Jump to content

The future of patching


Recommended Posts

Posted

As you already know there are multiple compatibility patches that overlap each other in places in the guide.

 

What is your opinion on making global patches such as:

WorldspaceGlobal.esp

CellGlobal.esp

Weapons&ArmorGlobal.esp

... etc.

 

Instead of individual patches. This should cut down on the number of esps when various mods are added. Of course, it makes it much harder to remove anything. Opinions?

Posted

This would also mean we could remove most of the author supplied patches(I would of course use them to make the global) but they can be removed afterwards.

Posted

Sounds good to me, there's a few too many currently if you follow the guide and want to add extra mods. :) Personally I just used TES5Edit to make a merged patch that loads before the Bashed Patch (I need to use it due to extra mods over SR), removed leveled lists from it and then merged all your recommended patches as well as some I had myself into it. If I remove a mod I've tested and don't like, I just edit it out of that patch before I remove it completely. I've moved the General Patch to dead last, after dynamic patches and merged in some gmst mods to it such as the moon-size tweaks (two .esps for 2 entries...), real rain etc etc

Posted

Maybe a noobie comment from my side; but wouldn't these global patches make the life of someone (like me) who doesn't want to install all mods from the guide a misery?

Posted

Shouldn't be too bad as if you don't install mod X, you won't patch the stuff for mod X

 

Yep. The big deal is removal not excluding things. :)

Posted

Neo: Your main reason for removal of Bashed Patch usage was that it took up an extra esp-slot as well as issues with Trade & Barter + RND, correct?

As both those mods are fine to use with Bashed Patch as long as Relev and Delev tags are added, you could actually save a minimum of 3 esp-slots (possibly more depending on what the new patches will look like) by using bashed patch.

 

1. Traps Make Noise.esp - Deactivate and import into bashed patch

2. ABT - Progressive Damage (with Nord Hero Arrow).esp - Deactivate and import into bashed patch

3. moveitLWT.esp - Deactivate and import into bashed patch

4. Realistic crime report radius.esp - Remove completely and use the Tweak Setting > Crime: Alarm Distance [1000] when building the patch for the same effect

 

That alone means 3 slots saved as you'd add one :)

Posted

Vond: Do you have a quick link about how to add those tags? It is a feature that have annoyed me for ages!

 

Also I am all for global patches instead of the many that are there now.

Eventually it is going to be the only way for you to put more stuff on top!

Posted

You add tags by selecting a mod in the Files tab, and right clicking in the window on the lower right corner of Bash. Select the tags you need from the resulting drop down menu, and you are set.

Posted

Vond: Do you have a quick link about how to add those tags? It is a feature that have annoyed me for ages!

 

Also I am all for global patches instead of the many that are there now.

Eventually it is going to be the only way for you to put more stuff on top!

 

As I'm posting from my phone ill just link you a post where I explained it with a picture few days ago: https://forum.step-project.com/showthread.php?tid=1392&pid=35385#pid35385

 

Don't forget to rebuild bashed patch after :)

 

 

Sent from my iPhone using Tapatalk 2

Posted

Hmmm.

 

What's the effect of this approach (global patch) on mod updates? What about mods that are withdrawn from nexus? The current policy seems generally to be to remove them from SR. If the global patch has dependencies things could get ugly.

 

Is there a way to make global patches without (non-Beth/unofficial patch) masters?

 

I do like the idea of trying to merge some existing ESPs.

 

I've wondered if it is possible to build the various patches but then merge them. The advantage of this is we have all the individual patches to build a new merged global patch if we need to remove one or more patches - in the ling run this might be easier to redo than starting from scratch each time such a decision is (inevitably?) made.

Posted

As you already know there are multiple compatibility patches that overlap each other in places in the guide.

 

What is your opinion on making global patches such as:

WorldspaceGlobal.esp

CellGlobal.esp

Weapons&ArmorGlobal.esp

... etc.

 

Instead of individual patches. This should cut down on the number of esps when various mods are added. Of course, it makes it much harder to remove anything. Opinions?

What's the reason for having lots of global patches instead of just one?  To limit the amount of rebuilding when one has to be redone as if a mod is removed?
Posted

As you already know there are multiple compatibility patches that overlap each other in places in the guide.

 

What is your opinion on making global patches such as:

WorldspaceGlobal.esp

CellGlobal.esp

Weapons&ArmorGlobal.esp

... etc.

 

Instead of individual patches. This should cut down on the number of esps when various mods are added. Of course, it makes it much harder to remove anything. Opinions?

What's the reason for having lots of global patches instead of just one?  To limit the amount of rebuilding when one has to be redone as if a mod is removed?

 

Pretty much for damage control yeah.

Posted

Going to let this stew for awhile and keep going the way I am. We're only up to 195 ESP in the guide thus far so we're still 50 below the cap. So any ideas are welcome as we're going to need to deal with it eventually.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.