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Starting over bashed patch process from scratch


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#1 Rescorla

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Posted 05 January 2017 - 03:00 PM

I followed the Fear and Loathing guide for FNV and got all the way to the step of creating the bashed patch. During the course of loading all the mods I would frequently launch the game and load a save to verify everything was working.

I then followed the instructions to create a bashed patch and the process successfully completed with no errors. Unfortunately when I launched the game it crashed at launch. After removing the bashed patch from the load order, enabling the deactivated mods, and running LOOT the game went back to successfully launching.

I want to start the process of creating the bashed patch over again from scratch but not certain what I should do. Do I copy the blank template ESP file from the MOPY folder and paste it into the DATA folder and replace the existing ESP file or is there something else I should do?

Lastly, how do I go about troubleshooting what is causing the bashed patch to crash the game? I've cleaned all the mods with FNVedit. I ordered with LOOT. I generated bash tags for every mod with FNVedit. The game launched fine without the bashed patch.

I work in software QA and configuration management and it's driving me crazy not being able to figure out what is causing the problem.
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#2 Nozzer66

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Posted 05 January 2017 - 05:20 PM

Delete the first one.

 

Then just fire up Wrye Bash and rebuild the patch again. It'll just throw the new one in overwrite and you make a mod from it as per usual.


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#3 GrantSP

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Posted 05 January 2017 - 05:49 PM

If you feel the existing bashed patch is broken, just overwrite that or delete it and copy in a new blank template and work on that.

My install may be the same as yours and if so just deleting the existing will not be enough, you will have to provide WB with a blank template to work on, also mine gets saved into the original file and never goes into 'Overwrite', this is due to a number of factors but the 'rule of thumb' works here: if a file exists in the MO VFS, edit that. If it doesn't exist but can be created, place it in 'Overwrite'. Since I know of no way for WB to create a blank bashed patch you will need to provide it with one.

 

As for the reasons why your game is crashing there could be many reasons. Since deactivating the bashed patch fixes it, then your bashed patch disables a master plugin that needs to be restored and you haven't done so. Checking the save in MO may show which missing masters are the culprits and you can try and deduce why your bashed patch is doing what it isn't. 

TL;DR: Missing master are the first cause of CTDs you should look for.



#4 Rescorla

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Posted 05 January 2017 - 09:39 PM

If you feel the existing bashed patch is broken, just overwrite that or delete it and copy in a new blank template and work on that.
My install may be the same as yours and if so just deleting the existing will not be enough, you will have to provide WB with a blank template to work on, also mine gets saved into the original file and never goes into 'Overwrite', this is due to a number of factors but the 'rule of thumb' works here: if a file exists in the MO VFS, edit that. If it doesn't exist but can be created, place it in 'Overwrite'. Since I know of no way for WB to create a blank bashed patch you will need to provide it with one.
 
As for the reasons why your game is crashing there could be many reasons. Since deactivating the bashed patch fixes it, then your bashed patch disables a master plugin that needs to be restored and you haven't done so. Checking the save in MO may show which missing masters are the culprits and you can try and deduce why your bashed patch is doing what it isn't. 
TL;DR: Missing master are the first cause of CTDs you should look for.


If I had missing masters wouldn't that be identified when I ran LOOT?
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#5 GrantSP

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Posted 05 January 2017 - 10:07 PM

Yep.




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