no cause for concern to begin with, as it's just working as intended. If you got proof that certain plugins' feature are no longer present in the game though, then there's something else entirely going wrong. edit: For what I know you can even manage which of the "marked mergeable" plugins actually get merged into the patch somewhere in the "recompile" setup dialog popping up. I could be wrong though. It's been a while I was last able to use it. Edited March 1, 2012 by DrakeTheDragon Link to comment Share on other sites More sharing options...
Nephenee13 Posted March 1, 2012 Share Posted March 1, 2012 How do you manually active mods that have been merged into a patch? Example, Shake's Auto Leveling, which worked beautifully in all previous load order/patches, but is cancelled out in the present patch. It is in the list and checked. Is the mod listed with green or purple text in Wrye Bash? If so, it "deactivating" after the Bashed Patch is built is correct. The mod should still be indicated with either a plus sign or a dot in the checkbox. Link to comment Share on other sites More sharing options...
RazaCovek Posted March 3, 2012 Author Share Posted March 3, 2012 (edited) Wrye Bash does work well and I usually get interesting changes such Predator-like Chameleon effect instead of a flat fade or Sexy Walk (purple) that has turned all female npcs into tarts where all previous bashes it was just the player character and Golden Saints. Shake's Auto Leveling (who's absence is noticeable) is a check mark and is green but, unlike previously, I get the vanilla manual level-popup. I wondered if it was affected by load order, it is number 29 in Wrye bash. Edited March 3, 2012 by RazaCovek Link to comment Share on other sites More sharing options...
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