nagrom2608 Posted March 2, 2019 Share Posted March 2, 2019 Hi Guys. Okay so I've been working on a new modded game. Putting into practice everything I've learnt from my many failed attempts. The last time I started incorporating a bashed patch for the first time. That'll probably explain my numerous fails. I want to get this modding project perfect, so far so good. I naw that in my old one, with a bashed patch, once I created the patch, Mod Organizer always told me I was missing masters. The game ran fine however. Am I right in assuming these missing masters are the ones that have now been merged into the bashed patch? Therefore the game will run, as it's seeing these masters from the BP, but MO still things they're missing. As they've been moved/merged into the BP? Also I noticed that after creating the BP, alot of the plug-ins where now deactivated. Is that bacuse they've now been merged? So the old plug-ins are now redundant. I REALLY should know the answers. I Know. Thanks again. Andy. Link to comment Share on other sites More sharing options...
thumbincubation Posted March 2, 2019 Share Posted March 2, 2019 When you build or rebuild the patch, it should open up a yellow box and tell you what's been merged into what. Once that's done, it will automatically deactivate the no-longer-needed ones. As far as missing masters, I'm not sure. Link to comment Share on other sites More sharing options...
QuagaarWarrior Posted March 3, 2019 Share Posted March 3, 2019 Its possible that a master is being deactivated but I would have thought wrye bash would be smarter than that though. The only way we can know for sure is if you post your load order and tell us what mods wrye has deactivated and which are missing masters.You could also run loot which should tell you if masters are missing, so should xedit. You can always create a bashed patch without merging mods into the patch. It will still sort your levelled lists. Link to comment Share on other sites More sharing options...
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