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Bashed Patch Help!


tnu

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i'm trying to reformat a bashed patch for wr6ye morph and i can't figure this out. it has the following masters and i want to get rid of some of them

 

 

 

• 00 Oblivion.esm

 

• 01 Cobl Main.esm [Version 1.46]

 

• 02 CyrodiilUpgradeResourcePack.esm get rid of

 

• 03 DLCSpellTomes.esp get rid of

 

• 04 Knights.esp get rid of

 

• 05 SanctumSanctorum.esp get rid of

 

• 06 P1DseeYouSleep.esp get rid of

 

• 07 Banes Guilds United.esp get rid of

 

• 08 CDM-Necromancy.esp get rid of

 

• 09 Alternative Start by Robert Evrae.esp get rid of

 

• 0A Origin of the Mages Guild.esp [Version 5.1] get rid of

 

• 0B KvatchAftermath.esp get rid of

 

• 0C Wrye Morph Keys.esp [Version 24]

 

• ++ Wrye Morph Wearable.esp [Version 19]

 

• ++ Wrye Morph-See You Sleep.esp [Version 25]

 

• 0D Wrye Morph, X6.esp [Version 28]

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That's why I use TES4Gecko for merging. WryeBash is a great utility, don't get me wrong, and excellent for a few different things, but I don't rely on it 100% -- it's just another tool in my arsenal.

 

Sorry this doesn't help with your question but how do I know what I'm doing when I merge with TES4Gecko, I've been trying to get some clear help on this issue for months. The readme is awful, and I can't find any instructional info on how to use TES4Gecko at all.

 

Do you know of or have any info on how to properly use TES4Gecko for merging????

 

:thanks:

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That's why I use TES4Gecko for merging. WryeBash is a great utility, don't get me wrong, and excellent for a few different things, but I don't rely on it 100% -- it's just another tool in my arsenal.

 

Sorry this doesn't help with your question but how do I know what I'm doing when I merge with TES4Gecko, I've been trying to get some clear help on this issue for months. The readme is awful, and I can't find any instructional info on how to use TES4Gecko at all.

 

Do you know of or have any info on how to properly use TES4Gecko for merging????

 

:thanks:

QED, my friend. :thumbsup:

 

Using the "Merge Plugins" function of TES4Gecko is pretty simple.

 

Anything marked with a "1" will get laid down first.

Anything marked with a "2" will overwrite stuff in the mods marked "1" if the second plugin makes changes to the same information.

Anything marked with a "3" etc, etc, etc

 

In general, it's a good idea to only merge plugins that do not modify the same information, especially ones that modify entire worldspace cells; the results can be kinda messy if you're not careful, and I don't recommend it to anyone who's not familiar with the functions of the Construction Set. This is where it's most-helpful to use the "Compare Plugins" function... prior to a merge, you can see if there are any conflicts, and decide which info you want to become priority.

 

Remember: Make good backups of your files BEFORE you start tinkering with them, so you can recover from the inevitable mistakes you will make while you're learning. Good luck!

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Ok, thats what I thought but I wasn't sure if TES4Gecko had any limitations to merging that Wrye Bash does. I did make a combined armor/weapons mod that seems to be working. But I'm not sure where to put it in my load order for optimal compatibility, I use FCOMhelper and the mods I merged were from all over my load order.....I think I'll throw it near the beginning with most the other armor/weapon mods before my FCOM files.

 

Yay finnaly broke the 300 esp's mark & everything is running good.

 

 

Thanks for clearing things up for me.

 

:thanks:

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