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Merged /bashed patch for Fo4...Why? How?


metaton

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Hi Folks,

 

I tried to watch tutorials online but I am more puzzled than ever. I have 230 mods, some people was telling me it is important to make merged /bashed patch, some tutorials showing that people just make merged patch with Xedit and done and dusted, they don't do any conflict resolution, some people says I need to manually resolve conflicts beforehand. All the videos on youtube showing guys with 2-3 mods doing conflict resolution, I have 230. I don't even know where to start. So the questions:

 

1.Do I need to do only leveled lists or npcs or what if I do conflict resolution?

2.Is it necessary to manually resolve conflicts before I make the patch or the patch will automatically do it for me?

3. If I need to do manually is there a better way to do it than go through every singe mod /all records (cos I am gonna sit here until 2050)?

4.Do I need a bashed patch (or both)?

5. If I need it how would it work? After the latest update a good 4-5 mods flagging up as unrecognized version in Wyre Bash. Should I still make the patch or that is gonna mess up my game?

 

Please help me o' modding gods of Nexus.

Edited by metaton
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I used FO4Edit to make a merged patch, but, nuked the leveled list entries from it. I then used Wrye Bash to deal with the leveled lists. I didn't do anything along the lines of conflict resolution, as that is what the patches are for. If you have two mods trying to change the same thing, last one loaded wins. If you have two mods changing two different aspects of the same item, that's what the merged patch is for. If the conflict is bad enough, you will simply get a crash when in the area affected, or some other odd and strange behavior......

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For the most part, the merged patch will take care of conflicts. But, it is not a cure all. If you have two mods that change the same area, moving buildings, changing landscape, etc, those are going to be hard conflicts, and you will need a purposely constructed patch to resolve those. No automated tool will cut it for those types.

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Yeah, I've been wondering about "unrecognized version" stuff also. I can't figure out what to do with it, so I've been (trying to) ignore it. I'm thinking it's just that the version of Wrye Bash is older that Fallout 4's version. I haven't noticed any ill effects in my game so far. I'll bet when the new version of Wrye Bash comes out, those messages will disappear.

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  • 3 months later...
  • 3 weeks later...

My game kept crashing in Downtown Boston. I went in and deleted a lot of the mods that I really didn't need, then added in weapons mods with the patches supplied with Horizon 1.8, and the game played fantastic for eight hours, until I visited Ten Pines Bluff, then it kept crashing. Finally figured a work around, but now the game crashes whenever I try to get to Abernathy Farm. I skipped that for a while and did more exploration of Lexington, and then my game crashed when I fast traveled back to Sanctuary. I saw on an answer to another post that it looked like some of my settlement mods were causing the problem. I looked into it in F4Edit and found some red between Horizon settlements and a few of my settlement expansion ESLs, so I think I need some conflict resolution patches. The question is, can if just run those mods through Mator Smash and make a settlement resolution patch that I put at the bottom of my load order. Then do another one that just has to do with the Workshop mods, and so on. Maybe have three separate patches at the bottom, and don't bother to merge them. Then add the Bashed Patch for Leveled Lists. Would this work? Or do I still need to go through each of the mods in F4Edit and resolve things one by one? I looked at the Horizon Settlements Mod (comes with 1.8) and saw a few red entries, so it wouldn't be undoable for a game I plan to play for about two thousand hours, but if there are workarounds of steps I can skip, I'm all for that.

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