Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Funnily enough I figuired out the "load after" mechanic myself after some tinkering. Did a merged+bash patch combo. So would you say this is certainly the best way for a more stable game with all the modded content?
I have played around both with and without the patches and feel my game may be more stable without them. I also get odd behaviour like some weapons not showing up with the patches although it is random.
For example I have mods that add guns to the Vault before you leave scattered around the level. Yet with the Merged/Bashed patch they disapeared in one instance of play, along with all weapons in the vault (including the non modded batons) which was weird :D
Merged records carry over values and edits that would not otherwise get carried over the load order.
For example: I make a plugin that edits basic welding goggles, changing Perception +1 to Intelligence +1. Visual edit from another plugin touches same records will overwrite the change. In normal situation I could only have both.
In this case above, xEdit merged would end up creating a merged record for goggles, with visual changes and swapping PER to INT as intended.
It is a handy feature, but players need to know what that patch is actually doing. If there is an issue in records, then they need to know how to fix them from their end. This might be as easy than changing the load order and redoing the patch. Or, it might require that you go and edit records in the patch directly.
If you are loosing content from Vault, then it might simply be that added records in load order are overwriting cell records and causing the issue. xEdit "fixes" this, but has to choose which records to use. That is based on their relevance in your load order and might not be what you actually wanted.
We are currently having a conversation about if we even need xEdit merged, if we are using Wrye Bash. ElminsterAU has apparently noted that WB should currently have better support for these features. I am running both today to compare them.
I strongly recommend using WB for leveled lists in any case. Those lists will overwrite each other, unless they are merged. Otherwise you might want to inspect through xEdit merged and/or Bashed Patch in xEdit. That might reveal issues from your load order, or something that obviously would need patching to be compatible with other mods.
I recommend doing both. WB merges leveled lists far better than xEditMerged, so I still recommend deleting those from FO4Merged.esp, before including that to Bashed Patch.