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Posted

Hey, just curious what most of you use between Wrye Bash and Mod Organizer. I have used both, but never really got a complete and finished STEP installation alongside other mods. I noticed both are not really updated anymore so just wondering what you guys prefer to use. I understand Wrye just fine due to Oblivion days, but some mods are a bit more difficult to install with it and require some manual directory editing. Mod Organizer makes installing extremely easy, but I still question its reliability with installations due to how it moves files around. Do many of u use both perhaps?

 

Thanks

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  • 0
Posted

I use MO as main and Wrye Bash for the bashed patch (run it within MO).

 

Used to just run with Wrye Bash, but it's not that flexible like MO.

I don't have problems with either, MO is just my preferred right now.

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Posted

Only had very few issues with MO... as long as you stay one version behind! So most bugs are flushed out.

The only issue I have atm is properly more due to nexus then MO. But certain times download of mods through manager will time out for several attempts which can be really annoying. However I reported this bug and we agreed that it most likely had something to do with the nexus and their rather unstable servers these days.

But to sum up.

MO has a very simple overview and the virtual data dir model is just superior imo. The vital functions of WB can still be used with it, so I see no reason to use only WB.

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Posted

MO + WB combo is the best in my opinion as well. You can't give up on WB completely due to Bashed Patch. WB is excellent by itself as well though, MO is just even better imho.

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Posted

Regarding the Bashed Patch, I find the results when creating a Merged Patch with TES5Edit to be far superior to the Bashed Patch Wrye Bash creates.

 

The Merged Patch only doesn't have the functionality of tweaks like timescale and crime radius that the Bashed Patch offers, but these are fairly simple to edit in with TES5Edit.

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Posted

Regarding the Bashed Patch, I find the results when creating a Merged Patch with TES5Edit to be far superior to the Bashed Patch Wrye Bash creates.

 

The Merged Patch only doesn't have the functionality of tweaks like timescale and crime radius that the Bashed Patch offers, but these are fairly simple to edit in with TES5Edit.

 

Interesting. I was thinking of that actually recently, when modding my Fallout NV game, as I used merged patch then. Could you expand on that please? In what respect MP is superior to BP?

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Posted

 

Regarding the Bashed Patch, I find the results when creating a Merged Patch with TES5Edit to be far superior to the Bashed Patch Wrye Bash creates.

 

The Merged Patch only doesn't have the functionality of tweaks like timescale and crime radius that the Bashed Patch offers, but these are fairly simple to edit in with TES5Edit.

 

Interesting. I was thinking of that actually recently, when modding my Fallout NV game, as I used merged patch then. Could you expand on that please? In what respect MP is superior to BP?

 

It's superior in that it does way more than just merge leveled lists. Like with MO vs WB my recommendation is the same though - use both. Create a merged patch in tes5edit and delete the leveled lists entries from it (bashed patch does that better and tes5edit creators says it will stay that way) and just have it load right before the bashed patch

 

 

Sent from my iPhone using Tapatalk 2

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Posted

I could never get used to Mod Organiser so I keep using Wrye Bash. The only thing missing is virtual profiles, but I don't really need those anyway.

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Posted

Yet another ESP though ;)

 

I will have to look into this then! Will it deactivate the merged ESPs as well?

The merged patch doesn't deactivate any ESPs you merged into it manually on its own: you have to do that in your mod manager. And of course anything merged into the bashed patch does get turned off automatically unless you tell WB not to.
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Posted

Update:

 

I ran it, excluding Bashed patch, my own custom patches and all SkyProc patchers and relevant files.

 

Mixed feelings. Some mods were merged just fine, in many however keywords were missed. Sometime merges didn't make sense. I run about 400 mods altogether, and I'm at 253-255 esps, depending on a profile. This is a complicated build and I think it's just too complicated for an automated patch.

 

I prefer to create my own custom patches - I currently have two - a general one excluding SkyRe and another one for SkyRe specifically, in case I wanted to build a profile without SkyRe. Simply because I have more control over what's being merged. It takes more time, true, but is more reliable.

 

I guess for less complicated builds the merged patch will do it's job, but it will still require some corrections after it's been built.

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Posted

Regarding the Bashed Patch, I find the results when creating a Merged Patch with TES5Edit to be far superior to the Bashed Patch Wrye Bash creates.

 

The Merged Patch only doesn't have the functionality of tweaks like timescale and crime radius that the Bashed Patch offers, but these are fairly simple to edit in with TES5Edit.

Agree. I included information on it in a page I recently created and am editing (see Merging Patches and Merging Plugins in Skyrim in my signature). I still have a lot more information I need to add, however. In previous games (Fallout NV, TES4)  the WB Bashed patch was more comprehensive and useful than the TES5Edit merge patch, but in Skyrim WB is much more limited and the TES5Edit Merge Patch can be a very useful supplement to the bashed patch (at the cost of an additional esp plugin).
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Posted

@ rootsrat: Well technically I have 2 merged patches: one contains all my SR related patches as per Neo's guide, in addition to all the cell edits needed for Sounds of Skyrim and RLO to work properly, patches for other mods, merged patch plugins, etc. The automated merge patch takes care of the other stuff I might've missed or not realised was there. Then I top it all off with the bashed patch.

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Posted

@ rootsrat: Well technically I have 2 merged patches: one contains all my SR related patches as per Neo's guide, in addition to all the cell edits needed for Sounds of Skyrim and RLO to work properly, patches for other mods, merged patch plugins, etc. The automated merge patch takes care of the other stuff I might've missed or not realised was there. Then I top it all off with the bashed patch.

 

 

That may not be a bad idea, however with nearly 250 ESPs (I did some further merging yest and got it down to just below 250) there is a lot of manual checks of correctness of T5E's merged patch. Eh, modding should be EASIER! :D

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