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Making a Wrye Bashed patch on Vortex and using with multiple profiles.


DragonStar99

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Can someone here tell me the best way to make a wrye bashed patch with Vortex and how it works across multiple profiles on Vortex? I've searched for documentation or tutorials on how to use Wrye Bash with Vortex but there really isn't much out there.

I've asked on the Discord and got some good advice, but I still confused about the best method to proceed. This is what I was told on Discord so far:


*** zip your bashed patch and install it in Vortex as a mod, reinstall it (making variants, not replacing) for each profile. Then let wrye bash overwrite it whenever you rebuild the patch. It'll do this automatically, you just have to keep the new one when prompted during the next vortex deployment


Then I asked if it
is it best to have auto ghosting on or off?

***
Off

If you let it ghost files it will break the association that Vortex maintains between the installed and deployed versions; Vortex will think the original file was deleted, and prompt you to delete it from the installed mod or restore it to the data folder next to the ghosted one.

 

 

 

If you let it ghost files it will break the association that Vortex maintains between the installed and deployed versions; Vortex will think the original file was deleted, and prompt you to delete it from the installed mod or restore it to the data folder next to the ghosted one.

 

 

So this all sounds great, but I'm still a bit confused about the best way to proceed. I've turned off "auto-ghosting" and "disallowed ghosting" , but what I'm not sure about is when your just about to run the patch, Wrye Bash shows a list of mods that it can merge, but says you need to disable them. If you leave them checked, Wrye Bash will run the patch then automatically disable the mods.

So is it good to leave those mods disabled like that and will that confuse Vortex? Or do I need to uncheck the list of mods that Wrye Bash shows me that need to be disabled. In other words, am I supposed to make the bash patch without merging and disabling mods?

After I make the patch, can I then use Merge Plug-ins to merge the patches that Wrye Bash wanted to merge?

One last thing, I already made a bashed patch but I left auto-ghosting on, and it looks like
the association that Vortex maintains between the installed and deployed versions were broken. When I purge, all the mods are removed from the Data folder like they are supposed to be, except for the ones that I had ghosted. Hope I haven't messed it up already, but how do I clean this up? Do I need to manually delete them from the Data folder and re-install the mods?

I know I got a lot of questions here but there's really not much documentation or tutorials on how to use many of the 3rd party modding tools we have available to us. Any help or advice is much appreciated. Also any links to good tutorials or even a good Vortex modding group I could join. Thanks :wink:



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Don't make a merged patch AFTER you make a Bashed Patch.

Also, don't do that whole unnecessary step of zipping up your bashed patch, and installing it with Vortex, that's just wrong on so many levels, because there's absolutely no need to whatsoever, because Vortex will just detect your bashed patch when it's created in the DATA folder.

Leave ghosting off, because you're going to mess up your Vortex Load order.


Best is to get the Wryebash Standalone version that is an EXE that doesn't require Python.

Copy the MOPY folder into your game DATA directory

Then use vortex dashboard to ADD TOOL


Vortex-dashboard-add-tool.jpg

 

Navigate to the mopy folder and find the Wrye EXE and pick it.

Then you can just run Wrtebash from your Dashboard, also make sure you left click on the column header in Wryebash and make sure you don't have your load order locked, or you'll be fighting with Wryebash and Vortex.

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OK, I see why someone is saying to do the Bashed Patch thing, so you can use Variant 1, Variant 2 etc.

Why not just name the first bashed Patch "Bashed Patch 1.esp" and then when you have your new profile set up, deselect Bashed Patch 1.esp, and create a new Bashed Patch, and name that "Bashed Patch 2.esp"

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Good to know to make the bashed patch After all my merges.

I do have the standalone exe and the Mopy folder is in my Data folder, and I'm running Wrye Bash through the tools in Vortex.

So when I make the patch, do I let Wrye Bash go ahead and disable the mods it merges in the patch? Vortex will be ok with that?

Thanks for your reply.

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Good to know to make the bashed patch After all my merges.

 

I do have the standalone exe and the Mopy folder is in my Data folder, and I'm running Wrye Bash through the tools in Vortex.

 

So when I make the patch, do I let Wrye Bash go ahead and disable the mods it merges in the patch? Vortex will be ok with that?

 

Thanks for your reply.

 

 

That's the only part I'm 'iffy' about.

 

OK, I just checked out my Skyrim SE setup, I have a Bashed Patch, I also don't have them ghosted in WryeBash

 

 

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When did the Wrye stop deactivating mods upon building a bash? Or is my setup messed up and not working properly?

Wrye Bash still deactivates mods, but that what I'm asking about. Will it mess with Vortex if I let it deactivate the mods.

 

Will it affect switching to another profile if it deactivates the mods.

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Well, it stopped asking to deactivate mods for me and I have no clue why.

 

To answer you're question though. No, switching profiles in MO2 will have it's own list and mod activation/deactivation is determined by that profile. However, makes sure the mod is checked as active in the left pane while unchecked in the right pane. That way any resources are still loaded, only the .esp is not loading. The Bash Patch will use those instead of the original .esp.

 

One thing to remember when using profiles in MO2... Do not delete a mod that you aren't using until you have checked all your profiles to ensure you didn't have a game using that mod under other profiles. Seems silly but trust me, new to using profiles and it is a simple mistake.

 

Also, make sure you build a bash for each profile, I usually name it something like <Profile Name> Bash Patch, same as my FNIS builds.

 

My limited run with Vortex worked the same, and gives more control than NMM but still less control than MO2.

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Well, it stopped asking to deactivate mods for me and I have no clue why.

 

To answer you're question though. No, switching profiles in MO2 will have it's own list and mod activation/deactivation is determined by that profile. However, makes sure the mod is checked as active in the left pane while unchecked in the right pane. That way any resources are still loaded, only the .esp is not loading. The Bash Patch will use those instead of the original .esp.

 

One thing to remember when using profiles in MO2... Do not delete a mod that you aren't using until you have checked all your profiles to ensure you didn't have a game using that mod under other profiles. Seems silly but trust me, new to using profiles and it is a simple mistake.

 

Also, make sure you build a bash for each profile, I usually name it something like <Profile Name> Bash Patch, same as my FNIS builds.

 

My limited run with Vortex worked the same, and gives more control than NMM but still less control than MO2.

 

 

Well I'm not asking about MO2. This is the Vortex support forum and I'm asking about how Wrye Bash works in Vortex. Not interested in using MO2 thank you.

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Well, it stopped asking to deactivate mods for me and I have no clue why.

 

To answer you're question though. No, switching profiles in MO2 will have it's own list and mod activation/deactivation is determined by that profile. However, makes sure the mod is checked as active in the left pane while unchecked in the right pane. That way any resources are still loaded, only the .esp is not loading. The Bash Patch will use those instead of the original .esp.

 

One thing to remember when using profiles in MO2... Do not delete a mod that you aren't using until you have checked all your profiles to ensure you didn't have a game using that mod under other profiles. Seems silly but trust me, new to using profiles and it is a simple mistake.

 

Also, make sure you build a bash for each profile, I usually name it something like <Profile Name> Bash Patch, same as my FNIS builds.

 

My limited run with Vortex worked the same, and gives more control than NMM but still less control than MO2.

 

 

 

 

Well I'm not asking about MO2. This is the Vortex support, and I was asking about how it worked in Vortex.

 

 

 

I didn't Ghost any of the plugins, I leave them enabled in Vortex, mainly because, since the leveled lists and some other things are merged into the Bashed Patch, then the Bashed Patch, be8ing at the end of the load order will override any conflicts anyway if plugins are left enabled, so I haven't had any problems

 

 

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