kettering Posted April 21, 2012 Share Posted April 21, 2012 I ask because I do use quite a few, but up until now I've only used NMM and BOSS and haven't had many problems. I have the occasional bug, but I can usually handle it with those two programs. I often see it suggested to use Wrye Bash, so I downloaded it, but... it's really confusing to me haha. I don't really understand what it's used for. I also read that you have to remake a patch every time you add/remove mods, which I do periodically, so that sounds kind of like a pain in the butt. :/ Is it really necessary to use this program? Link to comment Share on other sites More sharing options...
TheDarkPrince Posted April 21, 2012 Share Posted April 21, 2012 Well, technically speaking, SKYRIM.EXE is done for 32bit sysems, this means that one cannot simply exceed the mod limit (155 mods loaded, as far as I know). WyreBash makes it possible to exceed that limit by MERGING mods that can be merged (like 10 armor mods merged into 1 only) and this is done by the bashpatch. Its easy once you can started, check a tutorial on youtube. there's surely one Link to comment Share on other sites More sharing options...
David Brasher Posted April 22, 2012 Share Posted April 22, 2012 (edited) If you are a mod-builder, Wrye Bash is great for .espification and .esmification. (Performing the bit flip for the purposes of creating mastered patches.) But this is likely not the reason you downloaded Wrye Bash, and may have been one of those confusing things you saw and did not understand. Edited April 22, 2012 by David Brasher Link to comment Share on other sites More sharing options...
elanaagain Posted April 23, 2012 Share Posted April 23, 2012 (edited) @David Basher Bit flipping with Wyre Smash to switch a file from a BSM (master) to/from a BSP (plugin)? Is using Wyre Smash how modders do this? I have a mod ready to go, except for adding the doors, and the quest journals/letters. (10 plus detailed locations, etc. 6 weeks work, almost full time - I'm retired.. lol) I have wanted to have it a master so players won't have to move out and move back into the palace every time I update the mod. But I haven't figured out how to make a plugin a master. The CK seems to only want to make plugins dependent on the ESM. And all the tutorials and tools, (many seem to be retreaded Oblivion / Fallout tools) are confusing as to which is really safe to use. One says you have to use NET 2.5 I have a more recent NET, required for other programs. Can you run more than one version of NET? The blurb I read said no, you can't. Really frustrating / confusing/ and I'm really not stupid - just - never mind. Might you point me in the right direction? I have a large home / quest /lore mod in plugin (ESP) ready to go the final step before release. But I really want to do it as a ESM. How? Please. @gasit Thanks Gasti i'll install TesNip. There are two versions out there, does it matter which one? Thanks again. Edited April 24, 2012 by elanaagain Link to comment Share on other sites More sharing options...
gasti89 Posted April 23, 2012 Share Posted April 23, 2012 There's a function in WB and also in TesNip. I never used the WB one. But in TesNip you just open a dropdown and click "esmify" Link to comment Share on other sites More sharing options...
TheDarkPrince Posted April 23, 2012 Share Posted April 23, 2012 Its the same with WB my dear Gasti XD Sup mate! XD How's the mod going? Link to comment Share on other sites More sharing options...
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