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Showing results for tags 'wrye bash'.
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Continuing from the thread in old official forums... Nostalgia, although I certainly don't miss the 200 post limit What does Wrye Bash do? It makes it safe to try out new mods because it will restore everything to the way it was when you uninstall a mod It makes more mods compatible with each other by importing information from different mods into a "bashed patch" It allows you to exceed the 255 mod threshold by automatically merging some types of mods for you FAQ: Download: GitHub Oblivion Nexus Skyrim Nexus Fallout 4 Nexus
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- bashed patch
- mod manager
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For the Wrye Bash master race, I present a fresh clutch of steaming hot BAIN wizards (installers) for a number of {Skyrim LE, Skyrim SE, Fallout 4} mods. Some of these can be difficult to install, so I felt compelled to write installers. I figured they would do more good if I shared them. These should be renamed to "wizard.txt" and placed in the root of the mod package/project. In most cases you will need to "unpack to project" to add the wizard if your compressed archive manager does not support refreshing RARs/Zips/7zs with new files (WinRAR and 7Zip support it in most cases).
- 367 replies
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- wizbain
- mod manager
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I copied this file, "generate bash tags.pas" from Esserbee's guide for FNV. The script mentions it's compatible with TES5 and therefore I ask you guys, is this the best way of generating those bash tags for Skyrim plugins? Is there an alternative? What's the best way of doing it? Should I always inspect each plugin to check if all needed bash tags are set? Thanks! Link to Esserbee's guide, relevant section on generating bash tags where the script can be downloaded.
- 1 reply
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- xedit script
- xedit
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Im starting a new Skyrim ("oldrim") build with Wrye Bash as my main (only?) mod manager. Are there any configurations and/or procedures specific for skyrim? I've been unable to find anything specific on nexus, step, bethesda, steam or here. Here's what I've done so far: i. removed old skyrim installation (uninstalled from steam and deleted steamapps/common/skyrim folder, my documents/my games/skyrim and users/appdata/local/skyrim) ii. fresh install of skyrim in dedicated steam ssd iii. installed wrye bash standalone (manually copied mopy folder into skyrim main folde
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Every single time I try to extract to project I now get this error message (modded game is Skyrim original): It had been working fine until now. I tried to restart wrye bash, restart windows, did a full refresh of my installers (which took over 20 minutes, I have 280 installers at the moment) but the error persists. Could something have got corrupted in the program?? I'm using Wrye Bash 3.07 beta1 standalone. EDIT: I'm getting a similar error when installing, so wrye bash is completely broken at the moment...
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I follow the tutorial to do when the encounter can not continue the steps. The original words are as follows: Once you have completely finished editting your esp file, if the original hair mod was an esp file, you will want to make your follower mod dependant on the original esp file (and not on the esm file you've created as nobody will have that file but you!) To do that: Open Wrye Bash again In the Mods tab select your esp file On the bottom right section, you'll see the Masters section with the list of esm files your esp file is dependant on. Select the esm file that contains the
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Wrye Bash 307-Experimental Fallout 3/Fallout New Vegas/Oblivion/Skyrim patcher Update This thread is to discuss and troubleshoot implementation of Fallout 3, Fallout New Vegas, Oblivion and Skyrim patcher updates. This will be done using three different versions of Wrye Bash/Flash/Smash. Version 307.x will be primarily for Oblivion and Skyrim but anyone is more then welcome to test this version with Fallout. Since the current official releases for Fallout by Valda are working rather well and just need updating I will be providing links to those versions as well. I will use them as a baseline
- 37 replies
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- Wrye Bash
- Load Order
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