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How do I update the Wrye Bash Patch with MO?


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Posted

Hi guys, as title says I would like to know how can I do that without problems. I tryed doing that once and it was a mess since for some reason the "overwrite" folder was not containing the bashed patch but only the Docs folder without the esp file. I later found that it was saved in the Skyrim Data directory and that should only happen if you open wrye bash without MO( at least it's what i read). Anyways I deleted that single file in the Skyrim Data folder and then I erased completely the previous wrye bash using the menu in MO and then i've rebuilded the patch from the beginning. I hope that's not the only way to do that. Thanks in advance for help.

Posted

Hi guys, as title says I would like to know how can I do that without problems. I tryed doing that once and it was a mess since for some reason the "overwrite" folder was not containing the bashed patch but only the Docs folder without the esp file. I later found that it was saved in the Skyrim Data directory and that should only happen if you open wrye bash without MO( at least it's what i read). Anyways I deleted that single file in the Skyrim Data folder and then I erased completely the previous wrye bash using the menu in MO and then i've rebuilded the patch from the beginning. I hope that's not the only way to do that. Thanks in advance for he

 

It should be installed directly here:  *****\Steam\steamapps\common\Skyrim and not the data directly, so after installing Wrye Bash it would look like this:  ****Steam\steamapps\common\Skyrim\Mopy

Posted

 

Hi guys, as title says I would like to know how can I do that without problems. I tryed doing that once and it was a mess since for some reason the "overwrite" folder was not containing the bashed patch but only the Docs folder without the esp file. I later found that it was saved in the Skyrim Data directory and that should only happen if you open wrye bash without MO( at least it's what i read). Anyways I deleted that single file in the Skyrim Data folder and then I erased completely the previous wrye bash using the menu in MO and then i've rebuilded the patch from the beginning. I hope that's not the only way to do that. Thanks in advance for he

 

It should be installed directly here:  *****\Steam\steamapps\common\Skyrim and not the data directly, so after installing Wrye Bash it would look like this:  ****Steam\steamapps\common\Skyrim\Mopy

 

Thank you very much for the answer :) . Am i already wrong then? The guide i followed suggested to install it in a "utily folder" where I installed also LOOT and MO.

Posted

Also, just in case you didn't do it, make sure you load Wrye Bash FROM MO, and not by itself, otherwise it won't work with your MO load order

I appreciate any suggestion, so thanks for letting me know that :) . I have added it to MO, so it should not be problem. I saw many video btw and even the one that was suggested before has not made me clear some things like for example: 

-should i choose eveery option except the 1st when building a bash patch?

-what is the installer tab supposed to do? i remember that i choosed no the first time it asked for something, dunno if i messed up

-what should i do to rebuild another patch wehn needed? will it overwrite automatically the old patch?

Posted

 

I appreciate any suggestion, so thanks for letting me know that :) . I have added it to MO, so it should not be problem. I saw many video btw and even the one that was suggested before has not made me clear some things like for example: 

-should i choose eveery option except the 1st when building a bash patch?

 

Unless there's a mod that specifically tells you to change these settings, I tend to not bother with these options and just patch it as it is. Sometimes it'll warn you of things that can be merged, this just means to deactivate the ESP once it's done (but don't uninstall the mod, it still needs the data). Then again, it's mostly to free up a mod slot since it doesn't affect gameplay to leave it checked.

 

-what is the installer tab supposed to do? i remember that i choosed no the first time it asked for something, dunno if i messed up

 

This is used when Wrye Bash is your main mod manager. I remember in the Oblivion days it was one of the only good way of installing mods with an external installer. If you're using MO, don't bother with it, you're 99% likely to never use it.

 

-what should i do to rebuild another patch wehn needed? will it overwrite automatically the old patch?

Depending on the security settings on your OS, you can usually just rebuild the same patch you were using, although if your computer likes to ask your permission for just about anything, I'd suggest deleting the patch and making another one. Helps getting rid of the problem on files set to "read only"

 

Posted

 

-what should i do to rebuild another patch wehn needed? will it overwrite automatically the old patch?

Depending on the security settings on your OS, you can usually just rebuild the same patch you were using, although if your computer likes to ask your permission for just about anything, I'd suggest deleting the patch and making another one. Helps getting rid of the problem on files set to "read only"

Thanks again for the answer ^^ . This is the only thing that i haven't understood completely. I don't think I have permission problems on my pc, so will the patch be again in the overwrite folder or not? If so what do i need to do to replace the old one? Last time i tryed updating I had another line in the left panel of MO but it was colored with a grey color this time
Posted

 

Thanks again for the answer ^^ . This is the only thing that i haven't understood completely. I don't think I have permission problems on my pc, so will the patch be again in the overwrite folder or not? If so what do i need to do to replace the old one? Last time i tryed updating I had another line in the left panel of MO but it was colored with a grey color this time

 

Usually, the stuff created through MO always ends up in the overwrite folder. 

I tend to take the patches from there, package them in the own .zip file and load them as another mod. prevents me from having to redo all the patches everytime I change profiles, instead I just load, say, "immersive SL profile" and all the patches get loaded

 

As for the grey line, I don't really know what that could be. probably means that MO doesn't load anything from there that would overwrite the rest, but then again, I don't know.

Posted

My two cents on your question others where nicely explained by gaggedgirl this is what i do ..


 


Q-should i choose every option except the 1st when building a bash patch?


 


You can choose to merge mods (if you don't want to merge them uncheck them so they do not get deactivated and just to make sure patch builds correctly if your gonna merge them leave them checked and do not activate them in load order , i don't cause if i want i can merge those myself plus i use perkus maximus would rather not make it harder on the patcher.


   


I also use tweaks time scale 10, respawn timers 8 hours/both (with Ineeds and needing sleep sleeping will reset cells for me can too bad it does not reset cell your in could be interesting waking up in bandit camp just when there friend arrive back in camp :P) , crime report radius of 1000, and get arrows back 70%.


 


 


Posted

 

 

Thanks again for the answer ^^ . This is the only thing that i haven't understood completely. I don't think I have permission problems on my pc, so will the patch be again in the overwrite folder or not? If so what do i need to do to replace the old one? Last time i tryed updating I had another line in the left panel of MO but it was colored with a grey color this time

 

Usually, the stuff created through MO always ends up in the overwrite folder. 

I tend to take the patches from there, package them in the own .zip file and load them as another mod. prevents me from having to redo all the patches everytime I change profiles, instead I just load, say, "immersive SL profile" and all the patches get loaded

 

As for the grey line, I don't really know what that could be. probably means that MO doesn't load anything from there that would overwrite the rest, but then again, I don't know.

 

Ah okay, thanks for the explanation. Some people just sayed to drag and drop on the old patch within MO, but if this method works, i'll probably go this way.

 

 

 

My two cents on your question others where nicely explained by gaggedgirl this is what i do ..

 

Q-should i choose every option except the 1st when building a bash patch?

 

You can choose to merge mods (if you don't want to merge them uncheck them so they do not get deactivated and just to make sure patch builds correctly if your gonna merge them leave them checked and do not activate them in load order , i don't cause if i want i can merge those myself plus i use perkus maximus would rather not make it harder on the patcher.

   

I also use tweaks time scale 10, respawn timers 8 hours/both (with Ineeds and needing sleep sleeping will reset cells for me can too bad it does not reset cell your in could be interesting waking up in bandit camp just when there friend arrive back in camp :P) , crime report radius of 1000, and get arrows back 70%.

 

Ah i dind't know about that, so you can even change game settings like the respawn in there? That's good news! When you say that it will merge mods if you check them, does that mean that I can use wrye bash instead of tes5edit to merge plugins?

Posted

No Tes5Edit is the way to go on merging plugins. In FONV or FO3 i used a stand alone program to merge the .esp's  and manually copy the lose assets (eg mesh/textures) etc, then made the folder into a 7zip,  liked that better as i could copy/move the stuff i was working on (and if i was missing a texture/mesh i had it backed up in its own little "named" folder.

 

best to do a little studying on that subject as some mod types you don't want to merge. liked that better as i could copy/move the stuff i was working on.

 

 

 

Posted

No Tes5Edit is the way to go on merging plugins. In FONV or FO3 i used a stand alone program to merge the .esp's  and manually copy the lose assets (eg mesh/textures) etc, then made the folder into a 7zip,  liked that better as i could copy/move the stuff i was working on (and if i was missing a texture/mesh i had it backed up in its own little "named" folder.

 

best to do a little studying on that subject as some mod types you don't want to merge. liked that better as i could copy/move the stuff i was working on.

Oh i see, thanks for letting me know that. In any case I got some problems regarding conflicts in MO, assuming that I want one armor to overwrite the other, will moving it under the one that i want replaced work?

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