Title. Since we cant build a bashed patch with this mod active, these were the mod author's suggestions:
''It isn't a problem with the mod; Bash just doesn't know how to handle NVSE plugin-added condition functions so it throws an error. You'll have to find a workaround like:
1. Removing the perks in question to a separate file using FNVEdit, patching, and then re-adding them.
2. Patch without this mod and then manually add any conflicting records to your Bashed patch using FNVEdit.
3. Don't use Bash, and just use FNVEdit to make patches manually. I do this, because Bash for NV isn't even complete and its patches are far from perfect.''
I want to do the second one but can someone tell me how to do it? Or a link to a video that shows how to do it? How can i find the conflicting records and how can i add them to bashed patch?
Or is this whole thing is just unnecessary?
After making a break from modding for a while IÂ´ve decided to pick it back up again so IÂ´ve recently downloaded DIVERSE SKYRIM mod from Nexus together with Wrye Bash and made a bashed patch following the S.T.E.P tutorial.
Now my problem is, that after I made the bashed patch my LOOT says that for my bashed patch "Cloaks esp." and "Unofficial Skyrim Patch esp." need to be installed.
The cloaks arenÂ´t a big problem. I just have to reinstall a mod I had before but if I install the Unofficial Skyrim Patch it conflicts with my Unofficial Skyrim Legendary Edition Patch, wich however is a requirement for some other mods IÂ´m running.
So what I need right now is a solution on how to make my bashed patch not need the Unofficial Skyrim patch or have Unofficial Skyrim Patch and Unofficial Skyrim Legendary Edition Patch not conflict with each other.
Keep in mind IÂ´m still kinda inexperienced at this and am using NMM not MO.
Thanks in advance for any help or advise.
I updated my bash patch recently after having updated a few mods. My question is concerning the mods that are disabled as part of the process of creating the batch patch. After the process is finished, we are told in the instructions to only re-enable WM Trap Fixes.esp
Now that I want to load an old save, it mentions several plugins are no longer found: those that were disabled by the creation process of the batch patch. Should I re-enable them or load the save without them?
EDIT: Three ESPs missing from the save are:
weapons & armor_TrueWeaponsLvlLists.esp
Traps Make Noise.esp
I'm thinking that I had these plugins enabled prior to the Batch Patch... Not sure if I should clean the save or not.
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