I try not to add/remove things from other mods, unless there is a conflict that can't be changed any other way. Then I can go to each outfit conflict and remove the light boots from my bashed patch column. I right-click and "hide non-conflict rows," so I only see what I need to address. In my case, I usually have four outfits, in which my mod adds heavy boots and gauntlets, but another mod adds light boots that I don't want them to have. Off the top of my head, I think that's "conflict" and "critical conflict." When it's finished, I expand the patch and see what needs to be changed. When it's done, I right-click in the empty space, hit " apply filter" and select only the bottom two filters in the first block. Once it tells me what it's patched, then I go to SSEEdit and let it load the entire ball of wax. I right-click on the patch and rebuild, checking any ini tweaks I may want out of WB. Open wrye bash and make sure that the mods I know need to be in a certain position are where they need to be. The only time it has, I was attempting to merge mods and then it disabled the no-longer-needed ones.įor a simple patch, what I do is delete my skyrim.ini and skyrimprefs.ini, (I keep a SkyrimCustom.ini for tweaks, like fov) I run loot, and then set the order. I too am only beginning to understand WB, but it has never disabled any of my mods, just building or rebuilding a patch.
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June 2023
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