The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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After making a bashed patch
I made a bashed patch for my leveled lists and as i was making it, it said some mods can be merged and it will merge them. This in turn deactivated them from my plugins load order which is good bc it reduced the amount of plugins, however Im unsure if theyre activated or not still like through the bashed patch or not. This is my first time making a bashed patch so I dont know if this is how it is supposed to be. I also made an SSEMerged patch as well through SSEedit. So are they still activated or not ? Thanks in advance
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Showing 1-15 of 17 comments
Jonny Sparta Aug 31, 2019 @ 6:12pm 
i think you want to use your SSEMerged for merged patch and bashed patch to leveled lists and avoid overlap.

As far as deactivating plugins.. I didn't realize merged bashed patches did that so someone who knows more about that process will have to help you out there.
Originally posted by Jonny Sparta:
i think you want to use your SSEMerged for merged patch and bashed patch to leveled lists and avoid overlap.

As far as deactivating plugins.. I didn't realize merged bashed patches did that so someone who knows more about that process will have to help you out there.
Well I made a bashed Patch and then like exited and saved and it enabled bashed patch 0 into my load order and then deactivated the mods that were said to merge. Then i deleted everything aside from the Leveled list things in SSEedit and cleaned the bashed patch. I then loaded up SSEedit again and right clicked on the left side and clicked other and make SSEmerged patch. I made that and then deleted the leveled lists sections and enabled it in my load order. Now, the mods that were said to have merged in the bashed patch are deactivated individually but I dont know like if theyre actually enabled through the Bashed patch itself, or if I'm jsut supposed to re-enable them individually. Does anyone know what to do or if this is supposed to happen? I dont want to start my new playthrough until I know I'm good to or not.
Also after going back onto wrye bash, the mods that are merged into the bashed patch have a + in their check box and it says when hovering over them "Merged into Bashed Patch"
Last edited by Head of Vegetables; Aug 31, 2019 @ 6:43pm
Jonny Sparta Aug 31, 2019 @ 6:45pm 
Ah i think you are mistaking a merged patch for merging mods.

Merging mods is a manual process of merging their file structures as you would expect, to lower your plugin count.

A merged patch is a bit different, its a patch that automatically merges mod data when you launch the game.

Im pretty sure that an SSEMerged patch requires the associated plugins to still be active.

Gopher has an excellent video on merged and bashed patches that explains it and shows the proper procedure far better than I can explain. :)
Last edited by Jonny Sparta; Aug 31, 2019 @ 6:46pm
Jonny Sparta Aug 31, 2019 @ 6:58pm 
Originally posted by GHOSTzombieX:
Then i deleted everything aside from the Leveled list things in SSEedit and cleaned the bashed patch.

Pretty sure by doing that you have removed the Merged functions that you created in the bashed patch. Which is fine as i understand it you want to use SSEMerged for your merged patch anyway.

One of the popups windows after you hit rebuild patch has some checked option in the left pane, which include merge mods, and level lists and .. tweaks if i recall.

If you are using SSEMerged for merging then I think** you should uncheck all the options except leveled lists from this popup when rebuilding your bashed patch. Will save you the step of opening your bashed patch in SSEedit afterward.

You sound like you've got most of this working ok but just in case you don't know.. Gopher also says you want to deactivate any patch plugins you have active prior to making your merged and bashed patches and then enable them again afterwards.

An example would be something like
Bathing in Skyrim - Realistic waters two patch

As well as patcher mods as well, can't think of thier names at the moment.

What I do to be sure i've got them off is i start wyre bash and hit rebuild patch it immediately warns me about some mods that should be deactivated prior to making. I use that list to go threw my plugins and deactivate them all, then close wyre open sseedit and proceed from there to make my SSEMerged, remove its level list and enemies.

Then i (MO2) create the SSEMerged mod out of overwrite, then run Wyre selecting only leveled lists, activate it, return to mo2 and reactivate my patch mods.
Last edited by Jonny Sparta; Aug 31, 2019 @ 7:02pm
jreese46 Aug 31, 2019 @ 7:08pm 
When I do it, it goes something like this...

1. All mods active in Wrye Bash.

2. Load order sorted with LOOT and applied.

3. SSEedit, create merged patch, delete ONLY the leveled lists from the merged patch, clean masters.

4. With SSEMerged active, create bashed patch, including any tweaks I've made. Allow Wrye Bash to merge applicable mods (in my case, usually only one...Rich Merchants) into the bashed patch. It will correctly deactivate Rich Merchants once it does that, though you should see a little plus icon, to let you know it's merged, not just inactive.

With both SSEMerged and the bashed patch active, back to SSEedit for "VeryQuickShowConflicts," where I click on each mod and see what has overwritten what, create overrides for anything that hasn't fully integrated, and then off to play.
Originally posted by Jonny Sparta:
Originally posted by GHOSTzombieX:
Then i deleted everything aside from the Leveled list things in SSEedit and cleaned the bashed patch.

Pretty sure by doing that you have removed the Merged functions that you created in the bashed patch. Which is fine as i understand it you want to use SSEMerged for your merged patch anyway.

One of the popups windows after you hit rebuild patch has some checked option in the left pane, which include merge mods, and level lists and .. tweaks if i recall.

If you are using SSEMerged for merging then I think** you should uncheck all the options except leveled lists from this popup when rebuilding your bashed patch. Will save you the step of opening your bashed patch in SSEedit afterward.

You sound like you've got most of this working ok but just in case you don't know.. Gopher also says you want to deactivate any patch plugins you have active prior to making your merged and bashed patches and then enable them again afterwards.

An example would be something like
Bathing in Skyrim - Realistic waters two patch

As well as patcher mods as well, can't think of thier names at the moment.

What I do to be sure i've got them off is i start wyre bash and hit rebuild patch it immediately warns me about some mods that should be deactivated prior to making. I use that list to go threw my plugins and deactivate them all, then close wyre open sseedit and proceed from there to make my SSEMerged, remove its level list and enemies.

Then i (MO2) create the SSEMerged mod out of overwrite, then run Wyre selecting only leveled lists, activate it, return to mo2 and reactivate my patch mods.
Do you happen to have a link to the gopher video? or know what its called? And thank you, I might end up deleting my bashed patch and ssemerged patch and starting over because I'm unsure if Ive dont it right as of now and going back and fixing what i potentially did wrong seems harder than starting fresh
Originally posted by jreese46:
When I do it, it goes something like this...

1. All mods active in Wrye Bash.

2. Load order sorted with LOOT and applied.

3. SSEedit, create merged patch, delete ONLY the leveled lists from the merged patch, clean masters.

4. With SSEMerged active, create bashed patch, including any tweaks I've made. Allow Wrye Bash to merge applicable mods (in my case, usually only one...Rich Merchants) into the bashed patch. It will correctly deactivate Rich Merchants once it does that, though you should see a little plus icon, to let you know it's merged, not just inactive.

With both SSEMerged and the bashed patch active, back to SSEedit for "VeryQuickShowConflicts," where I click on each mod and see what has overwritten what, create overrides for anything that hasn't fully integrated, and then off to play.
There are a considerable amount of mods that are merged during the wrye bash part for me and they deactivate in the mod manager but they have the plus icon in wrye bash which is why I dont know if theyre active or not like in my game and if theyre okay to not be "activated" in my mod manager, do you know the answer to this?
jreese46 Aug 31, 2019 @ 7:38pm 
Wrye Bash is the only mod manager I use. I know the one it merges is still active in my games (my merchants all have the right amount of cash) but I don't know about Vortex or MO, anything like that. My guess is as long as your mod manager is picking up the bashed patch, you should be fine, but that is only a guess.
Jonny Sparta Aug 31, 2019 @ 8:30pm 
Im afriad im using roaming cell data right now and i don't have enough of it to go anywhere near youtube but if you just search "Gopher merged and bashed patch tutorial" it should come up, the title was pretty close to that
Last edited by Jonny Sparta; Aug 31, 2019 @ 8:30pm
Jonny Sparta Aug 31, 2019 @ 8:34pm 
and yea remaking your merged and bashed patches seems easier to me than trying to fiddle with them.. but i don't really even know how to do that beyond removing the leveled lists from SSEMerged.

My Xedit and wyre bash knowledge is still pretty limited, when i respond to threads of this topic Im always hoping that SMR or somebody will show up and fill in some of the no doubt many gaps in my advice :)
Originally posted by Jonny Sparta:
and yea remaking your merged and bashed patches seems easier to me than trying to fiddle with them.. but i don't really even know how to do that beyond removing the leveled lists from SSEMerged.

My Xedit and wyre bash knowledge is still pretty limited, when i respond to threads of this topic Im always hoping that SMR or somebody will show up and fill in some of the no doubt many gaps in my advice :)
okay yeah thanks I just restarted the process and finished it and had the same result with the esp's that were merged during the bashed patch deactivating in the mod manager its self but like having the plus icon in wrye bash so I guess theyre active through the bashed patch? I really have no clue. ALso have the SSEMerged patch thing again as well for eveyrthing except leveled lists. So I guess i will just play and hope for the best at this point, Ive tried using the internet and been unable to find direct answers to my questions.
However youve been rather helpful so thanks I appreciaate it.
And yeah if SMR or someone got on here that would be great.
Thanks again
Jonny Sparta Aug 31, 2019 @ 9:00pm 
They've all helped me so much that Im all too happy to try and pay it forward when i can :)
Originally posted by Jonny Sparta:
They've all helped me so much that Im all too happy to try and pay it forward when i can :)
I appreciate it quite a bit bc this stuff really confuses me as im not super tech savvy. ALso,I loaded into my game, a save where ive been testing my game stability with mods and such, and I loaded in and one of the mods that was deactivated after wrye bash merged mods, was not present as I could clearly see it. So I had to re-enable all the mods disabled by wrye bash and I dont really know why that is but oh well as long as it works one way or another i suppose
jreese46 Aug 31, 2019 @ 9:18pm 
Here's something that may help. It's a bit older, but still pertinent. It's from the SSEedit page on nexus, but you can also go directly to youtube and look up gamerpoets.

https://www.nexusmods.com/skyrimspecialedition/mods/164/?tab=videos#lg=2&slide=4
Jonny Sparta Aug 31, 2019 @ 9:30pm 
♥♥♥♥ now that you mention it maybe it was gamerpoets video i watched...
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Date Posted: Aug 31, 2019 @ 6:01pm
Posts: 17