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My bashed patch (in overwrite) contains only a text and html file.


Yuriwa

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There's no plugin. There should be one, right? So, when I put those files in their own folder, as you would a mod, MO shows it as empty, and presumably it does nothing.

Honestly I have never used a bashed patch before and I'm only forcing myself to try it out now because it seems more important for Fallout NV because of the lower plugin limit. And so, it's likely that I'm missing something really obvious. I have done my best to follow the STEP guide F&L to the letter.

The whole thing with that there are bashed patches, and also merge patches, and merging with FNEdit and also with Merge Plugins Standalone is super confusing to me.

My game is largely working but there are some red exclamation marks around the gas station in Goodsprings, and I had tried to add Niner to the setup, and he had one too, so I've just removed him for the time being. Preferably I'd just figure this thing out properly rather than just jury rig it.

Please, can someone shed some light on this? I'll answer questions about important information that I left out.

Thank you.

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h8 to be that guy but you did something wrong m8. Programs that run From Mod Organizer are set up in MO under the top right drop down list. When you run LOOT, Wrye Flash...etc, you do that from that drop down list in MO.  If I were you I would start over and check everything you have went thru :( Read the guide again. Especially from here: Section 2 Utilities  I know. A pain. While reading the guide you will come across NOTES that pertain to steps for Mod Organizer. Same thing with section 2 Utilities.

 

When you install these apps you will Also be setting them up in Mod Organizer with arguments to go with them. In the drop down list on the top right of MO there will be a thing called: <Edit>:  =click that and that is where you setup the programs. (Loot, FnvEdit..etc) Don't forget to click "Add" when you do the edits and name it :)

 

I don't understand when you say you have put mods in their own folders. When You install a mod in MO, MO does that for you. The folders themselves will be in ...\Mod Organizer\Mods\.  Just like the Downloaded mods that you used for NXM Links will be in ...\Mod Organizer\Downloads\ In Mod Organizer itself... they will be the list on the Left Side(Installed Mods). You don't need to bother with the folders in windows explorer. When you double click one of those mods on left side you are basically tinkering with them like you would in windows explorer... just a different User Interface with more options. After you run Wrye Flash in MO and do a Bash Patch, the patch will most likely end up in the OVERWRITE folder (@the bottom of MO's Left Pane List). Right click on Overwrite and name it what you want. Bash Patch Date and Time is what I name it. Or any other patches that end up in there.

 

There should not be any errors in your game after following the guide. So. Read that section 2 and make sure MO is setup right. If you Downloaded everything then just go through and make sure you didn't "look over" some Notes. I hope I am not confusing :/ We'll be here if I was :) Oh and don't worry about being overwhelmed. Everyone says that at first :P It will come and you will be better off :D 

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I'm running all of my programs through MO, and that includes Wrye Flash NV. I don't mind you pointing it out though, I appreciate it in fact, but yeah, I know at least that much.

My confusion lies in the fact that I'm led to believe by the guide that the bashed patch contents will appear in the overwrite folder after creating the patch. Well, files do appear, but they aren't files that do anything. Only a text file and an html file. I'm just wondering if this is expected behavior or not, and I suspect it's not. Shouldn't there be a plugin inside? That is all I meant by putting mods in folders: Make a mod out of the overwrite folder contents.

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Ah ok. I'm glad :) Makes things easier. Those files are the Bash Patch. Or at least what is not the esp. I would right click on the overwrite tab at the bottom and hit create mod. Name it Date of Patch and leave it at the bottom of the list. Whenever I do patches of anything that end up in the overwrite folder/tab, I do that. Though they should be with the "Bash Patch.0.esp". Which ever folder you created for that if any.

 

Even if you run the game with files in the overwrite folder it will be essentially the same. AND you should not have errors :/ That's why I suggested going back through and double checking. Things in the Overwrite folder have precedence over everything else. Hence the name. It will overwrite anything that comes before it.

 

EDIT: Bash Patch 0.esp is in the Load Order on the Right Hand Collum under "Plugins" tab? Along with the other mods including ones that Wrye Flash Disabled/Merged?

Edited by AyleidRuin
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I'm running all of my programs through MO, and that includes Wrye Flash NV. I don't mind you pointing it out though, I appreciate it in fact, but yeah, I know at least that much.

 

My confusion lies in the fact that I'm led to believe by the guide that the bashed patch contents will appear in the overwrite folder after creating the patch. Well, files do appear, but they aren't files that do anything. Only a text file and an html file. I'm just wondering if this is expected behavior or not, and I suspect it's not. Shouldn't there be a plugin inside? That is all I meant by putting mods in folders: Make a mod out of the overwrite folder contents.

No, you're not confused about what should and shouldn't happen.

However there are now situations where the bashed patch is created in the real Data folder when you install WB and because it exists there, that file is modified and remains where it is.

 

Basic rule of thumb with MO and its 'Overwrite' folder: If the file exists, edit it and keep it where it is. If the file is a new creation, place it in 'Overwrite' and let the user determine where it goes.

 

You can verify this behaviour with your bashed patch by moving the current file into a new folder in MO's 'mods' folder and name the folder appropriately, based on the current profile.

Now create a new file in Explorer and examine the filesize. Run Bash again and then compared the sizes of the two files. The newly edited patch will now no longer be of 0 length.

 

Keeping the patch in the real Data folder is no problem until you try and run different profiles with different settings. The same patch will be overridden each time, which is why moving it into a new mod folder is a good habit.

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No, you're not confused about what should and shouldn't happen.

However there are now situations where the bashed patch is created in the real Data folder when you install WB and because it eists there, that file is modified and remains where it is.

 

Basic rule of thumb with MO and its 'Overwrite' folder: If the file exists, edit it and keep it where it is. If the file is a new creation, place it in 'Overwrite' and let the user determine where it goes.

 

You can verify this behaviour with your bashed patch by moving the current file into a new folder in MO's 'mods' folder and name the folder appropriately, based on the current profile.

Now create a new file in Explorer and examine the filesize. Run Bash again and then compared the sizes of the two files. The newly edited patch will now no longer be of 0 length.

 

Keeping the patch in the real Data folder is no problem until you try and run different profiles with different settings. The same patch will be overridden each time, which is why moving it into a new mod folder is agood habit.

So wrye flash put the relevant data directly into the bashed patch residing in the data folder? That's the part I didn't understand. So I can take that out and create a mod with it? Will wrye flash know to use the same file again if I ever have to rebuild the patch?

 

Also, wrye flash suggested I untick several mods prior to the creation of the bashed patch, "because they are mergeable", and the guide mentions this, so I complied with it. But am I supposed to retick those mods afterwards? Because I've tried not doing that, and one of them was Roberts' body mod, and it's active in game.

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Bash patch, text file and Html file will be in the overwrite or in their own folder on left pane.  They'll be created each time you do a bash patch. So far I am aware of 2 mods that show up purple. Wrye Flash will ask to disable/untick those mods(hit Yes)->Run bash Patch->then Re enable those two mods.(WMX..Texture.esp AND MiscItemIconNV.esp) The other mods in green, you leave disabled for those are now merged in the bash patch.

Edited by AyleidRuin
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Bash patch, text file and Html file will be in the overwrite or in their own folder on left pane.  They'll be created each time you do a bash patch. So far I am aware of 2 mods that show up purple. Wrye Flash will ask to disable/untick those mods(hit Yes)->Run bash Patch->then Re enable those two mods.(WMX..Texture.esp AND MiscItemIconNV.esp) The other mods in green, you leave disabled for those are now merged in the bash patch.

The bashed patch wasn't in either the left pane or in the overwrite folder. That's why I made this thread. Those 2 purple items, and the green merged items are mentioned in the guide and aren't what I'm asking about. I'm asking about these:

 

 

 

 

  • If there is a pop-up that saying certain mods will be disable because they are mergeable, click [Yes]. If not disregard.

I got the popup, and I clicked yes, and now I'm wondering what to do with them.

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Your good. Ignore it. They will be disabled in the Right pane / "plugins" tab. Because they are now merged in the Bash Patch.  I'm sorry if I keep misreading your questions. I do go over posts a lot before I attempt to answer them. But you see what you want to see I guess :P

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Your good. Ignore it. They will be disabled in the Right pane / "plugins" tab. Because they are now merged in the Bash Patch.  I'm sorry if I keep misreading your questions. I do go over posts a lot before I attempt to answer them. But you see what you want to see I guess :P

No, these weren't merged, because when I chose "build merge", wrye told me they would best be unchecked, and the guide's instructions are to follow that advice and uncheck them. However, the guide never goes on to mention them again, as far as I can tell, anyway.

 

Actually I discovered the answer while playing. The game ran fine, but I couldn't complete Willow's Beauty quest (item wouldn't drop) until I checked these mods again.

 

And np, we all do that from time to time, it's still good to bounce ideas back and forth. I think I got all my answers. Thanks for your help.

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