Hi all,
I'm working to improve my modded game by adding a Wrye Bash patch. I'm using Nexus Mod Manager and have Wrye Bash installed. I've built my first patch and gotten some great support from the forum participants here - many thanks!
Now for a new issue:
As part of the patch creation process, Wrye Bash displays a window that lists certain mods and asks to de-activate them before building the patch. I just say ok. However, the one mod that Wrye Bash wants to de-activate is one I really want to use (http://www.nexusmods.com/skyrim/mods/5203/?adds weight to gold coins and re-names them Septims in inventory).
2 questions:
1. Once the patch is installed, is there any reason not to simply activate this mod? it's not part of the patch, but it can still contribute its features to my game.
2. How does LOOT handle the load order when there's a bash patch? I'm guessing it just keeps the patch at the bottom and only arranges the plugins that are not covered by the patch.
Your input is much appreciated!