Having some problems with Wrye Bash. Can anyone help?

Post » Mon Aug 16, 2010 1:30 am

Seeing as my number of mods in use is now 102 (with me planning on adding more soon) I decided it was time to try out using a Bashed patch. And here's where my problem starts. After extensive googling and reading of the help files that come with Wrye Bash, I thought I had everything figured out, but apparently not. Here's the problem:

I decided to merge my mods. As best I can tell, I need to right click on the Bashed patch, pick "Rebuild", check Merged Mods and then select whichever ones I want. My understand is any mod listed in green is safe to merge. I check the ones I want to merge and build the patch. Everything seems to go okay with no errors. I get the summary of what I did and get no errors. However, I also understand the mods I merged should change from being checked to having a plus, to indicate they're merged and running through the patch. This isn't happening. It's staying as a regular check. Am I doing something wrong here? My research seems to indicate if there isn't a plus next to the mod, the Bashed patch didn't work. Does anyone know how to fix this?

Also, a second question regarding the bashed patch: I'm using MMM and OOO. The MMM documentation mentioned if both are use, there'll be very few OOO NPCs and mostly MMM NPCs unless FCOM is used. I don't have interest at this time in using FCOM (I tried once, it made me curl up in a ball and cry.) However, I was thinking... would using the Bashed patch to combined leveled lists make it so I see more OOO NPCs? I do know with FCOM you have to use the leveled lists option to get all the mods to work together. It seems like it should work, but what do I know? Any thoughts?

I hope that all makes sense. And thanks for any help!
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Amanda Leis
 
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Post » Sun Aug 15, 2010 7:12 pm

I also understand the mods I merged should change from being checked to having a plus, to indicate they're merged and running through the patch. This isn't happening. It's staying as a regular check. Am I doing something wrong here?


You have to un-check them manually., then you will see the plus sign.
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Ludivine Poussineau
 
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Post » Sun Aug 15, 2010 9:09 pm

I decided to merge my mods. As best I can tell, I need to right click on the Bashed patch, pick "Rebuild", check Merged Mods and then select whichever ones I want. My understand is any mod listed in green is safe to merge. I check the ones I want to merge and build the patch. Everything seems to go okay with no errors. I get the summary of what I did and get no errors. However, I also understand the mods I merged should change from being checked to having a plus, to indicate they're merged and running through the patch. This isn't happening. It's staying as a regular check. Am I doing something wrong here? My research seems to indicate if there isn't a plus next to the mod, the Bashed patch didn't work. Does anyone know how to fix this?

Deactivate them (i.e., click on the tick). You should also look into importing other mods, most likely. If you deactivate these (if you should, that is) - or if Wrye Bash does it for you - you'll see a dot instead of a plus sign. Make sure you go through the sections of the Bashed Patch rebuilding process, and check any "import ___" mods as needed. Running BOSS first will not only order things (hopefully!) correctly, but also provide (mostly) up to date tags for Wrye Bash, and give you further advice about merging, deactivating, conflicts, redundancy and so on.

Also, a second question regarding the bashed patch: I'm using MMM and OOO. The MMM documentation mentioned if both are use, there'll be very few OOO NPCs and mostly MMM NPCs unless FCOM is used. I don't have interest at this time in using FCOM (I tried once, it made me curl up in a ball and cry.) However, I was thinking... would using the Bashed patch to combined leveled lists make it so I see more OOO NPCs? I do know with FCOM you have to use the leveled lists option to get all the mods to work together. It seems like it should work, but what do I know? Any thoughts?

Try OOO for MMM (or is it MMM for OOO?) One of those setups (the one that exists) is specifically designed to get them working together properly.

The latest threads for MMM and OOO are must reads. Also, maybe look http://sites.google.com/site/oblivionpoinfo/ for tons of info in general, and specifically at least one successful MMM+OOO load order to perhaps compare your own with.

edit: There's also a whole bunch of vital info found by clicking the help icon in the status bar of Wrye Bash - this takes you to the full documentation, if I'm not mistaken.
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Izzy Coleman
 
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Post » Sun Aug 15, 2010 8:20 pm

I'm also having the same confusions--does BOSS actually tag them FOR you, or do they just SUGGEST tags for you to manually update later? I've been using BOSS and assuming that it told Wrye Bash everything I needed... P:
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Lizbeth Ruiz
 
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Post » Mon Aug 16, 2010 6:50 am

I'm also having the same confusions--does BOSS actually tag them FOR you, or do they just SUGGEST tags for you to manually update later? I've been using BOSS and assuming that it told Wrye Bash everything I needed... P:

tags are suggested and some applied you need to verify them sometimes they are missed and some are added that are not listed by boss.
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Chenae Butler
 
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Post » Mon Aug 16, 2010 1:01 am

I don't have interest at this time in using FCOM (I tried once, it made me curl up in a ball and cry.)


I used to feel the same pain. But then I spent an afternoon http://sites.google.com/site/oblivionpoinfo/walkthroughs/fcomguide and my clouds went away, the sun came out and happy music began playing.

Seriously, give it a shot this weekend.

Thaellar
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Ross
 
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Post » Sun Aug 15, 2010 4:58 pm

You have to un-check them manually., then you will see the plus sign.

Actually, with Wrye Bash version 285, you will get a prompt asking if you want to deactivate mods that should be deactivated - answering Yes will do it for you.
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Ellie English
 
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Post » Mon Aug 16, 2010 5:05 am

Actually, with Wrye Bash version 285, you will get a prompt asking if you want to deactivate mods that should be deactivated - answering Yes will do it for you.


That, AFAIK, works only for mods with the NoMerge tag. For merged and imported mods, once the bashed patch is created, the OP has to untick the mods that were merged/imported.

The ones that were merged should be in green text, the ones that were deactivated and merged (those with the NoMerge tags) will be in purple text.
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Erich Lendermon
 
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Post » Mon Aug 16, 2010 1:21 am

Just don't activate the green mods before building the patch. Then they get the + sign automatically.
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Albert Wesker
 
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Post » Mon Aug 16, 2010 4:08 am

I'm also having the same confusions--does BOSS actually tag them FOR you, or do they just SUGGEST tags for you to manually update later? I've been using BOSS and assuming that it told Wrye Bash everything I needed... P:


I asked this question myself and from I was lead to understand Wyre Bash pulls the tag info from whatever is in the master list.
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Alexis Acevedo
 
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Post » Sun Aug 15, 2010 6:17 pm

That, AFAIK, works only for mods with the NoMerge tag. For merged and imported mods, once the bashed patch is created, the OP has to untick the mods that were merged/imported.

The ones that were merged should be in green text, the ones that were deactivated and merged (those with the NoMerge tags) will be in purple text.


No - it works with both :)
Just don't activate the green mods before building the patch. Then they get the + sign automatically.

If you have the green mods activated when you rebuild the patch, they will be listed in the prompt that deselects them automatically - after the bashed patch is built, green mods will have the plus sign and purple mods will have the dot sign

Just love the new feature in WB :)
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Adam Kriner
 
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Post » Sun Aug 15, 2010 6:09 pm

Thanks everyone! This cleared it up for me very nicely. I have the merged patch running, everything seems good. Wrye Bash sure has a lot of options. Gonna take me a while to fully master it, I think.

Anyway, thanks again everyone!
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Latino HeaT
 
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Post » Mon Aug 16, 2010 1:08 am

No - it works with both :)

If you have the green mods activated when you rebuild the patch, they will be listed in the prompt that deselects them automatically - after the bashed patch is built, green mods will have the plus sign and purple mods will have the dot sign

Just love the new feature in WB :)


I learn something new everyday - thanks for the tip Surazal!
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Katie Pollard
 
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