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Wrye Bash ghosted all my esp's, how to place them back into MO's mod folders?


ntblood

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Posted

I just was trying to build a bashed patch again and wrye bash ghosted all of my esp's! so now I feel that my installation of 250 mods in MO is virtually messed up.

My major problem now is when I re-enable all 200+ esps that are ghosted in Wrye Bash now I have to manually place each one back in it's MO mods folder! Many esp's don't have the same name as the mod. Wrye bash ghosting everything makes it a pain to repair because of the way MO keeps mods separate and lets Wrye bash move files to it's overwrite folder. I don't even know where many go because they have a different name than it's original mod folder. Drag and drop 250 plugins individually if I know where they go. With MO I can't even get in the last 25 plugins when I'm well under 255 active plugins.
 

Posted

I've already used that script to merge 3 or 4 groups of esps successfully with TES5edit when I was using NMM, which I have migrated those merged esp's over now that I'm using MO which I simply placed in the game's Data folder as MO doesn't seem able to install them. I was only trying to build a bashed patch with 6 esp's which Wrye Bash selected (maybe TES5edit can do it too I don't know).  I guess if what you're suggesting is that instead of making a bashed patch with Wrye Bash that I could instead merge those same esp's that would be in the bashed patch with TES5edit. You said TES5 is more MO friendly, does Wrye Bash not work very well with MO?  I heard recently that you can create a bashed patch in Wrye Bash risk free if you disable all plugins in MO except those you want to bash (just while you're rebuilding the bashed patch).

I was able to put each of the 250 esp's (that wrye bash ghosted and put in overwrite folder when creating a bash of 6 esps), back in place one by one. Had to look up a few. Hope I did it right.

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