@@tonyoallie that's what they all say..... I swear I have so many kinky mods I'd actually be ashamed if I needed help with something and had to post my mods and load order
That's part of being a modder. You decided what mods you want to bash together. Usually it's for item or armor type mods, character level lists and so on. It helps make them work together. I usually just stick with those categories. However, you can bash whatever mods you want. It's just up to you on how you want to do it.
DreadedJoe Especially when you try to get them to play nice together. Lets say it took hours hours of non- stop testing and figuring out proper load Order. Especially the damn water mods. I love some water mods, but drive me nuts. If one mods is conflicting you'll be playing and find a really messed up river bed out of nowhere. I'm lucky I haven't pulled my hair out yet. haha.
For someone with over 200 plugins, I don't get a prompt to deactivate any plugins at 3:09. I'm Using MO2 for my Fallout 4 game. The next window only has the Leveled Lists Box appearing in the top right window. What am I doing wrong?
Same. I noticed the version he is using is a much older one and maybe the new versions don't do it anymore? I'm trying to dig through the archives to confirm this.
Your videos have always been very helpful, but I had a question you mention at around 3:40 you don't want to merge these, is it not safe to merge everything it suggests or just your preference? Getting so much conflicted answers on forums for TESVedit with cleaning files and now it seems I can't find a good demonstration of using Wrye Bash except yours which worked perfect the first time around but now I'm stepping up from 60 mods to close to 200 and wanna get it more streamlined and smooth as possible which means mergeing anything I can right?
You're going to have to experiment and figure out what mods won't conflict with your bash patch. The bash patch can have it's own errors when it's created. You'll have to go into SSEEdit to make sure your level lists are working properly. The bash patch is mostly for level lists or merging some ESP's. It really just depends on what you want to do. Unless you know how to read SSEEdit really well. I would just merge the level lists for any armor, weapon or NPC mods. Remember when it doubt keep it simple. Lifes easier that way. But don't be afraid to experiment. You can always delete the bash patch and make a new one.
thank you for this tutorial cus i been having some real anxieties about messing with wyrebash lol but question. what does merging esps actually do? like the pros and cons and such?
Pros: You have less esps loading which can solve crashing and compat issues Cons: By Bash Patching you create a unique esp from multiple individual esps. This can be troublesome when you need to update an individual mod with an esp that's in a bash patch. Essentially you need to pick which mods to bash carefully as ones that frequently update are a poor choice.
My problem is that the ones I want to put in the bash patch are not there (SkyMoMod), but the other one is (Immersive Creatures Mod), when I try to make the SkyMoMod mergeable in Wrye patch, it says BSA Archive, what can I do to make it mergeable?
It keeps recommending that I reinstall skyrim in a different location on my computer and I do not feel comfortable doing so. It says that putting it in program files is a risky location because it may not work properly. Is there any simple fix for this? I wouldn't know where to reinstall the game to if that was the only way to get it to work properly, so I'm a little sad!
Actually depending on the mods you merge bash. It will turn off the esp's themselves for you, but if you delete the bashed patch in the data folder. You'll have to select the Esp's again.
Okay, so I have a mod called "Coins of Tamriel" that adds new new coins to the game; a variety of septims, and a variety of new ancient nordic, and dwemer coins. The septims all work great, and really enhance my experience however the Dungeon coins (dwemer and Nordic) don't show up on on cadavers or chest and what not. I read about this on the mod page, and people talked about "relev" and "Delev", and I can't for the life of me figure out how to do this. The mod's problem stems from making a bashed patch without adding these tags, from what I understand. My wuestion is how do you add these tags, and is it possible to add them to a mod already incorporated into a bashed patch? any information to aid my understanding is helpful. Hope this isn't confusing, I'm just adding as much information as possible to help narrow the issue.
You can read up more about bash patch building on the wrye bash page. You can add them to the patch, but it is very complex. I don't know how to do it. I've completely stopped working with Wrye bash and just focused on Mator Smash since it makes my game way more stable. And if not. Just redo the bash patch, but don't add that mod to the patch.
I was wondering if you had a link to a more recently updated version of the mod? I'm looking at the nexus link and it's about a year old now and I like being "in the new" as it were
You're better off using Smash Patch in my personal opinion. It's way better than Wyre bash, but if you want Wrye bash you're more than welcome to keep using it. And a link to the nexus site should have a updated version on the page.
I got weird things like Unhooded Serana, Faster arrows, and other stuff, should these even be merged? I feel like immersive weapons should def be on there because of its' leveled lists.
Anything which has a level list should be merged to allow the game to function properly. However, it is recommended you use Mator Smash as it is a much better tool to smashing level lists together.
Tonyo, your videos have been very helpful, thank you. Now here's my question (its more about the Skyrim Creation Kit): when I first boot Wrye Bash from MO2, I'm getting a window that says "Older Plugin Record Version" and it lists about 10 or so .esp's. I did a little digging myself and determined that's because these .esp's are not of form 44, meaning for SSE. I found another guide and went even further, downloading the Skyrim Creation Kit and loading one of the offending .esp's in along with Skyrim.esm ... I was able to remove that offending .esp from the list Wrye Bash was showing me by simply saving the .esp once it loaded in the Creation Kit. However, the Creation Kit was throwing messages and errors like crazy. Am I on the right track? Do I need to load the offending .esp's in Creation Kit, save them, and that converts them to form 44 to make the message go away from Wrye Bash? OR, can I just bash my .esp's and disregard the message?
Go into SSEEdit and see if the esp you have in your load order has been converted properly to Skyrim SE format from LE. You can do that by loading SSEEdit and checking the reference ID tag. Should be at the top of the SSEEdit format tags. If it's not? You'll have to install CK64 and save it. Make sure you're converting all your meshes properly and any mods which have water mods in them. You're using the water script to make sure the water cells are converted over properly.
Do I need to uncheck any of my esps after making the bashed patch? Because my esp count has considerably dropped after making the patch, but I can't see any unchecked esps.
Dream Walker If the esps have been added to the bash patch through the Merge patch option when creating a bash patch you shouldn't need them. However if you just created a bash patch without merge patch options selected you'll need all your Esp. Does that make sense?
Yeah I think so. I restarted Wrye Bash and the esps that got merged are now being marked as dots in the square instead of check marks like the rest of the esps, and the merged esps are being marked as unselected in NMM. I guess that answers my question. Thanks for the tutorial. One more question, if I delete a bashed patch and decide that I want to make a new one later, how do I do that?
Easy! Just re-select all the esps you want to have in your bash patch and start wyre bash up and go through the same process as before. And you can re-select in both wyre bash or NMM so it doesn't matter.
Yeah but in the first instance I built the bashed patch the way you showed in the video, by right clicking on the bashed patch and selecting rebuild patch. If I delete the bashed patch it will be gone. Or does Wrye Bash create a new empty bashed patch to be available for use when it is started to replace the deleted one?
A bash Patch is only created if you build one. If you delete it. It's gone. Just go into your data folder and delete the patch. I recommend you do this every time you want to redo a patch and not use the same patch over and over again. But that's just a personal opinion. What you do is up to you. =D
will this work well with merged mods i made using the sseditor? i have a *lot* of mods installed and finally gotten it stable w/ good fps. i have never gotten a build this far, always got frustrated and i have never done a bashed patch. i know i need it because a lot of stuff isnt present in loot/shops rn when it should be, but otherwise works fine via crafting etc.
It just depends on the Merge of the mods in all honesty. It's more of a personal opinion. You can merge the mods if you want, but It really comes down to if the bash patch will be stable enough for those merged mods.
Pretty sure you said something else, but all I can read is "He mispronounced the thing, obviously he's not competent enough to actually know what he's doing, damn these ingrates making me use my two brain cells!!!"
hi brother, i am new user and simple user, unfortunately my English so bad and use google translator i have some question, sorry if question of this noob player is ridicules 1- why we create bash patch exactly? just marge? 2-why some mod are red in our list? what the problem with that? 3- can i create bash patch with all of my 100 mod? 4- how do Decide what mods must create bash patch? 5- Bash Patch Increase my FPS? or if create, my Vram usage come down? thank you much
I know. Hopefully we'll get a working version at some point. At least they've got the logs ready. I knew it would be a year or two before we got SKSE654. I'm using what we have for now and just enjoying the game for what I've got for now.
okaaay so i installed it but i want to add mods that i've downloaded how do i do that? any tutorial ? i will search your channel! i'm so new at this -_-
great tutorial on how you do all this, but you seemingly forgot to tell why you do this. could just be me missing something obvious, but it seems like the information what why you do it and what it does is annoyingly hard to find.
Good little tutorial, but you forgot the fix all the errors LOOT made because it doesn't recognise 3/4 of your plugins. Yeah, I'm bored and making pointless observations on Bethesda tutorials.
I don't know how to use this...just yet..BUT AT LEAST I KNOW HOW TO SAY IT CORRECTLY NOW! It's ok, everyone likes to bash wires! Who wan'ts to bash bread all day! Jeeze!
Jesus Christ this looks like far too much hassle to just mod a fucking game, I understand a mod manager but xEdit and this just looks like an overwhelming mess of files. I don't know where to start
I seriously could not take it - "wire bash". I had to mute the video. Mispronouncing a monosyllabic four-letter word really does not instill confidence. Sorry, bro (not sorry).
Ah, Schlongs of Skyrim in your load order.
A man of culture, I see.
Man of Testing, testing, ... Testing.
Testes*
@@tonyoallie that's what they all say.....
I swear I have so many kinky mods I'd actually be ashamed if I needed help with something and had to post my mods and load order
Of course. I told my mom the same thing.
it's for research purposes of course.
everyone says HOW to do the bash patch but what I want to know is how do i know WHICH mods i want to patch and which ones not? :S
That's part of being a modder. You decided what mods you want to bash together. Usually it's for item or armor type mods, character level lists and so on. It helps make them work together. I usually just stick with those categories. However, you can bash whatever mods you want. It's just up to you on how you want to do it.
This is one of the easiest tutorials iv seen. Quick, easy and to the point. Thank you great sir for your service.
Thanks so much for this video! FINALLY, after years of modding this game, I was able to merge my level lists because of you. You are an hero!
Sure, no problem. I'm glad I could help. =)
"An hero" means something completely different
76 god damm people helped by your tutorial, and only 800 likes, that amazes me. Thanks a lot man for your hard work.
looking at some of the mods you have on the plugins tab is very interesting
DreadedJoe Especially when you try to get them to play nice together. Lets say it took hours hours of non- stop testing and figuring out proper load Order. Especially the damn water mods. I love some water mods, but drive me nuts. If one mods is conflicting you'll be playing and find a really messed up river bed out of nowhere. I'm lucky I haven't pulled my hair out yet. haha.
For someone with over 200 plugins, I don't get a prompt to deactivate any plugins at 3:09. I'm Using MO2 for my Fallout 4 game. The next window only has the Leveled Lists Box appearing in the top right window. What am I doing wrong?
Same. I noticed the version he is using is a much older one and maybe the new versions don't do it anymore? I'm trying to dig through the archives to confirm this.
Thankyou. Easy :) Just needed it for the levelled lists
Glad it could help. Enjoy your game.
Why I need to merge at all?
Omfg finally a TH-camr who doesn't talk unnecessary bs and gets straight to the point. This was very simple and helpful thanks
Sometimes "unnecessary talking" help reducing many hours of modding time... :)
Thanks, pretty quick. If you already have Wyre Bash installed, just go to 3:00.
question:this can by use to marge mods that way?
Wrye Bash could not find a game to manage. Please use -o command line argument to specify the game path. Please Help!
Your videos have always been very helpful, but I had a question you mention at around 3:40 you don't want to merge these, is it not safe to merge everything it suggests or just your preference? Getting so much conflicted answers on forums for TESVedit with cleaning files and now it seems I can't find a good demonstration of using Wrye Bash except yours which worked perfect the first time around but now I'm stepping up from 60 mods to close to 200 and wanna get it more streamlined and smooth as possible which means mergeing anything I can right?
You're going to have to experiment and figure out what mods won't conflict with your bash patch. The bash patch can have it's own errors when it's created. You'll have to go into SSEEdit to make sure your level lists are working properly. The bash patch is mostly for level lists or merging some ESP's. It really just depends on what you want to do. Unless you know how to read SSEEdit really well. I would just merge the level lists for any armor, weapon or NPC mods. Remember when it doubt keep it simple. Lifes easier that way. But don't be afraid to experiment. You can always delete the bash patch and make a new one.
thank you for this tutorial cus i been having some real anxieties about messing with wyrebash lol
but question. what does merging esps actually do? like the pros and cons and such?
Pros: You have less esps loading which can solve crashing and compat issues
Cons: By Bash Patching you create a unique esp from multiple individual esps. This can be troublesome when you need to update an individual mod with an esp that's in a bash patch. Essentially you need to pick which mods to bash carefully as ones that frequently update are a poor choice.
My problem is that the ones I want to put in the bash patch are not there (SkyMoMod), but the other one is (Immersive Creatures Mod), when I try to make the SkyMoMod mergeable in Wrye patch, it says BSA Archive, what can I do to make it mergeable?
Why would you not want to bash a file ?? Why would you select one and not another ???
I use Wrye Bash for Oblivion and when I build a Bashed Patch it crashes whenever I'm near the Imperial City.
"I have like a lot of mods. I mean I have a lot of mods!" Only has 73 Esps.... lol
Me with 173 mods: 🤣🤣
@@cgonthebeat3741 me with 260esps and unable to run anything until it drops to 255 😆🤣
@@cgonthebeat3741 holy shit I had 2789 changes made 💀
@@6.0hh19 💀💀 I'm up to 200 now
I HAVE 338
It keeps recommending that I reinstall skyrim in a different location on my computer and I do not feel comfortable doing so. It says that putting it in program files is a risky location because it may not work properly. Is there any simple fix for this? I wouldn't know where to reinstall the game to if that was the only way to get it to work properly, so I'm a little sad!
Your mass effect wallpaper is killing me lol
Thanks for the quick and easy tutorial.
I followed all of these steps, and yet no bashed patch has been placed on my plugin list in NMM. Did I do something wrong?
Also, every time I attempt to create a patch, it ends up with my skyrim.esm file being unchecked and greyed out on my plugin list. What is going on?
Tonyo! Great vid man. Question- If you bash some mods together do you then disable the individual esp's for those in NMM?
Actually depending on the mods you merge bash. It will turn off the esp's themselves for you, but if you delete the bashed patch in the data folder. You'll have to select the Esp's again.
Oh man! Another Wrye Bash Guide communed through a tin can.
This video is Outdated compared to the Newest NMM, any chance we could get some tips or hints on an Updated version ?
Look at my account. I haven't been on Skyrim for yearssss.. XD I'm doing stuff. Much luv.
@@tonyoallie Sorry bout that; Was just looking for info on Wrye Bash, and the Google search had yours for reference
Okay, so I have a mod called "Coins of Tamriel" that adds new new coins to the game; a variety of septims, and a variety of new ancient nordic, and dwemer coins. The septims all work great, and really enhance my experience however the Dungeon coins (dwemer and Nordic) don't show up on on cadavers or chest and what not. I read about this on the mod page, and people talked about "relev" and "Delev", and I can't for the life of me figure out how to do this. The mod's problem stems from making a bashed patch without adding these tags, from what I understand. My wuestion is how do you add these tags, and is it possible to add them to a mod already incorporated into a bashed patch? any information to aid my understanding is helpful. Hope this isn't confusing, I'm just adding as much information as possible to help narrow the issue.
You can read up more about bash patch building on the wrye bash page. You can add them to the patch, but it is very complex. I don't know how to do it. I've completely stopped working with Wrye bash and just focused on Mator Smash since it makes my game way more stable. And if not. Just redo the bash patch, but don't add that mod to the patch.
thank you Tonyo
You're welcome simon.
I was wondering if you had a link to a more recently updated version of the mod? I'm looking at the nexus link and it's about a year old now and I like being "in the new" as it were
You're better off using Smash Patch in my personal opinion. It's way better than Wyre bash, but if you want Wrye bash you're more than welcome to keep using it. And a link to the nexus site should have a updated version on the page.
I got weird things like Unhooded Serana, Faster arrows, and other stuff, should these even be merged? I feel like immersive weapons should def be on there because of its' leveled lists.
Anything which has a level list should be merged to allow the game to function properly. However, it is recommended you use Mator Smash as it is a much better tool to smashing level lists together.
Tonyo, your videos have been very helpful, thank you.
Now here's my question (its more about the Skyrim Creation Kit): when I first boot Wrye Bash from MO2, I'm getting a window that says "Older Plugin Record Version" and it lists about 10 or so .esp's. I did a little digging myself and determined that's because these .esp's are not of form 44, meaning for SSE. I found another guide and went even further, downloading the Skyrim Creation Kit and loading one of the offending .esp's in along with Skyrim.esm ... I was able to remove that offending .esp from the list Wrye Bash was showing me by simply saving the .esp once it loaded in the Creation Kit. However, the Creation Kit was throwing messages and errors like crazy. Am I on the right track? Do I need to load the offending .esp's in Creation Kit, save them, and that converts them to form 44 to make the message go away from Wrye Bash? OR, can I just bash my .esp's and disregard the message?
Go into SSEEdit and see if the esp you have in your load order has been converted properly to Skyrim SE format from LE. You can do that by loading SSEEdit and checking the reference ID tag. Should be at the top of the SSEEdit format tags. If it's not? You'll have to install CK64 and save it. Make sure you're converting all your meshes properly and any mods which have water mods in them. You're using the water script to make sure the water cells are converted over properly.
A minute and a half i remember what i need to do years later.
Do I need to uncheck any of my esps after making the bashed patch? Because my esp count has considerably dropped after making the patch, but I can't see any unchecked esps.
Dream Walker If the esps have been added to the bash patch through the Merge patch option when creating a bash patch you shouldn't need them. However if you just created a bash patch without merge patch options selected you'll need all your Esp. Does that make sense?
Yeah I think so. I restarted Wrye Bash and the esps that got merged are now being marked as dots in the square instead of check marks like the rest of the esps, and the merged esps are being marked as unselected in NMM.
I guess that answers my question. Thanks for the tutorial.
One more question, if I delete a bashed patch and decide that I want to make a new one later, how do I do that?
Easy! Just re-select all the esps you want to have in your bash patch and start wyre bash up and go through the same process as before. And you can re-select in both wyre bash or NMM so it doesn't matter.
Yeah but in the first instance I built the bashed patch the way you showed in the video, by right clicking on the bashed patch and selecting rebuild patch. If I delete the bashed patch it will be gone.
Or does Wrye Bash create a new empty bashed patch to be available for use when it is started to replace the deleted one?
A bash Patch is only created if you build one. If you delete it. It's gone. Just go into your data folder and delete the patch. I recommend you do this every time you want to redo a patch and not use the same patch over and over again. But that's just a personal opinion. What you do is up to you. =D
will this work well with merged mods i made using the sseditor? i have a *lot* of mods installed and finally gotten it stable w/ good fps. i have never gotten a build this far, always got frustrated and i have never done a bashed patch. i know i need it because a lot of stuff isnt present in loot/shops rn when it should be, but otherwise works fine via crafting etc.
also, anything i can do via wyre bash that can break my game somehow that i need to know about ahead of time?
well fuck it i just winged it like the rest and it seems to be working. game still isnt crashing *knocks on wood*
Good work Tonyo thank you ;)
Garcia Robert Thank you for the comments. Enjoy the game.
What reasons are there to not merge some mods into the bashed patch? Like how you unchecked a bunch of mods before creating the patch.
It just depends on the Merge of the mods in all honesty. It's more of a personal opinion. You can merge the mods if you want, but It really comes down to if the bash patch will be stable enough for those merged mods.
Tonyo Allie thanks. I'm going to have to look into more how these work, so I start to judge its stability for myself.
Sure, no problem. The more research you do the better. I'm slowly learning more myself. It comes down to how you feel if you need it or not.
wire bash?? Wrye like rye bread
Pretty sure you said something else, but all I can read is "He mispronounced the thing, obviously he's not competent enough to actually know what he's doing, damn these ingrates making me use my two brain cells!!!"
yes I've heard 1 or 2 people call it that, I get a chuckle about it. Especially since the Dev Team calls it rye bash instead of wire bash.
yea for some reason a lot of people call it that. Drives me nuts
HusaneFata1 because it's spelled W-R-Y-E not W-Y-R-E
Darius Zenthoefer I'm aware. It annoys me when people call it WIRE
what if your Skyrim is in the programs files? you get a warning
This is mostly harmless IIRC. There's some of the other features in WB that don't work if it's in program files.
ah, okay
As long as it's in your steam folder it doesn't matter.
thx for the tutorial ,i really appreciate it
'''Records Changed: 3213''' lol and Thanks for the tutorial.
You're welcome. =)
ei do the stuff with the moppy file but it wont work
Hmmm.. You're looking for the exe file. Run the exe as admin.
hi brother, i am new user and simple user, unfortunately my English so bad and use google translator
i have some question, sorry if question of this noob player is ridicules
1- why we create bash patch exactly? just marge?
2-why some mod are red in our list? what the problem with that?
3- can i create bash patch with all of my 100 mod?
4- how do Decide what mods must create bash patch?
5- Bash Patch Increase my FPS? or if create, my Vram usage come down?
thank you much
Thank you so much!
Thanks!
Terminally Chill Sure Np.
Whoo hoo, it worked! Ah, haha. Thanks again man.
Tonyo Allie This applies to vanilla Skyrim too right? Great guide:) just a shame I'm not using SE yet cuz SKSE...
I know. Hopefully we'll get a working version at some point. At least they've got the logs ready. I knew it would be a year or two before we got SKSE654. I'm using what we have for now and just enjoying the game for what I've got for now.
Thanks Morty😂
You're welcome. =)
Thanks for the help
thanks for the vid. However, it is "rye" bash, not "wire" bash. It was bugging me
I did that because I had already installed Wrye bash and didn't want to restall it at the time since it was annoying. But you're not wrong. =D
Man, Idk if I'm just unable to focus but I am just not getting this and don't dare do anything in case I mess up :I
i will try this hope it works! thanks in advance ^_^
okaaay so i installed it but i want to add mods that i've downloaded how do i do that? any tutorial ? i will search your channel! i'm so new at this -_-
Wire bash? It's wrye, like wry bread.
great tutorial on how you do all this, but you seemingly forgot to tell why you do this. could just be me missing something obvious, but it seems like the information what why you do it and what it does is annoyingly hard to find.
you sound like Sean Astin
I have no idea who that is.
@@tonyoallie Samwise from LOTR.
I'm all confused from the lads saying wire bash? Until I realised you can edit the title/desc later on :/
Aston Warne They're messing with me. haha Because of how I wrote it in the tutorial.
thanks
Tonyo
gensou music Thumbs up. =)
I believe it’s Riiiiii, not wire
Tali, I see....
Put this video on 0.25x speed
Good little tutorial, but you forgot the fix all the errors LOOT made because it doesn't recognise 3/4 of your plugins. Yeah, I'm bored and making pointless observations on Bethesda tutorials.
It's pronounced "rye bash" not "wire bash." Otherwise a great video!
I don't know how to use this...just yet..BUT AT LEAST I KNOW HOW TO SAY IT CORRECTLY NOW! It's ok, everyone likes to bash wires! Who wan'ts to bash bread all day! Jeeze!
Mega Haze Ok.
Wire bash!? 😆
Wire Bash.... Not Wrye bash.
Try doing this in 2019. This is outdated now.
Wrynbash hasn't changed since oblivion days
Wire Bash .... ? Its pronounced " Wrye " as in Rye wheat .
Jesus Christ this looks like far too much hassle to just mod a fucking game, I understand a mod manager but xEdit and this just looks like an overwhelming mess of files. I don't know where to start
1. Welcome to Modding. The complexity is the fun and when you figure shit out and get thingd working you'll be super excited.
@@tonyoallie yeah I guess your right, I'm just frustrated that I can't even setup a mod manager.
I seriously could not take it - "wire bash". I had to mute the video. Mispronouncing a monosyllabic four-letter word really does not instill confidence. Sorry, bro (not sorry).
If this is alot of mods..... lol.... my game should be dead
Thanks