![]() ![]() ![]() Wrye Bash will see that all five change the same NPC's AI package so the lowest will win there, and it will take the records for each of those bash tags. I right-click on the patch and rebuild, checking any ini tweaks I may want. Open wrye bash and make sure that the mods I know need to be in a certain position are where they need to be. I have noticed this my self when i run boss for fnv all fo3 plugins + fo3 mods aren't detected. Now if mod D included a bash tag for inventory and mod A had a tag for race you could load mod B at the bottom and mods D and A's changes will also win by being included in the bashed patch. For a simple patch, what I do is delete my skyrim.ini and skyrimprefs.ini, (I keep a SkyrimCustom.ini for tweaks, like fov) I run loot, and then set the order. Haven't used weather mods my self since FO3 and FNV share the same weather form. I myself prefer to do it myself with FNVedit, but bash tags is way faster and accurate, for example you want a mods Destruction Data to be only transfered but not the stat changes, when you put a tag on the ESPlugin, it only merges its destruction data to the merge patch/bashed : As of now when creating a bashed patch with FO3.esm & FNV.esm results in error (Warning message on Wrye Flash saying errors about bash patch FO3.esm). ![]() Whats wrong with Wrye Flash for TTW as of now is first : BOSS masterlist isn't merged with FO3 and FNV thats why bash tags should be manually added to fo3 plugins like what poopoopapa said. : How'd you do it? When I load FO3 and FNV.esm together it takes forever but its loading, along the lines below the FNVedit saying duplicates and stuff GRUP etc etc. ![]()
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