bmccarti Posted September 5, 2017 Posted September 5, 2017 Is Wrye bash dependent on load order being correct before running it? If so let's say I have more than 255 plugins prior to running wry bash. How do I determine load order since loot can only handle 255 plugins?
godescalcus Posted September 5, 2017 Posted September 5, 2017 (edited) Is Wrye bash dependent on load order being correct before running it? If so let's say I have more than 255 plugins prior to running wry bash. How do I determine load order since loot can only handle 255 plugins?With me loot never had any trouble handling over 255 plugins. Maybe I didn't have over 255 *active* plugins, loot even sorts ghosted plugins - which I think is extraordinary. If you run into trouble with the number of plugins under wrye bash just ghost ("disable") any that you're currently not working with. In the end, after all the merges and bashed patch applied, you'll never be able to have more than 256 anyway. If you're running WB under MO, then you shouldn't exceed the active plugin limit when you run it. But bear in mind that WB deactivates a good number of plugins that get merged into the bashed patch, so you can actually have more than 255 the moment you run WB, as long as the count goes below 256 when you select the merged mods to deactivate. If using WB alone it is definitely dependent on plugin load order, just like mo or any other mod manager. Besides plugins, WB is also dependent on the priority order for installers (much like MO's left pane). Files in lower positions get copied later and overwrite any prior files with the same filename. But WB keeps track of all that and you can check each installer (=mod) for which of its files are maintained or overwritten by later mods, or which are overwriting prior mods. You have all the information to fine-tune your installation if you want to. I tend to do it while fine-tuning my texture choices Edit: on my current build I have 294 active plugins, going down to 245 with the bashed patch merge. If I have them all active when I run WB, no problem, when I build the bashed patch it asks to deactivate the ones that go into the merge and the final count is 245. Edited September 5, 2017 by godescalcus
reddvilzz Posted September 5, 2017 Posted September 5, 2017 (edited) Since we're talking about bashed patch, curios what do you guys do with the plugins that get merged into bashed patch? Do you just leave it disable on right pane MO? It is kind of irritating me seeing that amount of plugins especially the one that is disabled since they get counts into the amount of plugins. I'm planning to move the esps into their own folder called "Bashed Patch Merged Esps" just to keep things tidy and just enable them when I need to rebuild bashed patch, I'm opened to other suggestions. Sent from my Nexus 5 using Tapatalk Edited September 5, 2017 by reddvilzz
godescalcus Posted September 5, 2017 Posted September 5, 2017 Since we're talking about bashed patch, curios what do you guys do with the plugins that get merged into bashed patch? Do you just leave it disable on right pane MO? It is kind of irritating me seeing that amount of plugins especially the one that is disabled since they get counts into the amount of plugins. I'm planning to move the esps into their own folder called "Bashed Patch Merged Esps" just to keep things tidy and just enable them when I need to rebuild bashed patch, I'm opened to other suggestions.reddvilzz, if you just select the "auto-ghost" feature in wrye bash (right click the "file" label in the mods tab in wrye bash and select from the drop-down menu) those plugins will automatically be disabled in Mod Organizer once you leave WB. If you go back to wrye bash and enable any of the ghosted plugins, Mod Organizer will have it active again. No need to move them to a special folder or even to the optional plugins tab. Just enable auto-ghost in wrye bash.
Nozzer66 Posted September 5, 2017 Posted September 5, 2017 I'm experiencing CTD when leaving the Alternate Start cell using a test character and I'm unsure of what to do now... I'm not getting a crash fixes log either. Am I beyond help?I Always wait until I'm sure everything's loaded before I even leave the cell. IE make sure the loading of mods etc is all done. Just in case the delay etc causes issues for you.
Echosong434 Posted September 5, 2017 Posted September 5, 2017 I Always wait until I'm sure everything's loaded before I even leave the cell. IE make sure the loading of mods etc is all done. Just in case the delay etc causes issues for you.I do as well, but thank you :) I have a test character loaded up right after everything loads.
Echosong434 Posted September 5, 2017 Posted September 5, 2017 I've tested a few of the starts and it seems that when choosing one that is an exterior cell, I get a crash log saying "Skyrim has failed to allocate memory! Possibly running out of memory. Size/alignment of object being allocated was 2796368/0 (numbers seem different each time) " It then lists some things I can try, all of which I have and no luck.
bmccarti Posted September 5, 2017 Posted September 5, 2017 Added some mods and now the kids have shiny potato faces. Anyone run into this?
DarkladyLexy Posted September 5, 2017 Posted September 5, 2017 (edited) Any thoughts on The Great Equalizer 2? https://www.nexusmods.com/skyrim/mods/86176/? It's an xEdit script that changes the stats of modded Weapons, Armour and Ammo so that they're balanced to WAFR Values. Might be worth checking out.I have taken a quick look at this but I am getting a fatal error and can't complete the patching so I need others to go forth to try it out and see it is just me.Added some mods and now the kids have shiny potato faces. Anyone run into this?what mod did you add cos it sound like you have a conflict the RS Children Edited September 5, 2017 by DarkladyLexy
cybexgames Posted September 5, 2017 Posted September 5, 2017 @DarkladyLexy, Just tried the new test CR, the issue with the unique meteorite is fixed. Upon looking in TESEdit5, I found that where you added the 000AB50 Landscape record, below is a reference to 7000FC5F Placed Object, with a name of [05000DDA] <Error: Could not be resolved>, which I think can be removed. 70 is Collectables and Treasures Merged esp, in my load order. P.S. How do you add the post that I am replying to in my post, as I see alot of people doing it.
DarkladyLexy Posted September 5, 2017 Posted September 5, 2017 @DarkladyLexy, Just tried the new test CR, the issue with the unique meteorite is fixed. Upon looking in TESEdit5, I found that where you added the 000AB50 Landscape record, below is a reference to 7000FC5F Placed Object, with a name of [05000DDA] , which I think can be removed. 70 is Collectables and Treasures Merged esp, in my load order. P.S. How do you add the post that I am replying to in my post, as I see alot of people doing it.I don't have that error plus that is the actual landscape edit you need to forward did by any chance miss out Skyrim Unique Treasure from your Collectables merge?
cybexgames Posted September 5, 2017 Posted September 5, 2017 Crap, I did. Sorry for the false report...
DarkladyLexy Posted September 5, 2017 Posted September 5, 2017 Crap, I did. Sorry for the false report...no don't be sorry. You need to manually remove my edit and replace the landscape edit with the one from your Skyrim Unique Treasure and you'll be sorted.
cybexgames Posted September 5, 2017 Posted September 5, 2017 No, I will just redo the merge, and rerun relinker, just so when you roll out the CR update I will not need to do anything.
DarkladyLexy Posted September 5, 2017 Posted September 5, 2017 Lexy or Nozzer hi! So awhile back you made adjustments to the CR due to problems reported about dragon masks not fitting/showing on a player if equipped. I've just finished Konahrik's Accoutrements - Dragon priest mod, and cleaned robes of curses, made replicas of masks and placed them on mannequins in the Dragon hall. However 8 of the mannequins refuse to show the masks whilst the rest do. The eight are.....Heninorraak, Morokei, Otar, Rahgot, Vahlok, Vokun. Volsung, and Vahkriin( sorry if spelling mistakes). I tried them on my other house mod thinking it may be the mannequins in Dragon hall, but the same results. So which records do i need to look at to forward or adjust in the CR to fix this...or am i going about this wrong. Appreciate any help/pointers BerndaroyBerndaroy can you do me a favour try of my TEST CR and see if what i have done fix this issue you were having. https://www.dropbox.com/s/hm07rxy23cntvvc/SRLE%20Extended%20LOTD%20CR%20Update%201.52%20%28TESTING%29.7z?dl=0
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