Bashed Patch or Merged Patch?

Post » Tue May 17, 2011 2:29 pm

Hey, all! I think I've finally pinned down all the mods I'm going to use for my next playthrough. I've played through the vanilla game without much fuss (like 2 or 3 crashes over 90+ hours). I played another character for a little longer with a few mods installed (MMM, DUI, BoS Patrols, Better companions + Caravans, a few followers, and some building mods such as the EXCELLENT DC Interiors mod.) In this playthrough I had significantly more crashes. At least one every other play session. I'm trying to make my game as STABLE as possible before I start my Journey into the wastes. My question is this: Apart from using FO3MasterUpdate and Archive Invalidation Invalidated, what steps can I take to ensure my mods play nice together? I'm mainly using MMM, FWE, WMK, along with smaller mods aimed at increasing immersion and fixing issues. Here is my load order:

Spoiler
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] Xepha's Dynamic Weather.esm
[X] StreetLights.esm
[X] DCInteriors_ComboEdition.esm
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] Better Prompts v1pt1.esp
[X] FireLightFix.esp
[X] DarNifiedUIF3.esp
[X] StreetLights - Wasteland.esp
[X] MrSlackPants-DecentPipBoyLight.esp
[X] CASM.esp
[X] CRAFT - Activation Perk.esp
[X] DelaySteel.esp
[X] delaypl.esp
[X] delayzeta.esp
[X] Delay ThePitt + Anchorage.esp
[X] GalaxyNewsRadioFix[S].esp
[X] BoSPatrols.esp
[X] tubRRCompound.esp
[X] DCInteriors_DLC_Collectables.esp
[X] FalloutFood.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - UFP Support.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] FalloutFoods - FWE Master Release.esp
[X] T3T_MiscItemIcons.esp
[X] WeaponModKits.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] WeaponModKits - FWE Master Release.esp
[X] RobCo Certified.esp
[X] BuildableBots v0.3a.esp
[X] Buildablebots Robcert. addon.esp
[X] Wasteland Whisperer.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - No Floaters.esp
[X] Mart's Mutant Mod - No Geckos.esp
[X] Mart's Mutant Mod - No Ghoul Raise.esp
[X] Mart's Mutant Mod - No Skeleton Decay.esp
[X] Mart's Mutant Mod - No Wanamingos.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Reduced Wasteland Spawns.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Sensible Dismemberment.esp
[X] NightvisionGoggles(Powered).esp
[X] Owned!.esp
[X] Enhanced Weather - Weather Sounds in Interiors.esp
[X] Xepha's Dynamic Weather - Main.esp
[X] Xepha's Dynamic Weather - Anchorage.esp
[X] Xepha's Dynamic Weather - The Pitt.esp
[X] Xepha's Dynamic Weather - Broken Steel.esp
[X] Xepha's Dynamic Weather - Point Lookout.esp
[X] Xepha's Dynamic Weather - Rain (OA).esp
[X] Xepha's Dynamic Weather - Darker Water.esp
[X] Dogmeat Leather Armor - no crafting.esp
[X] Follower Amata ULTIMATE.esp
[X] Sydney Follower.esp
[X] Achievement Remover [All].esp
[X] Achievement Remover [FWE].esp


I've been reading up on using FO3Edit to resolve conflicts, and I know that Wryebash was EXTREMELY useful for Oblivion, but I still don't really understand what the difference is between a Bashed Patch and a Merged Patch. I used BOSS to sort my load order (manually sorted the ones that it couldn't recognize, using FO3Edit to figure out which mods they conflicted with, and which I wanted to take precedence. I'm still not sure I did it right) and I'm trying to decide how to proceed. I moved Bashed Patch, 0 from Mopy/Extras to the data folder, and I opened GaryBash to rebuild the patch, but I don't know which things to check/uncheck. FO3Edit's merged patch is simpler, but it seems reckless to simply merge all the mods together haphazardly, or does FO3Edit somehow know what to merge and what to leave? I feel in over my head. Help! :bowdown:
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yessenia hermosillo
 
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Post » Tue May 17, 2011 1:13 am

I've been reading up on using FO3Edit to resolve conflicts, and I know that Wryebash was EXTREMELY useful for Oblivion, but I still don't really understand what the difference is between a Bashed Patch and a Merged Patch.

Well, basically, unless you are phenomenally skilled at creating your own insanely customised merged patches... if you're using a lot of mods, a Bashed Patch is *the* way to go, with either game. Simple as that. There is so much more that can (quickly and easily) be done with them, as opposed to a simple merge.


I don't know which things to check/uncheck.

This is something you learn as you go, but for the most part, as a really rough guide, if BOSS (or the mods themselves) put a mod anywhere in the bashed patch rebuilding steps (merge, import, whatever)... check it. This is not always the case, so keep an eye out for exceptions, in Gary Bash threads, in readmes, and so on. Or ask specific questions, where necessary.

Once you get into it, you won't look back. Seriously. :)
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Clea Jamerson
 
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Post » Tue May 17, 2011 5:22 am

Just to be clear, using the Bashed Patch, 0 from the extras folder is the correct way to start right? I wonder why there isn't an option to simply create a Bashed Patch inside of GaryBash. Is there a reason why you have to start with a pre-existing Bashed Patch? It says in the Help file that a bashed pattch should be created automatically. If not I should go into Mopy/Extras and use that one. Also, How often do I rebuild the patch? Every time I add/remove a mod? I run FO3MasterUpdate every time I add/remove a mod. Is this right?

One other thing, If I use BOSS-F in GaryBash, the log shows these "Bashed Patch tag" suggestions. What are these for? Does a bashed patch need to be in my load order for these to take effect? Does BOSS-F automatically select what mods should be included in the Bashed Patch?
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willow
 
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Post » Tue May 17, 2011 1:54 pm

Just to be clear, using the Bashed Patch, 0 from the extras folder is the correct way to start right? I wonder why there isn't an option to simply create a Bashed Patch inside of GaryBash. Is there a reason why you have to start with a pre-existing Bashed Patch? It says in the Help file that a bashed pattch should be created automatically. If not I should go into Mopy/Extras and use that one. Also, How often do I rebuild the patch? Every time I add/remove a mod? I run FO3MasterUpdate every time I add/remove a mod. Is this right?

One other thing, If I use BOSS-F in GaryBash, the log shows these "Bashed Patch tag" suggestions. What are these for? Does a bashed patch need to be in my load order for these to take effect? Does BOSS-F automatically select what mods should be included in the Bashed Patch?

You can also create a new mod from within garybash and declare "BASHED PATCH" as author. The menu option will then appear as it would with the bashed patch, 0.esp :)
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Heather beauchamp
 
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Post » Tue May 17, 2011 5:29 am

Cool!

But when I do that, and then select "Rebuild Patch", only "Alias Mod Names" is selected? How do I know which items to select? If I use Bashed Patch, 0, Every thing on the left panel is selected, but nothing on the right panel is. Do I just run BOSS-F and then Rebuild the patch without changing anything? Or do I have to individually select the mods to be included.... :unsure:
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Elizabeth Lysons
 
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Post » Tue May 17, 2011 12:25 am

With the latest release of FWE and the FOIP patches, you don't need most (all ?) the optionnal plugins from MMM (like zone respawn for example) as all they achieve is configurable via the ingame FWE menu.
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Bethany Watkin
 
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Joined: Sun Jul 23, 2006 4:13 pm

Post » Tue May 17, 2011 10:41 am

Cool!

But when I do that, and then select "Rebuild Patch", only "Alias Mod Names" is selected? How do I know which items to select? If I use Bashed Patch, 0, Every thing on the left panel is selected, but nothing on the right panel is. Do I just run BOSS-F and then Rebuild the patch without changing anything? Or do I have to individually select the mods to be included.... :unsure:

yeah, because garybash saves individual settings for each bashed patch you create... it's a feature :)
you don't have to run boss again, the bash tags are related to your mod files, not the bashed patches...

btw: the new version of garybash has a config-export and import feature you'd probably be interested in.
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Isaiah Burdeau
 
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Post » Tue May 17, 2011 6:36 am

I think BoS Patrols could have caused those crashes.
The Author even took it down because it had some serious bugs in it.
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Chantelle Walker
 
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Post » Tue May 17, 2011 12:08 am

I think BoS Patrols could have caused those crashes.
The Author even took it down because it had some serious bugs in it.

Really? I use BoS patrols without problems and alongside MarkB Wasteland Patrols in an FWE/MMM world.

What are the serious bugs?
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Jynx Anthropic
 
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Post » Tue May 17, 2011 11:37 am

I just started my new game after creating a bashed patch. I used the Bashed Patch, 0 from the Extras folder and I didn't change anything. (All the boxes on the left were checked. None on the right) When I got to megaton I had two CTD's. One right after I exited the dialogue to breach a lock, and one after accessing my pipboy after I took a long fall. I immediately reloaded the game after both CTD's to see if I could replicate the error, but I couldn't. I disable the bashed patch and played for about 30 minutes after the second CTD, and it didn't crash. Did I create the Bashed Patch wrong? I don't know what to select, so I left it alone, hoping it would be automatic. :(
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Vicky Keeler
 
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Post » Tue May 17, 2011 3:00 am

Really? I use BoS patrols without problems and alongside MarkB Wasteland Patrols in an FWE/MMM world.

What are the serious bugs?


I did some research and found that the mod was blocked on nexus in january this year.
But it's back now so I think those problems got fixed.
Can't tell what it was, just read here on this forum that it caused crashes.
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Elle H
 
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Post » Tue May 17, 2011 11:17 am

I knew it had been removed but no one knew why - first I'd heard of issues and I'm suspect of them being that vaild.

It is the same version as was up months ago.
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Melanie Steinberg
 
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Post » Tue May 17, 2011 3:06 pm

I've been using BOS patrols for months without it causing any particular issues. Now be aware that in some areas where there's already a lot of supermutants, it will add BOS members too, adding some strain to your computer. But then again, with MMM, L'enfant Plaza is so much more interesting.
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A Dardzz
 
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