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Question about Wyrebash and load order.


DLMyst

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So I normally run Loot then Wyrebash to fix anything on the load order that comes up orange. Once I'm done my whole list in wyrebash on the left side is all green. However, if I close wyrebash and reopen it again the changes I made reverts back. I thought wyrebash saves on exit? Or am I doing something wrong?

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You need to rebuild the bashed patch in Wrye Bash after you have sorted your loadorder in LOOT and that needs to be done before continue playing SSE.

 

https://www.nexusmods.com/skyrimspecialedition/mods/6837 - Wrye Bash for SSE

https://www.nexusmods.com/skyrimspecialedition/mods/11289 - alt3rn1ty's Wrye bash Pictorial Guide is highly recommended for anyone who is either new to Wrye Bash or need to refresh the memory

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You need to rebuild the bashed patch in Wrye Bash after you have sorted your loadorder in LOOT and that needs to be done before continue playing SSE.

 

https://www.nexusmods.com/skyrimspecialedition/mods/6837 - Wrye Bash for SSE

https://www.nexusmods.com/skyrimspecialedition/mods/11289 - alt3rn1ty's Wrye bash Pictorial Guide is highly recommended for anyone who is either new to Wrye Bash or need to refresh the memory

 

So you're saying run Loot to sort and apply the load order. Open up wyrebash and fix any issues aka orange conflicts in wyrebash. To move the mods in the correct order so that in wyrebash it shows the mod list all green. After that rebuild the bash patch then play the game?

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^^^ That is correct.

 

Creating the Bash Patch is the last thing you do, the load order is still very important for the Bash Patch, which is why you need a correct load order, before even Creating the Bash Patch

 

Run Loot - Fix Load Order in Wrye Bash - Rebuild Bash Patch <-- that is the correct order.

 

however the surefire way which will give the best results are:

 

LOOT (for a good base start in a correct load order) - then you load all of your mods in SSEEdit (this is for conflict resolution and to ensure the load order is correct, both go hand in hand) - then finally Wrye Bash (Rebuild Bash Patch) <-- in that order, guaranteed but time consuming, but very worth it, if you intend on spending excessive hours in skyrim, such as full completion with as few issues as possible regarding mods and load order.

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then you load all of your mods in SSEEdit (this is for conflict resolution and to ensure the load order is correct, both go hand in hand)

 

I have SSEedit but I only use it to see if the mods are form 44. How can you check for conflict resolution and ensure the load order is correct? Any guides on how to do this? This may help my random CTD.

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by loading all mods in SSEEdit, Right clicking on any mod, click on Apply Filter For Cleaning, once finished, any mod(s) that is conflicting will be marked in Red

 

Red Text = Mod Override, Red Background = Mod Conflict (or Vice Versa)

 

to resolve conflicts, you will need to check every single Record Entry, that either has Red Text and or Background, and then see what mod it is conflicting with, you will be able to find out, by clicking on the Record Entry Conflict, which will then show you all Mods + DLC that modify this Record, the Mods that Conflict will also be in Red in the Record entry itself.

 

Their is 2 Types of Conflicts based on Severity.

 

1: Two or more mods Edit the Same Record Entry = this conflict entirely relies on Load Order, the mod lower in the load order, will completely override and make the other mod higher in the load order redundant

 

2: One Mod Deletes or Places Something in the Exact same location as another mod: this can result in all sorts of issues, 1 of which will be the infamous CTD. Deleted content conflicts will more then likely result in CTDs

 

Such as Deleted Navemeshes.

 

Note: Record Entries, to view these you will need to click on the Little Plus sign next to each mod, and then again on the records.

 

Continued

 

 

Note: Records make up everything in the game, from armor to weapons, to actors, basically everything. if a mod does not include a record entry such as weapons for example, then that means the mod does not edit weapons at all. (may seem ovbious but i felt the need to write this anyway, just to eliminate any possible confusion)

 

Notes on Text Colour and Background in xEdit

 

Green = No Conflicts: Very Good to See (these will not be the cause for issues related to load order and or mod interaction, these mods edit stuff that none of your other mods edit)

 

Orange = Override without Conflict: these are usally for Mods that Edit Skyrim's Master Files, or Patches for mods. chances of these causing issues are slim (with regards to conflicts and load order)

 

Red = Mod Conflicts and Overrides: these are the mods you need to look out for and sort, these are the mods that will cause issues in game, and must be sorted immediately, this can either mean 2 or mods are overriding each other that will make the other mod redundant (this entirely relies on the load order, the mod lower in the load order will have its edits appear in game, and thus make the mod higher in the load order redundant), or the more severe conflicts such as 1 mod deletes something whilst the other places or edits something in the same location as the deleted content, this has a very high chance of causing 100% Reproducable CTDs (meaning you will CTD every single time) especially if deleted navmesh

 

the chances of CTDs will determine on exactly what was deleted and whatever the other places in the deleted location

 

Note: it is only possible to get Red Conflicts (or any conflict for that matter) if you have more then 1 mod. every single mod will work perfectly fine and cause no issues if they are the sole mod you have (and are made properly with regards to scripted mods) <-- this bit is obvious but i felt the need to state it, with regards to the bit of information directly above this paragraph.

 

Note: it should be stated that mod conflicts and overrides are not the only things that can cause issues, heavy scripted mod setups, Resource Intensive Mods, and badly made scripted mods can also definitely cause issues on their own regardless of conflicts. so use as few scripted mods as possible, try to not to use mods that consumes you entire hardware resources (which inself means you should always take your hardware into consideration before opting for 4k Resolution texture mods, and mods that overhaul the game via adding Trees and Grass everywhere), and make sure the scripted mods you are using (if any) are made optimally, such as scripts only firing when needed. poorly made scripted mods and heavy Scripted mod setup can and will almost certainty lead into much more serious issues, such as Save Bloat (which will cause Freezing, Crashing and Infinite Load Screens) and Save Game Corruption being the highest severity issue.

 

and lastly a Few Guidelines to Modding:

 

Guidelines

 

Never Uninstall or install Scripted mods in an active playthrough, doing so will most definitely lead to Save Bloat and Save Game Corruption

 

Should also never uninstall or install new mods in an active playthrough this will mess up the load order as well as cause issues on their own.

 

always check the bugs tab on any mod you are about to download from and or have downloaded, also read posts aswell, as users will more often then not mention potentional issues with the mod you are currently looking at or have downloaded from.

 

Modding skyrim is arguably a bigger game, then the game itself.

 

 

 

Note: Click on the word Show to view Content, everything included in the Spoiler is relevant, i created the spoiler for convenience with regards to wall of text.

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Hi Pyro!

 

I was about to start a similar thread so maybe I should just post here instead.

 

For this: "Run Loot - Fix Load Order in Wrye Bash - Rebuild Bash Patch <-- that is the correct order.

 

LOOT (for a good base start in a correct load order) - then you load all of your mods in SSEEdit (this is for conflict resolution and to ensure the load order is correct, both go hand in hand) - then finally Wrye Bash (Rebuild Bash Patch) <-- in that order, guaranteed but time consuming, but very worth it, if you intend on spending excessive hours in skyrim, such as full completion with as few issues as possible regarding mods and load order."

 

Thanks, that is exactly what I was asking myself.

 

Now, in order to begin with Loot or load order, one basically has to take a look at all his mods and decide which similar mod should go on top of which mod first, correct? There is no program that will tell you which to choose to go first, which last, correct?

 

Than one should go into each mod description on nexus and see if the author says to load it before which mods etc?

 

As for the bash patch, how does one know which mods create a bashed patch together for or does wrye bash decide this?

 

Thanks so much I wish i could buy you lunch or something for all the help!

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-snip-

 

Now, in order to begin with Loot or load order, one basically has to take a look at all his mods and decide which similar mod should go on top of which mod first, correct? There is no program that will tell you which to choose to go first, which last, correct?

 

technically yes, however modding requires the user to know exactly what they are downloading, and how 2 or more mods would interact with each other, LOOT is the only shortcut, which in itself is already a massive plus for Skyrim, as it gives users a nice start at load order sorting, but LOOT also requires user input, as it uses a master database that determines where it places mods in the load order, which is created and updated by the Creators of LOOT, this database also relies on Mod Authors.

 

Their is no program that does everything for you with 100% Success Rate (as no automated process is guaranteed, manual work is the only way), not too mention modding itself is all about experience, having a program that does everything for you, would be too easy and would be classed as perfect (perfect is unachievable), but their are programs that make life much easier, but they require user input and intelligence, xEdit is 1 of the very tools, without it, the work required to get a load order and conflict free setup would take an extremely long time to do especially with mod setups that have atleast 200+ mods, unless you are extremely intelligent and fully understand what every single mod ever created does and interacts with every other mod, this would require you to know what millions of mods do, and how they interact with each other, it would also require you to completely understand how the load order works.

 

but to answer the question, the best way to look at mod conflicts would be, which mod is more important then the other, example, say you have a conflict between a mod the edits the entirety of riverwood, and another mod that simply places a light source in riverwood, this would cause a conflict between both mods, so the best way solve this conflict, would be to either move the light source further away from riverwood, create a patch for both mods, or if you was to go the other way around, it would require you to do an aweful lot more work. in this situation, the mod that edits the entirety of riverwood should be placed below the mod that adds a light source, because if the mod that edits the entirety of riverwood includes Navmesh edits, they would be much more of a priority then the mod that added a light source. otherwise you will have issues with NPC(s) pathfinding. <-- this is what i mean by importance, the mod that edits the entire riverwood in this situation would be more important then the mod that adds a single light source, as more work would have been required for the town overhaul, which is almost certainty going to include Navmesh Editing.

 

Mods Lower in the Load Order Gain Higher Priority

 

the conflict between these 2 mods should be minor. and relatively easy to fix. now in order to create a patch for them, you would need to add Both of these Mods as Master Files, then Create a New ESP that simply moves the light source, or alternatively you can simply open the mod that added the light source, and move it directly. either of these methods will resolve the conflict.

 

Than one should go into each mod description on nexus and see if the author says to load it before which mods etc?

 

Some mod authors will mention where their mod should be placed, but not all. because Mod Authors can not realistically know how their mods would play with every single setup (mod combinations) and even with every single mod out their. Realistically speaking, every single mod is made standalone, which means they are designed to be the only mod in your setup (unless the mods are patches or designed to be addons or work with other mods)

 

With that said, their is generally a lot of good information to be found within the post section of each mod, users will speak louder then Mod Authors, so it will be the user Posts that you are looking for, and most importantly Sticky Posts, as these will include very important information about the mod in question. Quite a Few Mod Authors however tend to put the Majority of Important information on the Main Description Page rather then Post Section for whatever reason.

 

As for the bash patch, how does one know which mods create a bashed patch together for or does wrye bash decide this?

 

Wrye Bash will do the work for you, it is Primarily only for Leveled List merging however, but it will also Ask to Merge Mods that are Patches to Other mods, which in turn will merge all these mods, and then disable their plugins, this will give you many more mod slots, so it is very beneficial, however this merging feature is specifically designed to prevent you exceeding the 255 mod limit (since skyrim has a ridiculous amount of mods that require a ridiculous amount of patches, unlike Fallout 4). but you can use the merge to add even more mods to your setup should you wish.

 

Thanks so much I wish i could buy you lunch or something for all the help!

 

i am Happy to Help :smile:

 

Note: My Replies are in Bold

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Cool, understood. I really think switching weather & light mods halfway through, some armor mods as well brought all this with it. It was supposed to be my 1st restart lol. I feel like deleting everything and restarting just to see if this could have been avoided.

 

While restarting should one check SSEedit after every newly installed mod to see if there's conflicts?

 

I'll still try fixing this tonight though. I have 75 mods, and don't want anymore. None should conflict with each other.

 

Is it good to start by cleaning the master files first right now? Than working downwards on the list? Also making sure an author has specifically mentioned not to clean.

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