Gunkin Posted February 26, 2016 Posted February 26, 2016 (edited) My Current Modlist.txt Should I be moving additional Mods below the DSR, FNIS & Bashed Patches? Sorry if this is a dumb question, I'm just trying to learn more here. Edited February 26, 2016 by Gunkin
0 Kesta Posted February 26, 2016 Posted February 26, 2016 FNIS -> You don't care. FNIS have nothing to do with your load order. The only thing you have to worry about is re-generating it whenever you add/remove/update/modify skeleton and behavior files, or add mods that require fnis to load new animations. In short : everytime you install/uninstall/update a mod that require FNIS or have a FNIS patch available. DSR -> Doesn't matter either, you just need to update your patch whenever you add/remove mods that add new one-handed weapons, staffs, or shields to the game. In which case yes, you'll want the DSR Patch esp loaded after all of those. Bashed Patch : It's about conflict resolution. Open your whole load order in TES5Edit, and then select "apply filter for cleaning". If any of the mods after your bashed patch have a red background, they present unresolved conflicts, so they should be moved before the bashed patch, and then you'd have to rebuild the bashed patch, or manually resolve the conflicts. (bashed Patch can't resolve every conflicts)Note that if the bashed patch himself have a red font, this mean that one of the mod loaded after it is overriding the conflict resolution operated by Wrye Bash, in which case it means that it is really important to resolve it as you have at least 3 mods conflicting (2 that were previously patched by WB, plus the new one), or you'll have serious oddities/inconsistencies in your game.
0 Gunkin Posted February 26, 2016 Author Posted February 26, 2016 (edited) FNIS -> You don't care. FNIS have nothing to do with your load order. The only thing you have to worry about is re-generating it whenever you add/remove/update/modify skeleton and behavior files, or add mods that require fnis to load new animations. In short : everytime you install/uninstall/update a mod that require FNIS or have a FNIS patch available. DSR -> Doesn't matter either, you just need to update your patch whenever you add/remove mods that add new one-handed weapons, staffs, or shields to the game. In which case yes, you'll want the DSR Patch esp loaded after all of those. Bashed Patch : It's about conflict resolution. Open your whole load order in TES5Edit, and then select "apply filter for cleaning". If any of the mods after your bashed patch have a red background, they present unresolved conflicts, so they should be moved before the bashed patch, and then you'd have to rebuild the bashed patch, or manually resolve the conflicts. (bashed Patch can't resolve every conflicts)Note that if the bashed patch himself have a red font, this mean that one of the mod loaded after it is overriding the conflict resolution operated by Wrye Bash, in which case it means that it is really important to resolve it as you have at least 3 mods conflicting (2 that were previously patched by WB, plus the new one), or you'll have serious oddities/inconsistencies in your game.Thanks a ton! That's really helpful :) I just checked, and should I be looking for a REALLY Red background? Because I have a light Red/Pink on some, but none are actually Red Edited February 26, 2016 by Gunkin
0 Greg Posted February 26, 2016 Posted February 26, 2016 If you installed STEP Core or STEP Extended and want to install additional mods that are not in the guide, I generally move them into the appropriate section so similar mods are all grouped together. If you are installing Unique Border Gates for example, I'd move it into Landscape & Environment in the left pane. After adding new mods, always run LOOT so it sorts the plugins in the right pane and rebuild the bashed patch.
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Gunkin
My Current Modlist.txt
Should I be moving additional Mods below the DSR, FNIS & Bashed Patches? Sorry if this is a dumb question, I'm just trying to learn more here.
Edited by Gunkin3 answers to this question
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