Check out the Wrye Bash BethSoft thread for information about past, current and future updates. Check out Waruddar's Patch Option Reference for a description of each tag.
Use it to fine-tune your load order, manage saves, install mods and more. Mod Organizer is also a tool that will assist you in organising your mods. It does everything that Nexus Mod Manager does, but it also offers unique tools such as.
Wyre Bash also allows you to scan your mods for dirty edits. So, for example the author may make a mod that changes the Imperial helmet and accidentally leave in a change to the Imperial boots that they were experimenting with. This could mean that a mod that really does want to change the Imperial boots ends up conflicting with this unintended change.
To use Wyre Bash to check for dirty edits:. Wyre Bash will go away and scan your mods. Once complete, you will receive a report similar to mine below:. Wyre Bash will clean all of your Skyrim mods of dirty edits which can cause your mods to not work together correctly. TES5Edit is an excellent tool that is used to clean dirty edits from your Skyrim mod to ensure they work together correctly. The last thing we will look at with Wyre Bash is creating a Bashed Patch.
This patch does three things, all of which help your mods to work together better. The reason that these steps are important is due to the way that Skyrim activates mods. It starts at the top of your order and implements the mods one by one. This could mean that if two mods make the changes to your levelled lists the level at which certain objects appear in game the one loaded last will win.
The Bashed Patch will ensure that as far as is possible, all mods that change your levelled list or monster spawn points will have the changes implemented into your game.
Suppose you have two mods that add monsters to a spawn point. They both add a monster that will appear when you reach level Without a bashed patch, only the mod lowest in the mod order will get to actually place a monster in game when you reach level With a bashed patch, both mods will be able to add a monster to the spawn point when you attain level How to create a Bashed Patch using Wyre Bash which will merge some of your Skyrim mods to reduce the number of mods.
You can see that Wyre Bash has listed all the Mergeable Mods in the middle pane. In that case I would need to backup Skyrim, run WB , save the bashed patch in MO , erase Skryrim, and then reinstall it from my untouched backup? No do not install mods with wb. Just use it generate a bashed patch. The bashed patch will end up in the overwrite directory where you will move it to its own mod folder right click on overwrite for option and than treat it as a mod until you have generate it again.
You have a different bashed patch for each profile so you don't have to remake the same one every time. I name my mod folders after my profile so 2. It randomly crashes but it can be after of game play and not just during battles or saves, which is the most common time for a CTD so IMO I consider this build working. A new memory patch has been release and already updated.
SKSE is considering adding it to their code. It has the potential to eliminate memory related CTD 's. I'm still testing it out but so far I haven't crashed once. Most mods are aimed toward making the game extremely difficult against dragons and bosses while regular spawns Stormcloaks, Imperials, guards, etc. All except for the "Captain" or named NPC 's of whichever group who are considered "bosses".
Not having a shield is no longer an option :. Sharpshooters - Looks amazing but turns out to be incompatible with CoT. Great performance and vivid colors. The downside is nights are bright no matter what nighttime mods are installed.
I like nights dark and spooky. It's based off a very old version of ENB so I've been reluctant and have not tried it out. Tried it, wasn't worth using compared to the other options out there. Very well supported; was updated to the newest ENB in one day. Plenty of options thus not the easiest thing to install don't forget your DoF optionals.
It's nowhere near as good looking and these mods use a lot of scripts, which can cause instability. I'm also concerned about not having ENB installed because ENB adds memory optimizations and bug fixes to the game even without a preset it's still smart to have ENB installed but so far so good.
Dynavision was too unstable, causing CTD on large quick focus changes. It also can't compare to ENB in visual quality. More Hotkeys Please - I hotkey everything including shouts and console hack cooldown time to zero, trust me with all the difficulty mods I have I need dragon majix. Smart Cast - Same reason as above. Auto-casts spells without switching weapons.
Good way to play a combat character while leveling magic at the same time. Summon Followers - Teleports any follower s you want to your location. Losing a follower in the woods is nothing to worry about anymore. DragonFire - Turns the fire shout into the same spell dragons use. At three words you're a flamethrower with a yard reach. Designed for ENB, this combination of mods makes water look spectacular. The author supplies some ini's to get started with.
Check the videos, wow! Mods I love but found to be unstable despite following the authors instructions to a "T":. Monster Mod - All those extra monsters out there got replaced by people anyway Deadly Mutilation time. Face to Face Conversation - If you play with a multi-monitor setup this mod will bug your mouse forever forcing you to load a pre-installed save.
If you're on one monitor it works just fine. Civil War Overhaul - Just way too buggy. First of all it is necessary to understand how the game engine handles mod plugin conflicts, which is commonly known as "The Rule of One".
What this means is that when two or more plugins attempt to modify the same record in the vanilla game, only the last plugin loaded determined by the "load order" "wins"; totally and completely. Even if the other plugins make changes to other records that the "winner" doesn't touch, they still lose out and those changes do not take effect. By default, the game engine deals with "record level" conflicts by using the last to load.
But because it is not designed to reconcile record level conflicts, it does this by simply ignoring the earlier loaded plugin The key point here is that if a plugin is not the "winner" of a record level conflict, it might as well not be included in the "load order".
Only the last loading plugin touching any given record will be the winner. Only plugins which do not have any record level conflicts will otherwise "win" to be used if they are not the last such "record conflict winner". As a common example, supposed you have several mods that add "weapons" to the game. Every weapon that was in the "losing" mod will not make it into the game, even though only one record pertaining to one weapon was in conflict.
This is why it is called "The Rule of One": 'There can be only one' plugin as the winner. As you might imagine, the modding community found this solution Enter the "Bash Patch" produced by Wrye Bash in it's various game specific incarnations, which provides "record level conflict resolution" in an automated fashion.
Admittedly, xEdit under it's various game specific names has the capability to do such conflict resolution by way of a "Merge Patch" or "Merge Plugin", but manually.
However that capability is outside of the focus of this article.
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