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Batched Patches and FNIS,Dual Sheath Redux


Best Answer Nozzer66 , 24 February 2017 - 06:04 AM

Just unclick in NMM any outputs of any skyproc patcher and FNIS before making the Bashed patch. You can leave the mods installed, just don't activate their outputs. So that FNIS output you've already made, just deactivate that, not the actual mod, for example.

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#1 MRELEKTRIK

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Posted 24 February 2017 - 02:29 AM

I have read through the step guide on using Wrye Bash, but I do not use it as my main mod manager. I am using the Nexus Mod Manager and was going to use Wrye Bash bashed patches for increased stability. When I watched Gamer Poets video on creating bashed patches the video said to disable Skyproc patchers like Dual Sheath Redux, and mods like FNIS(Fores New Idles).

I had starting installing mods before I decided it would be a good idea to use Wrye Bash as people suggested it might help create a much more stable game environment. So I have now installed and loaded up Wrye Bash with the intent of creating a bashed patch, but after watching the Gamer Poets video felt I needed a little more help and guidance in the matter. I have already ran FNIS to test out some of the animations, and I have ran Dual Sheath Redux Skyproc patcher. Will just disabling them be enough to keep them from affecting the information given to Wrye Bash or should I uninstall these mods before creating the bashed patch and in the case of FNIS, uninstall and run the FNIS generation tool as described by the mod author?

 

Here is my load order as decided by loot and adjusted based on mod author instructions and advice from Nexus Forums about placement of FNIS, XPMSE, Brawl Bugs CE and Alternate Start in case it is needed:

 

Load Order

 

And these are my pc specs in case they are needed:

 

PC Specs


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#2 Nozzer66

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Posted 24 February 2017 - 06:04 AM   Best Answer

Just unclick in NMM any outputs of any skyproc patcher and FNIS before making the Bashed patch. You can leave the mods installed, just don't activate their outputs. So that FNIS output you've already made, just deactivate that, not the actual mod, for example.


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#3 MRELEKTRIK

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Posted 24 February 2017 - 01:18 PM

Thank you. I was just a little unclear about it. But everything seems to be working fine and running smooth.


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