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#136 Darth_mathias

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Posted 11 March 2017 - 03:40 PM

i understand dude and thanks that did yes i am an idiot. I'll stop bugging you now


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#137 godescalcus

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Posted 25 April 2017 - 05:59 PM

Hey! I'm using wrye bash, how do I manually do this? If you could link me to the needed reading, it would help.

 

I don't have many mergers with scripts involved (one counted, so far). If nothing helps, I could leave the scripted mod out of the merge (even if the guide I'm following tells me to merge and then run relinker, the guide assumes mod organizer).

 

Thanks!


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#138 hishutup

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Posted 25 April 2017 - 11:09 PM

The integration is not there when using wb. The current method could only be easily applied to mo, sorry.

#139 godescalcus

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Posted Yesterday, 04:39 AM

The integration is not there when using wb. The current method could only be easily applied to mo, sorry.

In wb the installer files are not the ones that actually get loaded into the game. I wonder if this could run in the data folder? Maybe generate a list of changed files so you could manually pick them and add them as a mod to wrye bash, overriding the originals (or disable them if there are changes to plugins) and thus maintain coherence? 

 

If not, is there a hard way? Can you do these edits manually?


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#140 godescalcus

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Posted Yesterday, 05:36 AM

The integration is not there when using wb. The current method could only be easily applied to mo, sorry.

From what Darth_mathias told me, I infer the following (this is my interpretation, not his words): relinker generates a patch and if a file is patched, you should not merge it if you can't use relinker. If I can view a patch made for the full mod list with mod organizer (which I have, on my laptop) I simply don't merge the affected files. Would that work? I'm new to this and got the impression from the gamerpoets video that you should avoid merging scripted mods. But apparently, not all scripted mods will have problems with merging, if relinker fixes only some of those.


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