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Wrye Bash - What does it ACTUALLY do?


NuveroticMods

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I've been using Wrye Bash for years. But I've also been manually carrying over leveled list items in TESedit too. Which as you can imagine, takes hours. Any time there's a crash that I need to toubleshoot, I rebuild that manual patch. For hours. Then I run the Wrye Bashed Patch.

I know what Wrye Bash essentially does. Gives you more room for ESP's by patching ESP's into itself so you can uncheck them. My question though, is how does it do the leveled lists? Does anyone know?
Because I would REALLY like to stop manually patching EVERY armor mod, EVERY clothing mod, EVERY weapon mod, etc etc into a single leveled list just so those items show up in game. Does Wrye Bash do that? Or does it just use the conflict winners leveled list?

I would think that by now there would be an automatic way to add ALL leveled items to your leveled list. Conflict winner or not.

Anyway, I know one of you out there is a Wrye Bash genius and can shed some light on this situation for me. I've attached a photo of what I mean. A cloak mod was being overwritten by a male replacer mod, so I manually placed the cloak back into the leveled list inside my compilation patch.

 

 

Edited by NerdsPlayhouse
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Whilst Wrye Bash is supposed to merge all your levelled armours, weapons and a few other duplicate items into the Patch, avoiding conflicts between the various ESPs and providing one combined, uniform list for the game to access, it has never in itself provided a method of reducing your esp count.

The Wrye Bash 'merged' mods are only indicative. They still count towards your 253 max count, as does the Patch itself.

 

If you want to reduce your mod ESP count, you need to use Mator's Merge Plugins utility.

 

After that - my brain matter dribbles out and expires. Like you, I have used Wrye Bash from my Oblivion days and often wondered what kind of weird magic was going on. :confused:

 

That said, I've never spent time doing it manually in TES5Edit / SSEEdit. I don't think I'd have the temperament to do that, let alone the cognitive ability to concentrate that long!

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Um...why are you editing the MOD files and not creating a *patch* file to hold all that mess?

That way when you reload all your mods, you don't lose all the changes.

I pile conflicts like that into my own esp which stays at the bottom of my load order.

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Alternatively, if you're going to edit the mod files, snag the edited esp out of your data folder and repackage it into that mod's downloaded archive (replacing the unedited esp in there) -- so that when you reinstall, you reinstall all your changes.

Seriously though...for drag and drop conflicts like that, I'd create my own esp and put them *there*, so that if either of the conflicting mods gets updated, I'm not losing all my work.

Edited by Vashra1
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