Question about bashed patch

Post » Sat May 28, 2011 4:30 pm

I'm wondering about deactivating mods after you import them into a bashed patch, can you deactivate any mod that's been imported or are there certain instances where it just shouldn't be done and if so how do I know when I should deactivate something? I appreciate any advice since I don't completely understand how wrye bash works. Thanks :)
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Big mike
 
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Joined: Fri Sep 21, 2007 6:38 pm

Post » Sun May 29, 2011 1:53 am

I'm wondering about deactivating mods after you import them into a bashed patch, can you deactivate any mod that's been imported or are there certain instances where it just shouldn't be done and if so how do I know when I should deactivate something?

Some mods can be deactivated, but others simply will not work if this is done.
I don't think there is any simple rule for what can and can not be deactivated (I wish!) But as a general rule the more complex files, with multiple types of things going on, should be kept active, while many simple ones can be safely deactivated.

Wrye Bash is a very useful tool here. you can, using the Mod Checker button, check what mods it recommends for deactivation. It is generally pretty accurate in that regard.

And you can always ask about specific mods if you are unsure. :)
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Spooky Angel
 
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Post » Sat May 28, 2011 4:05 pm

Bash works by importing things like leveled lists, npc entries, race entries etc
Bash won't import things like scripts or references..that is when you should leave the esp checked.

You can check Construction Set>File>Data>Details or TES4Edit to see if they have those
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Tanika O'Connell
 
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Post » Sat May 28, 2011 6:03 pm

Thanks for the tip Vargr I actually didn't know about the mod checker until now :facepalm: lol
I wasn't really asking out of necessity more out of curiosity because I'd rather understand what I'm doing with it rather than blindly using it and hoping for the best which is usually good practice anyway.
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Rach B
 
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