merged patch

Post » Wed May 09, 2012 12:39 am

i dont understand how merging works. i use wrye bash and i go to the bashed patch ,right click and rebuild patch. what i dont understand is that some esp that must be merged (Item Interchange mod filter esps) the wrye bash suggest that they should be deactivated.why this happen .what i do is ignore wrye bash and not deactivating those files and let them merge.am i doing something wrong
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Hayley Bristow
 
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Post » Tue May 08, 2012 11:55 am

If an esp only contains records that alter what is in the Oblivion.esm, or another previously loading esm or esp then bash can import the entirety of this esp into itself.

It still exists - but inside the bashed patch. Wrye Bash lets you know this was successful by placing a green cross in the checkox and prompts you to deactivate them (safe to do in 99% of the cases).

If this esp contains any new records (not in the Oblivion.esm, or another previously loading esm or esp) then it must be active.

When Wrye Bash merges esp into them and it is possible that two esp alter the same pre-existing record - it will intelligently sort out which record should win in this (based on load order) and merge accordingly.

Yes deactivate the plugins - although there is a limit of 254 plugins you can have - the more there is active the more unstable your game. Also use ghosting after the merging so as to fool the game engine into thinking the merged plugins are not even there.
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Carlos Vazquez
 
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Post » Tue May 08, 2012 8:11 pm

Short answer, unless you really know what you are doing, always trust Wrye Bash. Deactivate the filter patches and let the Bashed Patch merge them.

Holy ninja batman!
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stephanie eastwood
 
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Post » Wed May 09, 2012 3:22 am

If an esp only contains records that alter what is in the Oblivion.esm, or another previously loading esm or esp then bash can import the entirety of this esp into itself.

It still exists - but inside the bashed patch. Wrye Bash lets you know this was successful by placing a green cross in the checkox and prompts you to deactivate them (safe to do in 99% of the cases).

If this esp contains any new records (not in the Oblivion.esm, or another previously loading esm or esp) then it must be active.

When Wrye Bash merges esp into them and it is possible that two esp alter the same pre-existing record - it will intelligently sort out which record should win in this (based on load order) and merge accordingly.

Yes deactivate the plugins - although there is a limit of 254 plugins you can have - the more there is active the more unstable your game. Also use ghosting after the merging so as to fool the game engine into thinking the merged plugins are not even there.
so i i disable the filter esp(item interchange) as the wrye bush want will they be merged.what i dont understand the program also disables some mods that have the "no merge" tag . if both are deactivated how the first one that needs merging merges(by leting wb deactivate it ) and the second that doesnt need to merge dont merge.also what i dont understand if i deactivate those esp how they are going to be merged in the patch(being deactivated doent mean the wrye doent use them?)
.in few words what files are merged the activated or the deactivated .what about the esps tha have a red+ in ther box.also when boss say this esp needs cleaning should i clean it?
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Milad Hajipour
 
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Post » Tue May 08, 2012 1:07 pm

Your machine translations are not altogether clear.

Are you using BOSS to add the tags? If so then let Wrye Bash do what it wants.

Why remove tags and processes that people have been working so hard to get working right?

http://cs.elderscrolls.com/index.php/TES4Edit_Cleaning_Guide
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krystal sowten
 
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Post » Wed May 09, 2012 1:22 am

no i didnt add anything .some mods have this tag by their creator. what i dont understand is this ."what i dont understand the program also disables some mods that have the "no merge" tag . if both are deactivated how the first one that needs merging merges(by leting wb deactivate it ) and the second that doesnt need to merge dont merge?
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Ludivine Poussineau
 
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Post » Tue May 08, 2012 2:03 pm

Just because its not merging the mods doesn't mean its not importing them.

Seriously, don't worry about it. If WB is deactivating a mod, it knows what its doing.

Mods in Green get merged into the bashed patch, mods in purple get imported into it. Not the same thing.

Besides, you want the Bashed Patch deactivating as many mods as possible, thats the entire point!
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NeverStopThe
 
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Post » Tue May 08, 2012 10:05 pm

Again your translations are stilted.

From the bash readme:
Deactivate: Mod should be imported through whatever imports are tagged and then deactivated.
NoMerge: Mod should not be merged even though they're technically mergeable.

Let BOSS have precedence on tagging over what the plugin comes with.
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Justin
 
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Post » Wed May 09, 2012 3:33 am

all of you thank you.last question.so if dont reactivate the green + checkbox esp there is not problem there are included in the bash patch afterall ?(one last time for confirmation) :biggrin:
.what the files with green big dot mean
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Crystal Birch
 
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Post » Tue May 08, 2012 12:56 pm

This is all in the readme.

The green cross means that the file is merged 100% into the bashed patch.

The dot means that only the necessary (determined by tags) records are imported into the bashed patch.
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Klaire
 
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Post » Tue May 08, 2012 1:09 pm

This is all in the readme.

The green cross means that the file is merged 100% into the bashed patch.

The dot means that only the necessary (determined by tags) records are imported into the bashed patch.
thank you
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Soku Nyorah
 
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Post » Wed May 09, 2012 2:42 am

Sure, but these questions could have all gone in the Wrye Bash thread for future reference.
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james kite
 
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