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Skyrim npc editor bash patch
Skyrim npc editor bash patch










skyrim npc editor bash patch
  1. SKYRIM NPC EDITOR BASH PATCH HOW TO
  2. SKYRIM NPC EDITOR BASH PATCH MOD
  3. SKYRIM NPC EDITOR BASH PATCH MANUAL
  4. SKYRIM NPC EDITOR BASH PATCH PATCH

The Merged patch I made didn't even have any weapon entries, it stopped at non-player characters. There is a merge plugin script for tes5edit but it merges two or more plugins completely

SKYRIM NPC EDITOR BASH PATCH HOW TO

I have been using wrye long enought that i can tell which mods need which tagĭon't get me wrong i still use 圎dit to investigate the bashed patch to see if i need to add a new tag or not, i just dont know how to create a meshed patch that will actually work and not crash my game be it Oblivion FO3 FO:NV or Skyrim

skyrim npc editor bash patch

Doing this just combines the effects of the two separate tags.

SKYRIM NPC EDITOR BASH PATCH MOD

  • Delev+Relev Mods: A mod can be tagged/configured as both Delev and Relev.
  • (However, delevs that run after the Relev will overrule the relev mod for the items they delete. Relev mods can also overrule a previous deletion. They can relevel an item that already exists in the list ("relevel" means change the levels and/or counts for the item in the list).
  • Relev Mods: Mods that are tagged or configured as Relev mods can break the previous rules.
  • Items marked this way will be removed from the list, and the removal will be remembered so that later mods won't re-add the item. Any items that are present in the masters, but not in the Delev's list are marked as removed. Bash will figure out what to remove by comparing items in the mods version of the list to items added by its masters (FalloutNV.esm, etc.).
  • Delev Mods: Mods that are tagged or configured as Delev mods can remove items from lists.
  • Also, if another mod has already marked that item as removed from the list, it will not be added. a 9mm pistol is already present in the list (at any level or count), then no new entries for that item will be added.

    skyrim npc editor bash patch

    Untagged Mods: Mods that have no bash tags can only add new items to leveled lists.This specification is done through Bash Tags and/or manually configuring mods in the list merger dialog. However, since mods often want to delete items from lists and/or relevel items in lists, it's often necessary to specify how the list merger will handle changes from specific mods. If mods only added items to leveled lists, this process would be simple. During the scan process of the patch building, the list merger extracts leveled lists and merges them together.To overcome this, it is necessary to merge the changes to the various leveled lists into a new "merged list" mod, and ensure that this new mod loads after all the mods whose lists it merges.This is particularly a problem with creature and the various releveling mods which alter so many lists. When different mods alter the same leveled list, the last mod to load will "win" overriding any changes made by earlier loading mods.This is the main reason i use a bashed patch

    skyrim npc editor bash patch

    Yeah each to his own i have been using wrye since morrowind, before i even knew there was xedit for morrowind, it will add masters to it's self, In oblivion i had over 5k records merged into a bashed patch This is why i like the bashed patch plus the version by valda as alot more bash tags than wrye bash 305 or 306Īnd if you do the tags right you can get quite a lot of records moved over into the bashed patch i have done this with mods that had some conflicts and in the end the game was stable for me (And when checking in FNVEdit, it handles more leveled lists than the Merged Patch).Īnyway, I'd use it for point 2 alone - and I see no reason not to use it as it doesn't conflict with the Merged Patch what I can see. Not sure about the last point as I'm no expert on such things (to say the least), but I've read it. I also think the Bashed Patch handles leveled lists better than a Merged Patch, unless you make the latter manually.

    SKYRIM NPC EDITOR BASH PATCH MANUAL

    Without a Bashed Patch, you'd have to really merge the mods (thus all compilations of a zillion hair and eyes mods etc.) or make a manual patch. hairs, eyes, eyelashes) at the same time just by tagging them with hair, eyes etc. And what I use it specifically for: you can use several different "make up" mods (i.e. You can merge quite a few small mods, saving esp-slots.Ģ. Two things I like about the Bashed Patch:ġ. I think they work well together and do different things, so I'm not sure why you should choose either or.












    Skyrim npc editor bash patch