MrCooper2006 Posted September 1, 2008 Share Posted September 1, 2008 After using FCOM Helper it generally comes up with a handful of mods it doesnt recognize and so puts them after the Bashed Patch at the end of the load order. Question is: IS it better to leave these after the Bashed Patch (Ive tested them in game and they are working fine) OR should i rearrange and put them in the order manually. Im asking because i have HTS (Survival Suite - Hunger Thirst Sleep) and when i put this before the patch, the H.T.S are there but the Waterskins and Hard Rations dont show in merchants wares. However putting it back after the patch they show up in game. Just dont know wether its best to include them in the Based Patch or not. Cheers (Thinkin i should probably leave it since its working fine, I dont wanna rock the boat!) Link to comment Share on other sites More sharing options...
tyreil829 Posted September 1, 2008 Share Posted September 1, 2008 i think you know more about FCOM helper then anyone else i met people should really be asking you for info haha Col John Sheppard Link to comment Share on other sites More sharing options...
tyreil829 Posted September 1, 2008 Share Posted September 1, 2008 haha i know the feeling i am sorry i cant help you with FCOM Helper though i don't know anything about it ( all i know is at it sets load orders) Col John Sheppard Link to comment Share on other sites More sharing options...
MrCooper2006 Posted September 1, 2008 Author Share Posted September 1, 2008 No worries, think ill leave it be anyway. Took me this long to get stable load order im not gonna go messing with it now. God im so bored at work im gonna start another topic... lol. One with a point tho! Link to comment Share on other sites More sharing options...
nosisab Posted September 1, 2008 Share Posted September 1, 2008 I'm a bit at loss here, FCOM Helper comes already with a bashed patch? The answer to the original question depend on what you have activated and selected at the patch building.If the afore mentioned non recognized mod have objects conflicting with some others inside the patch it "should" be in that patch. Some mods I want it outside because or it is a testing mod or subject to change, as example the voices set for the player character I want to replace whenever I play a different character. As a rule of thumb all mods that doesn't conflict with any other shall be outside the patch and so the load order doesn't matter. Being the bashed patch the last in the load order is just a security measure. Edit: Tis highly advised rebuilding the bashed patch whenever a new mod is added or removed (you know or suspect may conflict with others), or even after a simple load order change. Removing a mod that were in the patch turns obligatory that rebuilding, doesn't matter if it conflicts or not with something. Link to comment Share on other sites More sharing options...
MrCooper2006 Posted September 1, 2008 Author Share Posted September 1, 2008 Sorry I meant using WryeBash - but then FCOMHelpher to sort the Load Order. Thanks for the advice. Im still getting my head around the features of WryeBash and maybe the TES4Gecko, altho i think ill leave that till my list is full. Im not sure about merging and the options to select when Rebuilding. So i just tick everything and make sure all the boxes for mods are ticked (except the tweaks which i choose). Only thing i have problems with which may be due to my options are... Using FCOM some of the MALE ONLY Imperial Guards revert back to Imperial Armor and are called "imperial watch" instead of having unique clothing and names. But the female guards remain unique.... Cant figure out why this is happenin unless i havent merged something correctly. people also mention using multiple bashed patches... which seems a bit too complex for me. If someone could merge all my esps and make a few bashed patches id be very happy... lol Link to comment Share on other sites More sharing options...
nosisab Posted September 1, 2008 Share Posted September 1, 2008 Sorry I meant using WryeBash - but then FCOMHelpher to sort the Load Order. Thanks for the advice. Im still getting my head around the features of WryeBash and maybe the TES4Gecko, altho i think ill leave that till my list is full. Im not sure about merging and the options to select when Rebuilding. So i just tick everything and make sure all the boxes for mods are ticked (except the tweaks which i choose). Only thing i have problems with which may be due to my options are... Using FCOM some of the MALE ONLY Imperial Guards revert back to Imperial Armor and are called "imperial watch" instead of having unique clothing and names. But the female guards remain unique.... Cant figure out why this is happenin unless i havent merged something correctly. people also mention using multiple bashed patches... which seems a bit too complex for me. If someone could merge all my esps and make a few bashed patches id be very happy... lolPeople tends to confuse the original purpose for the actual application. The batch patch is meant to try and resolve any conflicting situations, not only the ones introduced by the bigger overhauls and so FCOM (a big and wonderful specialized patching work some takes for a mod itself). having multiple batched patches is an advanced use and is indeed useful, but shall be attempted only by the ones that knows well and can keep trace of what is doing. An example of multiple bashed patches use would be mods that conflict locally with others of the same group and in nothing with mods that have their own conflicts in another group. Each group would be the only mods selected and activated while building the patch. This may lead to strangeness and dangers so most of times isn't advised trying it. At each building the zero of the patch name is changed as to not being overlapped. Edit: indeed each esp in FCOM is itself like a bashed patch being the difference it is done by learned people instead an automated feature. They grants the Wrye's batch (and the game loader too) will find the intended load order at object level instead mod level. And this is just a simplified saying of the whole job FCOM does. Link to comment Share on other sites More sharing options...
MrCooper2006 Posted September 1, 2008 Author Share Posted September 1, 2008 Wow, complex. Thanks alot Nosisab, think ill leave that kind of thing to the modders tho. Im happy with my one Patch for the moment. But im sure in the future ill look into these things. When the mod list starts to reach the 250-300 mark. Wonder if we'll still be playing in a few yrs time with 500+ mods Link to comment Share on other sites More sharing options...
nosisab Posted September 1, 2008 Share Posted September 1, 2008 Wow, complex. Thanks alot Nosisab, think ill leave that kind of thing to the modders tho. Im happy with my one Patch for the moment. But im sure in the future ill look into these things. When the mod list starts to reach the 250-300 mark. Wonder if we'll still be playing in a few yrs time with 500+ modssadly (?) there is no way increasing the mod's number, this is hardcoded at one byte index and changing it would be changing the whole game's structure. So merging is the only "easy" way of having more than that limit. But merging isn't so simple as it sounds and is a risk task ever. Yet can be done if security measures are taken. Most of times the merger will identify things it can't resolve and refuse going ahead, but sometimes it can't and "bad" things may happens... not before the saved games are corrupted beyond repair, so says Murphy's laws :) Link to comment Share on other sites More sharing options...
Michlo Posted September 1, 2008 Share Posted September 1, 2008 I usually leave most of them and manually move any I know should be before or after others then as long as everything is running fine..... done. I believe you can mail the FCOM team the unrecognized ones by the way and they keep on updating it for us (today was the latest in fact!). :) Brilliant tool, I love it. Cheers. Link to comment Share on other sites More sharing options...
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