TheDarkLordSatan666 Posted April 17, 2018 Share Posted April 17, 2018 (edited) I cannot run my game (Skyrim SE) with a bashed patch every time I do the game crashes, if i turn it off then it works, been trying to use it so i have less than 255 mods active since loads of mods need patches, I've cleaned the master files, I've made a merged patch on SSEEDIT and removed the leveled stuff so the bash patch can handle those but no matter what i have done the game crashes with bashed patch on, how can i fix this issue? I'm really desperate. Edited April 17, 2018 by TheDarkLordSatan666 Link to comment Share on other sites More sharing options...
Algabar Posted April 18, 2018 Share Posted April 18, 2018 (edited) A common reason for bashed patches, that make your game crash, are usually .esp or .esm files that have some errors. A common "error" are .esp files in "Oldrim" format. These are easily recognizable by opening them in SSE-Edit (xEdit). In the header section, it should read file format .44. If it reads .43, the esp is for "Oldrim". I'm not saying, that every file in .43 format in the bashed patch WILL crahs your game - but it COULD. Wrye Bash also doesn't seem to "like" files with other internal problems, which (among other things) could be caused by careless editing with SSE-Edit. Also, programming errors in the file can cause this behavior.Crashes with the bashed patch can also occur, if you try to put conflicting mods in the patch. Wrye Bash can't automatically solve everything. A mod conflict is a mod conflict... Another thing is, that you shouldn't include everything into the bashed patch, just because Wrye Bash tells you so. I wouldn't recommend incorporating parts of mods in the patch, while others remain "standalone". I also never include absolutely "vital" mods, that other mods are depending on, into the patch. Imagine you put a file needed by another mod into the bashed patch and disable the original file. A mod, that needs the now disabled file looks for it and doesn't find it There you have your (possible) crash... So, carefully check, what can go into the bashed patch and what can't. And check your files in SSE-Edit if in doubt. On a side note: Wrye Bash isn't the right tool, if you want to merge plugins to reduce their total number. In this case, use "Mator Smash": https://github.com/matortheeternal/smash/releasesBe very careful with that tool. Read the documentation, maybe watch a video tutorial on how to use it correctly. Only merge plugins, if you're absolutely sure you know what you're doing... Edited April 18, 2018 by Algabar Link to comment Share on other sites More sharing options...
leonardo2 Posted April 18, 2018 Share Posted April 18, 2018 I cannot run my game (Skyrim SE) with a bashed patch every time I do the game crashes, if i turn it off then it works, been trying to use it so i have less than 255 mods active since loads of mods need patches, I've cleaned the master files, I've made a merged patch on SSEEDIT and removed the leveled stuff so the bash patch can handle those but no matter what i have done the game crashes with bashed patch on, how can i fix this issue? I'm really desperate.Have you tried to delete the present bashed patch and re-create a new one via the popup menu? https://staticdelivery.nexusmods.com/mods/1704/images/11289-0-1501865157.png Link to comment Share on other sites More sharing options...
ff7legend Posted April 20, 2018 Share Posted April 20, 2018 Are there any mergeable plug-ins (highlighted in green in Wrye Bash) merged into your Bashed Patch.esp? If so, it's likely one or more of these are the culprit. One such mergeable mod that wasn't properly converted for Skyrim SE is Insignificant Objects Remover. Another known issue is mod authors not properly converting their plug-ins for Skyrim SE. They'll bypass Wrye Bash's Form Version 44-enforcement by manually editing the Form Version line in xEdit, making it very difficult to know for sure whether a mod has been properly converted to SSE format or not. This is a HUGE PROBLEM with Skyrim SE mods & really needs to be addressed by mod authors. Improperly converted mods have NO BUSINESS being uploaded to Skyrim SE Nexus period. I'm dealing with random CTDs in-game & it's driving me crazy. Skyrim SE has been nothing short of a total NIGHTMARE to mod thanks to many Skyrim SE mods not being ported from Oldrim properly. It's getting to the point where I'm about to purge my entire Skyrim SE for the fourth time & go back to Oldrim once more. Totally ridiculous that a 64 bit game is so hard/nearly impossible to mod thanks to mod authors not taking the time to properly convert their mods to the new format (Form Version 44)/optimizing their meshes to meet Skyrim SE's specifications using NIF Optimizer. No disrespect intended towards mod authors when I say that but they do have a responsibility to make sure their mods are properly converted before uploading them to Skyrim SE Nexus. If they can't do that, then they shouldn't be uploading them here in the first place. ff7legend Link to comment Share on other sites More sharing options...
audiodef Posted April 20, 2018 Share Posted April 20, 2018 Also, make sure you understand that you have merged and bashed patches, not merged plugins. When you make your bashed patch, tell Wrye Bash to skip deactivating the plugins it wants to. You're not deactivating plugins, just merging patches and leveled lists and putting them at the end of your load order so that all conflicts and item edits are resolved. Link to comment Share on other sites More sharing options...
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