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Posted

I think I am nearly done modding NV (with the exception of a strange missing texture error I am trying to figure out) but I have one question about the bashed patch, you probably SHOULD leave the merge-able esp's unchecked but do I have to? It's alright to turn on all the deactivated esp's after making the patch, correct? 

 

I am asking because that is what I have always done and I am trying to make sure its not causing my missing texture problem.

3 answers to this question

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Posted

FNV starts getting super buggy after 135 ESPs are active. You probably should leave green ones in Wrye Flash deactivated and then reactivate the purple ones are you generate the patch. If there is a plus sign next to the green plugin that means it's completely merged.

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Posted (edited)

Oh ok, I am at 136 esp's with my bashed patch... maybe that was what was causing the errors I am having. I'll test it out, thanks.

 

Edit: What about the orange esp's? Can I leave them unchecked also?

Edited by Snarkyfork
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Posted

Orange plugins just means the masters have been reordered, it doesn't have any say in whether they should be active or not. I prefer to stick to the small signs in the checkboxes: Plusses means the mod has been merged to the bashed patch and can be left unactivated. Dots signify that the mod has a nomerge tag and was deactivated before creating the bashed patch, but should be reactivated afterwards. All other mods should be activated.

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