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[LE] How do I Unbash a Wrye Bash patch?


Shadeybladey

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I removed a few mods and the game crashed at the Skyrim logo, so I removed the bash patch I made 6 or 7 years ago and it was fine.

 

So I tried to make a new one as some Trading and Trap mods overlap, but it seems to AutoSave when I click the x in the corner to shut down, and it ghosted some of my own mods. I never told it to save s#*! and I clicked the cancel button. I also don't want it reordering Masters and I REALLY don't want it changing my load order as I KNOW for a fact it is putting some things in the wrong place, so they do not work properly at all. UFO is one. It HAS to be last.

 

I un-Ghosted them, but the bash patch keeps getting bigger and I cannot find a way to remove what it wants to put in the patch.

 

It HAS been a long time since I used it so much of this is my own fault, but I just want everything out of the Bashed Patch and then try and make one with what *I* SAY to put in it.

 

Having a button that says CLOSE WITHOUT SAVING would be very helpful, as would a button that says DO NOT GHOST ANY so I don't have to faff about.

 

If anyone can help I will be forever grateful, and if there is a better forum for this, please let me know.

 

 

Cheers!

 

:)

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Ghosting a mod in Wrye Bash is like hiding a mod in Mod Organizer. It merely makes it so the game cannot see the plugin.

 

It happens to me some times when I deactivate a plugin that I do not want to be even remotely included in the bashed patch. I just delete the added extension and go on.

 

Since you're still using LE, WB tends to ghost plugins that it merges into the bashed patch. That feature isn't used as much in SSE because many of those plugins were converted into light plugins (ESL files).

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Ah, I don't use mod managers, but that makes sense. As long as my esp is not trashed. I updated to the most recent version of Wyre Bash, 307. I think I was using 304 or 305 before that.

 

Version 307 does not seem to want to put loads of mods in the bashed patch, which is good, and seems generally easier and safer to use.

 

All I wanted to do was merge some trading and barter mods and some like Traps are Dangerous, Traps Make Noises etc. Also maybe merge any levelled lists for chests and vendors, but I am really not sure what I am doing so maybe it's best to leave it. My current save is experimental, so it's OK if I screw it up by removing mods. But it's so easy to forget how I made the mods in the first place and looking at them there's a ton of stuff in there.

 

I don't know whey it wants to ghost my Alchemy mod, it's a stand-alone. Also my smithing mod. I think I might get rid of other smithing mods. I used to use Headbomb's, and that's been supereded, but I don't like having every possible thing smithable. Crafting counterfeit Imperial armour should get you hanged for treason or spying! And my Silver and Mithril smithing have quests to complete, requires certain skills and perks and needs some alchemy reagents for the mithril. But most smithing mods have silver enabled by default, plus a ton of other stuff I think the Dovakhiin should earn the right to make.

 

I would like to make the Silverhand and Vigilants of Stendarr have my weapons in a levelled fashion, but not sure how to bash that.

 

 

Cheers, thank you all for all your help!

 

Still not upgraded to SLE, too scared I'll wreck eveything! I'm still re-farmiliarising myself with the game and how mods are made!

 

:D

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Oh, I come across some things like campfires and piles of ghost essence things that say "Interact M5" (side mouse button) but I cannot intaract with them.

 

i have some things like More Interactive Objects, Immerseive Interactions etc, so could it just be a load order thing?

 

 

Cheers!

 

:)

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M5 is not a default key bind, so if the prompt updated to that then chances are that is the correct button to use to interact. But I don't know for sure. Is M5 your normal interact prompt? If yes, does it work with other stuff like it should?

 

I suppose there could be a script on the objects that are blocking activation for some reason. I honestly, have no idea why interaction with those items would not work.

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M5 is not a default key bind, so if the prompt updated to that then chances are that is the correct button to use to interact. But I don't know for sure. Is M5 your normal interact prompt? If yes, does it work with other stuff like it should?

 

Yes, I remap some keybinds and also some mods use the same keybinds as each other, and sometime defualt keys for other things.

 

I remap all my games like Daggerfall's "Where You Look is Where You Go", as I hate WASD, so use left mouse for Forward, Right Mouse for Main Weapon and Left ALT for Off Hand weapon (in Neverwinter) and Block in Skyrim. If I use AutoRun, click Left Mouse stops me moving. Left CTRL, for example, is Sneak in Daggerfall, Morrowind, Oblivion and Skyrim. At least for me!

 

EG sometimes when I use ESC to go to the game menu, it sometimes activates Make Notes, where I can write my own journal. That's a great mod to use, but also time consuming and I have never written a character's entire journey so I might remove it. This current game is really to test my mods and refamiliarise myself with how I made them in the first place.

 

Using the Renamer Mod, when I type a name for the item and finish, I get multiple screens from either Pocket Empire or Frostfall to build something, as the Keys for the mod were used in typing the new name!

 

I use SkyUI, but Skyrim is not too fond of re-mapped keys. It often says to use E (default) in crafting, but I really have to use Left Side Button, so sometimes what it shows on screen is wrong.

 

 

So, yes, M5 is my remapped Interact Button. Coming across some unlit campfires at Alftand, I am sure I used to be able to light them, but not now. After killiing some Draugr in, is it Soljund's Sink Hole? (the Moonstone Mine), some Ghost or Wraith Essence dropped and I could not interact with it.

 

Alftand and the Sink Hole are some destinations from my quests to find certain items from my mods, which is why I went there.

 

I could go back and try E or F, I forget what the default interact is. But it probably is some script from some mod, or maybe a throw back to some campfire and camping mod I no longer use? I have tried many in the past.

 

 

Cheers!

 

:D

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The best thing I can suggest is to test on a new game and see if the issue(s) still present themselves. If they do, you may have a mod that replaces something in such a way that prevents activation or the game may be expecting a different key despite showing an updated key bind. 'E' is the default activation key if you wish to test that theory out.

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Ah, I don't use mod managers, but that makes sense. As long as my esp is not trashed. I updated to the most recent version of Wyre Bash, 307.

 

 

Still not upgraded to SLE, too scared I'll wreck eveything! I'm still re-farmiliarising myself with the game and how mods are made!

 

 

 

 

If you're using WryeBash, then you're using a Mod Manager, that's exactly what WryeBash is.

 

Also, switch to Skyrim Legendary Edition would be a downgrade.

Skyrim Special Edition is the upgrade.

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