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Bashed patch before or after merging mods


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Posted

Hi,

I have a lot of armor and weapons mods and I'd like to merge them but is it ok to create the bashed patch after the merging of all these mods ?

Or do I have to create the bashed patch first ?

Posted (edited)

I use Wryebash and it allows you to have a TON of mods work together at once smoothly. It works magic.

BUT Wryebash needs a doctorate to use. So your question is a risky move.

 

My 2 cents here....Other modders have merged files before. And I have used those merged files with the bashed patch with no problems

 

I would put my money on merging the weapons BEFORE the bashed patch.

Otherwise, LOOT will most likely say the original weapon esp's are missing from the bashed patch

(due to merging the weapon esps after Wryebash did its magic with them)

 

That is my logic hahah

 

I do know if you use FNIS, RS Children overhaul, and Dual Sheath redux you need to deactivate the files in NMM. before running Wryebash, because the magic that program works will mess things up with FNIS being active.

 

- DO NOT uninstall, but double click to deactivate the files in NMM.

-Run wryebash.

-then reactivate the FNIS files and RS children in NMM by double clicking them again.

-Then run LOOT to get the load order all right.

 

hope this helps lol

Edited by Leadpipejustice
Posted

*nods* Merge before creating a bashed patch. Especially if you're merging to get around the 255 mod limit. Just make sure to generate bash tags for any merged files (there's a script for that in TES5Edit) before creating the bashed patch.

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