Please consider helping others in the comments. We all start somewhere. ****Important Time Saving Info & Notes**** Skyrim SE Playlist : goo.gl/nnFExT *TUTORIAL NAVIGATION* ------------------------------ 0:17 *Introduction* 0:24 -When to create a Merged Patch? 0:46 -Merged Patch vs Merge Plugins 1:14 -Do I need a Bashed Patch? 1:45 *Prerequisites* 1:47 -Clean Mods 2:00 -LOOT 2:10 -Bashed Patch 2:26 -SkyProc and other Patch Generators 3:55 -Patch Patches 4:44 *Merged Patch* 7:17 *Updating the Merged Patch* 7:29 *Merged Patch is Empty* 7:47 *Thank You's and References* *Share & Help Us Grow =)* *NOTES* ------------ *Patch Names* -Skyrim LE Patch Name: TES5Merged -Skyrim SE Patch Name: SSEMerged *"Patch" Mods Safe to Ignore* (no need to remake) -FNIS -DynDOLOD -Dual Sheath Redux MAY NOT be a problem mod for this. Confirmation? -more?
we need a new video. the new update does not allow me to select more then 1 plugin at a time and I have no idea how to add more. i can not create merged patches or update files properly. this needs to be adressed ASAP. please help.
I don't know where the modding community would be without you. Thank you so much for your videos. I am really impressed by your intro logo, by the way. Your design is incredibly unique. Thanks!
They still have to edit it. It's only at the end. They asked if I had anyone to mention (other channels) I squeezed you and a few others in there. -Michael
Thank you GamerPoets for this video. I've wondered about this for a long time. xedit is the modding tool I knew the least about, and I will now also look at your other xedit video. You all but blew up my mind with this video. I have gained so much information from this video, and I thank you for that. And once again, thank you for all your videos. I would know next to nothing about modding Skyrim without you.
Coming back to this in 2022 is pretty neat. Like hey I remember when I had to make all those patches!! Glad to know that the modding scene continues to improve with things like DAR and SPID
Thanks for this, was refereed to make a merged patch after making the immersive children patcher, really helped. You always explain things very well and cover all the steps
I remember somewhere in one of your videos about the xedit the method I believe it's called and how you be using those over I think either merge plugins or bash patch and now I learned to use wire dash too well you have a tutorial for that too so that's good I appreciate everything you do as I love Skyrim and I just got into modding it and even though I'm reading the manual for xedit these videos always super helpful thank you for making them
Can you do a Smashed Patch guide sometime soon and discuss 1) the differences between and benefits of Smashed patches and Merged/Bashed patches 2) how and when to use custom smash settings, etc.. I've basically been trying to teach myself these things from the ground up in my spare time but I'd really love to hear more from more experienced users like yourself.
Made a basic use video for Smash some months back but never got the "go ahead" from Mator to upload it. Thinking that I may change some stuff around so that it makes use of the github page (mine was created for a Nexus page that hasn't been created yet) and upload it. It doesn't talk about the differences between the patches yet due to Mator still doing some updates to it. I hate creating videos that I know will eventually be obsolete due to needing major updates = ) .. If Mator gets Smash into a full release I'll be working with him to get a full spectrum video of the application out. Until then it's too much to learn (for me.. ,being that I"m always learning stuff for the next video) that I will potentially have to "unlearn" when he updates the program... hope that makes sense. -Michael
I'm trying to follow Sinitar's guide for FNV, but they have you create the bashed patch first. I can't tell if the intention is to leave the bash selected when running xEdit?? Sinitar doesn't describe that step, just points at this video here. I think it IS included, now that I understand it a bit better, it was just a point of confusion.
Got to say, I could listen to you read the encyclopedia! You sound like a (good) Audible reader! And great video by the way. Not only walked a modding novice like me through this, but did a great job explaining why I was doing this. Going to watch the bashed version next, sure this same comment will apply to both!
Would you please make a video about how to use xEdit to make a patch for two mods to get the "Best of Both"? I am specifically looking into ELFX Shadows and the various mods that have mesh conflicts. I'm also certain that I would find other things to patch once I completely understand how.
Skyrim can only "shine" a certain amouint of lights on a mesh. Once too many lights hit the mesh it goes black and "flickers". You need to create new (smaller) meshes using a program like 3ds max so that the lights don't all hit this one giant mesh. Or, use the CK to disable/move light sources.
@gamerpoets Thanks for the reply! I learned about "mesh splitting" about a chandelier mod's mesh. Makes some sense to me, I can imagine how you would have to be careful about mesh splitting and light arranging to make ELFX work with the 4 lights limit. I recently began to understand that this was one reason why ELFX and ELFX Shadows might alter a mesh. Is it the ONLY reason ELFX would Edit/Create a mesh? Either way, there are times when I would like to "make mods compatible" with things like "Smoking torches and candles" and "HD Horn Candles". I would apparently need to forward STAC changes and HD Horn Candles' shape changes to a patch?, so that the HD Horn Candles would "smoke"? (I've seen that there ARE patches for STAC and other "shape changing" mods) This and other things)
I attempted doing this for myself with ELFX back in.... 2018ish? It's possible to do by my god.... it was a nightmare lol. I did one small place and quit. If I wasn't making videos and other stuff it probably would have been less stressful without time contraints. With xEdit you can forward records in patches to allow one mods record to win over the other. It's been a long time since I dug into these things. xEdit discord has a lot of knowledge folks.
+GamerPoets THANK YOU! As my current game has continued on, I've encountered slightly more and more black face bugged and purple skinned NPCs that I long since gave up trying to fix by shuffling load order. I resigned myself to silently cringing. During my last trip through Whiterun I noticed that nearly HALF the NPCs had become broken or messed up in SOME small way and I decided I just couldn't take it anymore. I watched a few videos on this topic, but they were either explained poorly, or were CLOSE TO, but not quite, what I was looking for. But your video, by the Nine Divines, has helped me! After following your instructions, I've gone from an amputee-filled, floating-teeth-infested, purple-skinned-people-covered Skyrim to not having seen a single problem in that area at all. Thanks again. :)
I'm so confused maybe someone could help me.. I have a feeling that certain items are not appearing in my game world, and that items added to leveled list by one mod are conflicting with items added to leveled list to another. I remember back when I modded FNV that a merged patch was used to make all items appear in containers and stuff...but that was a long time ago and the tools and whatnot are different. Is this what I need? Or do I need to merge the mods... or create a based patch, w/e that is. Any helkp would be greatly appreciated.
@GamerPoets -- Sorry to necropost, but this is (still) a relevant topic. I'm starting to notice emphatic statements by mod authors (e.g. IcecreamAssassin (Legacy of the Dragonborn) that they do not support merged patches. I'm a bit overwhelmed by seemingly contradictory statements between the myriad of forum posts. Could you do a refined video on this topic based on the state of modding today?
Take your time with it = ) 5 MODS is just what I'm installing, not how I install them. Use those vids as an "awareness" sort of thing and not a guide = ) -Michael
I plan too. I wish I knew more about how to use the CK to patch mods like you mentioned with the 3-D trees mod and the Airborne birds mod I believe in one of your videos recently. I too had that issue and just uninstalled the bird mod and just stuck with the ground bird mods. Is there any literature or videos that could help me gain that knowledge? I am in Michigan now until next week when I will be back to my desktop to actually get some hands on.
once "My Way" is out I'll be showing some of that in the videos. It's hard to show how to do everything because most cases are specific and change person to person based on preference. Hopefully what I show will be able to open things up a bit more for viewers to do things "Their Way". The old New Vegas Edit manual (can't remember the name) is pretty indepth for xEdit but many new things have been implemented since then (still very helpful). FadingSignal has a view youtube videos about the ck that are nice as was as Mator... there aren't a ton of in-depth anything out there because again, i think it has to do with preference. DarkFox is probably the best CK video maker. -Michael
Thanks, Michael I appreciate the help as always. I will check them out when I am done with this homework. I am working on my IT degree now and in the future, I want to learn some coding and to think all of this started from playing and modding Skyrim lol.
Very Dumb questions: Does this also apply to the mods that use Nemesis like Combat Gameplay Overhaul and 360 Movement behavior? Should I disable them before making a merged patch?
This was about to be my exact question. Wondering if I need to disable those before the merged patch. Not to mention this video is three years old, so it’s very likely updates were made to take some of these things into consideration. But I’d like to get a for sure answer. It would certainly be less daunting if I didn’t have to delete a bunch of stuff I might accidentally forget lol
How about DynDOLOD. Would that be considered a patch mod? And how about .ghost files from the Bash patch. Considering enabling these would put my plugin count over the limit, how do I include them in a merged patch?
I made a video for Smash probably 2 months ago now (basic installation and use) and never got to release it as I"ve been waiting for Mator to give me the go ahead on some touch ups he was going. Perhaps when I get back from vacation I will just adjust it for github (instead of nexus as that is where it will be when it's in a full release) and upload it. -Michael
Is there a switch in xedit, so we can create a merged patch while having more than 255 plugins in our load order? I got 312 active plugins, but 74 of those are esl or esl-flagged. but xedit won't let me add them all to a merged patch. Okay, so which mods are "safe" to leave out of the merged patch?
Great video and all, even a freaking noob at modding like me did something good with this one but... what should I do with a load order longer than 255 plugins? Should I try to build my merged mods before doing the Patch?
I've been confused with this for awhile, but if you have something like FNIS (without a patch; not sure what the FNIS Patch is for) do you still have to disable it while making the merged patch. Is having SkyProc necessary for this or not. I've been fiddling around with modded skyrim for awhile, but I still feel very new to all this.
Hi there, FNIS gave way to Nemesis. Skyproc gave way to Synthesis and SPID. What about Nemesis, Synthesis and DynDOLOD? Do I have to deactivate their output before creating a merged patch? Thank You!
I would like to know these things too. I'm hoping that GP will update this guide as his clarity is much appreciated in these topics to those that are tinkering rather than paid professionals.
Hello GamerPoet, I hope you are well, just want to ask, is this tutorial still viable? also is it possible for complete Patching guide? Bashed patch from xedit and wrye bash, and also Synthesis maybe?
Hey, I know this video is old, but I was curious if you can have multiple xEdit merged patches for different mod lists. If they all have the same name, will they overwrite each other?
Hi! thank you for further deepening my understanding of this awesome hobby! I have a question regarding bashed patches. If I make a bashed patch after this, and it prompts me to deactivate mods that can be merged into the bashed patch, will this mess up my merged patch?
I have no idea how much demand there is for it, but I've heard good things about Mator Smash as better alternative to Wrye Bash. That said, it looks a bit more intimidating than Wrye Bash to me and no doubt other users. Maybe consider making a guide for it? In any case, amazing video as always.
I made a video fro Smash probably 2 months ago now (basic installation and use) and never got to release it as I"ve been waiting for Mator to give me the go ahead on some touch ups he was going. Perhaps when I get back from vacation I will just adjust it for github (instead of nexus as that is where it will be when it's in a full release) and upload it. -Michael
@@spacepillow You can, the order to build that patches would be Merged (XEdit), then Bashed (Wrye Bash) then Smash. Then you'd want to look at the .esps and see what gets changed and/or overwritten. You may not need to use merge or bash, but I like the Wrye Bashes ability to eliminate unnecessary plugins. In that case, build a Bashed Patch, then Smash. With the 4.X version on Xedit you don't need to backup your plugins for the new patch to show up in the overwrite folder.
One more question, kind Sir. At the Master/Plugin Selection window, do I have to checkmark ALL plugins, even the ones I'm not using? This doesn't feel right for some reason, but I'm very beginner at modding.
Amazing guide! But I have one question: why should the merged patch be activated when creating the batched patch? Other sources recommend to deactivate it. Can someone explain why and what is the difference?
My head if fkin spinning with all these Bashed patches, merged patches and now SMASHED patches. I just got back into modding SSE. Currently at 77 plugins and everything's going good, even learned how to do xLODgen TEXgen and DyndoLOD with your videos but now a new mods recommended a freaking SMASHED patch and I'm so confused! I tried to find and answer from google but it's all very confusing and not clear to me. Does Smashed patch replace ( is better than ) bashed patch? OR do I first do a BP and after SP and activate both of them?
I appreciate the updated video, but I still have only one question: When creating the bashed patch, what tag, if any, does the merged patch get? Am I just not getting it?
For some reason, merged patch never works for me. when everytime i try to build a patch, it always give me a same error message - Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 5345) Thought a specific mod is causing the problem and tried to nail it down, but It just doesn't work unless i remove like 20 plugins from the list. Im pretty damn sure none of my plugins are corrupted and there's no major conflict at all. my load order is already pretty stable and all i wanted was some extra stability. After having this issue i moved to mator smash, which is giving me a really good result. so I'm not really desperate in solving this issue but still its pretty damn weird.... just why?? i have 0 problem with smash and bashed patch. why only merged patch is not working.. google also not giving me an answer
Idk when it was removed, I am a beginner, but I was reading the docu and found the info under "5.9 - Creating a Merged Patch (Automatic Method)" - tes5edit.github.io/docs/5-conflict-detection-and-resolution.html#CreatingaMergedPatchAutomaticMethod I also dont have an option of "create merge patch" how its says in the documentation.
Hail! Will there, or there are (I may be a potato into searching things...) a video, about installing M.O.2 for F04 and SSE? I know that Tannin quit developing, but LePresident, from the S.T.E.P forums, took over the M.O.2 development, to at least make it usable and stable. But there seem to be some complications on installing it and making it work properly, like having to move some folders, use some CMD commands to link two folders and well.. It's a difficult process, that would benefity of having one of your great tutorials!
It's pretty much the same as the original MO as far as I've read? ua-cam.com/video/OHgULB431Os/v-deo.html .... though I know some things are going to be different. I don't know all of the bugs and work arounds. I haven't done much with FO4 and SE on the channel because of waiting for bugs with MO2 to be fixes. I don't know if my series that I link to will help or not but that's all I know about MO (not 2). If there are some set in stone steps I will def check them out and see what I can do. -Michael
I used MO2 with SSE and it will originally put your downloads and mods folder into your %appdata% folder for.. some reason. There are options within MO2 to change it. However one other thing I've noticed is when fixing conflicts and/or simply sorting masters it will move every plugin you changed OUT of their respective folders and into your overwrite folder, leaving you to manually move each and every one back in place. While annoying, it's not too terrible. Another bug is you can't launch any executable after one has already changed something within MO2 like LOOT for example. If it it makes changes to your load order, the next time you try to launch any executable including the game, it will just crash meaning you have to restart MO2 every time you use SSEEdit, Wrye Bash, or LOOT.
So I'm a long time player (Skyrim LE, NMM) and I'm experiencing performance issues on my new(er) computer and am trying to optimize my game. I've never used a merged or bashed patch before, never needed one and had a load order of ~180 mods, but feel this can lighten the load on my new system, as I'm crashing due to memory; same memory as my old system (16gb), but a _lot_ more textures and mods that enhance textures (better gui). So the question is, if I create a merged patch, do I include texture mods that provide an esp as well? What mods should I avoid (other than dynamic patchers like you mentioned) making a merged/bashed patch out of. Thank you.
Hi Michael, Around 4:59 you said after you received a message "background loader finished" you should go to the left pane... But I always get another message box "select which mod groups you like to activate" In my case; Cutting Room Floor, Guard Dialogue Overhaul, Qw_ISC_CRF Patch, Qw_s3dtrees_CRF Patch, Qw_SofiaFollower_GDO Patch, Qw_SofiaFollower_RDO Patch Unofficial Skyrim Special Edition Patch are all selectable. Should I select them all or ignore them. Because I made with all them activated and later when it was finished LOOT wrote a message under SSEMerged "NoMerge" in green letters. And with that I'm stumped. did SSEDit creat a merged patch or not? 2 years ago I made merged/batched patches regularly but now it seems I have to re-learn alot of stuff.
So when creating a Bashed patch after the merged patch, Wrye Bash says SSEMerged is "Mergeble, but tagged NoMerge" and leaving it ticked it deactivates SSEMerged, should I keep SSEMerged Deactivated after creating the bashed patch, or should I activate it again?
When I run WryeBash and go to make a bashed patch after following these steps it tells me to deactivate TES5Merged. Am I supposed to do this or do I leave it enabled?
When you create the Bashed Patch afterwards, do you still leave "Merge Patches" selected as an option for the Bashed Patch Build, or de-select that since you presumably just did that step in this video?
Yeah, I don't deactivate anything in the Bashed Patch. For Skyrim LE I do some tweaks in the patch based on the STEP wiki stuff (timescale and crime alarm distance changes) but other than that I leave it all how it is. That may change when get deeper into things when I do a "May Way" series with those games but yeah, I leave everything alone pretty much. -Michael
Hi Michael! This was an amazing tutorial. Great work!! I'm using the SEPTIM guide for SE and when you said to delete the FNIS patches I died a little inside because those were so time-consuming and hard to make. Could I get away without doing that?
Yeah, you shouldn't need to redo the FNIS ones. I leave notes in the pinned comment as they are presented about stuff like that. FNIS and DynDOLOD are the only ones I know for certain to be "safe" to ignore. -Michael
Do you deselect all of the patch options except for leveled lists when you go to make the bashed patch after the merged patch? From what I understand the merged patch takes care of everything else, but I'm also just starting to learn about xEdit, so I want to make sure.
I don't remember = ) I have a very old but still relevant bashed patch video on the channel though its' delivery is less than desirable lol. I don't personally use these patches so the info isn't at the top of my head. -Michael
@GamerPoets -- Sorry to necro-post, but all the tutorial I've seen are more than a few years old and assume you're using MO2. Could you post a tutorial for Votex users and are total noobs at this? I'm trying to get started. Vortex urges to use Steam's install location in Program Files (when using Windows 10, like I am), where as MO2, Wrye Bash, etc. urge you to have everything _outside_ of Program Files. I don't even know how to start.
when i select all it tells me too many full masters... and when i make a merged patch without selecting all it tells me "only 253 of 609 masters could be added. master list now contains 253 entries and is full" what should i do?
I have 2 mods that I want to share keywords across. 1 Mod is mine, the other is another modders. His has spells with Magic Effects that have keywords....I want my mod to buff his spells/effects! I added his keywords to my mod's keyword library as well. So in my mod, I have some perks with increased mag/duration for spells that 1)EPMagic_SpellHasKeyword OR SpellHasKeyword (looking for his effects keywords). For some reason, my mods Perk Mag/Duration buffs don't seem to see his magic effect keywords....? Anyone know what I'm missing here?
I was wondering if you play the original Skyrim with all three DLCs do you still name your file SSEMerged? Also how necessary is a bashed patch? One of the mods I downloaded had some kind of compatibility issue/patch for bashed patches I think and at the time I didn't have any bashed patches so I didn't bother with it but if I have to create a bashed patch now then should I go back and deal with it? I can't even remember which mod it was now. Also, I followed your instructions but I can't find the merged patch in NMM? Tysm for making this video!
Skyrim LE = TES5Merged for the name. bashed patch and other patches are generally personal choice. BP helps consolidate leveled lists so that modded items show up at vendors and other places. Created personal patches using xEdit is always the best way to go... and while not hard... its a ton to learn at first. bashed patch and merged patch are the next best option. If a mod tells you not to incorporate it into a patch just deactivate that mod... create the patch.. reactivate the mod. With NMM the patch should be in the data folder (or perhaps a new folder in the data folder was created... tes5edit or something? Its been a while. -Michael
I thumbed through your tutorials and don't see anything related to merged mods using XEdit. Did I by chance miss them? If there isn't one, is there any tutorials you would recommend? Many thanks in advance!
Nothing about merging things together in xEdit yet. I'll be creating manual merges at the end of each My Way series but that's still a little ways away... have to learn it properly too = ) -Michael
Hello, just a little bit of confusion with the bashed patch, if it asks to disable plugins when using it JUST for leveled lists, should I disable them?
Dude, as someone who is technologically illiterate, this video was a godsend UP UNTILL you got to the bashed patch part. Now I'm just sitting here trying to figure out how to make one
How do I Delete a Merged Patch with Vortex? I have removed some mods from my Special edition load order so I should remake the patch right? the problem is I don't know how to delete plugins without mods.
If I can ask a question, I am getting a too many modules message in TES5Edit. I have at least 305 mods, and I want to merge stuff to free space in my load order. What should I do? :(
A Merged Patch does merge your mods together like "Merge Plugins" or "zMerge" does. It creates a patch to make them work a bit better together. You can't have more than 255 plugins loaded at a time or xEdit (and then game as I'm sure you know) won't work.
Please consider helping others in the comments. We all start somewhere.
****Important Time Saving Info & Notes****
Skyrim SE Playlist : goo.gl/nnFExT
*TUTORIAL NAVIGATION*
------------------------------
0:17 *Introduction*
0:24 -When to create a Merged Patch?
0:46 -Merged Patch vs Merge Plugins
1:14 -Do I need a Bashed Patch?
1:45 *Prerequisites*
1:47 -Clean Mods
2:00 -LOOT
2:10 -Bashed Patch
2:26 -SkyProc and other Patch Generators
3:55 -Patch Patches
4:44 *Merged Patch*
7:17 *Updating the Merged Patch*
7:29 *Merged Patch is Empty*
7:47 *Thank You's and References*
*Share & Help Us Grow =)*
*NOTES*
------------
*Patch Names*
-Skyrim LE Patch Name: TES5Merged
-Skyrim SE Patch Name: SSEMerged
*"Patch" Mods Safe to Ignore* (no need to remake)
-FNIS
-DynDOLOD
-Dual Sheath Redux MAY NOT be a problem mod for this. Confirmation?
-more?
I don't know why I bother watching other channels. I just wasted like an hour! Come here and BOOM! Like I already know!
I have to say.. loving your OWN post is really cheap lol
we need a new video. the new update does not allow me to select more then 1 plugin at a time and I have no idea how to add more. i can not create merged patches or update files properly. this needs to be adressed ASAP. please help.
@@devlin9871 remove the command line argument -QuickAutoClean
Justin Murphy solved it. I was using a bugged version of the program. Update fixed it.
I don't know where the modding community would be without you. Thank you so much for your videos. I am really impressed by your intro logo, by the way. Your design is incredibly unique. Thanks!
I love how well you explain the mods and what they do. Keep up the great work :)
Thanks man = ) Left a quick mention for you in the panel I did with Couchwarrior, Rycon and others yesterday.
-Michael
Ultimate Immersion :D
Thank you so much man, appreciate it a lot! Is the video out yet because I didn't find it :)
They still have to edit it. It's only at the end. They asked if I had anyone to mention (other channels) I squeezed you and a few others in there.
-Michael
Feels like such a small world sometimes :)
Jeeze dude you go over and beyond with these videos
I just do things how I feel they should be done = )
-Michael
@@gamerpoets you have earned a permanent spot on my subbed and noto list
This thoroughly demystified every confusing aspect of the process. Thank you!
Welcome = )
-Michael
Glad to see you pop up in my feeds again. Great video as always old friend. Cheers!!
Appreciate it Tyler = )
-Michael
3 Years of enjoying my modded games all thanks to you. Brings tears to my eyes
Can't thank you enough...
Thank you GamerPoets for this video. I've wondered about this for a long time. xedit is the modding tool I knew the least about, and I will now also look at your other xedit video.
You all but blew up my mind with this video. I have gained so much information from this video, and I thank you for that.
And once again, thank you for all your videos. I would know next to nothing about modding Skyrim without you.
Always happy when community members are getting something out of the videos. Glad to see = )
-Michael
Even though I don't use Merged Patches, still gotta stop by and say hello to Michael. Hope all is well with ya my friend and my best to you and yours.
Things are good sir = ) I have no complaints. Hope the same for you.
-Michael
Coming back to this in 2022 is pretty neat. Like hey I remember when I had to make all those patches!!
Glad to know that the modding scene continues to improve with things like DAR and SPID
This is just amazing, a really well organized tutorial with really great editing. Thank you so much man
Glad the video could help = )
-Michael
You guys have been extremely helpful in all my modding and skyrim adventures. Thank you tonnes!
This is the second video of yours that has massively helped me now! Your videos are crystal clear to follow! Thank you so much!
Happy they've helped = )
Thanks for this, was refereed to make a merged patch after making the immersive children patcher, really helped. You always explain things very well and cover all the steps
Always happy when the videos help = )
-Michael
Wait a minute. All the modding guides I've been following didn't say you should or could make a merge patch ?.
Thank you.
anytime = )
-Michael
Typical GamerPoets quality as always Michael, thank you again sir. :D
I always appreciate the support = )
-Michael
You earned yourself another follower.
Thanks for the great video
👍🏻
I remember somewhere in one of your videos about the xedit the method I believe it's called and how you be using those over I think either merge plugins or bash patch and now I learned to use wire dash too well you have a tutorial for that too so that's good I appreciate everything you do as I love Skyrim and I just got into modding it and even though I'm reading the manual for xedit these videos always super helpful thank you for making them
thank you for these fantastic guides
Welcome Sleep =)
-Michael
You do the Lord's work. Thank you so much for these sorts of tutorial videos.
welcome = )
Man you make the best modding videos. Thank god you are doing these.
Thank you Wiggy = )
-Michael
Thank you! done a complete reinstall of my hard disk and you are a hair saver, as in no need to pull it out with you around :)
Thank you, as always Michael!
Good to see you sir = )
-Michael
Thank you so much dog, i finally understand merged and bashed patches. Now lets hope this and finally cleaning my masters will help my ctds.
Your videos are really solid. Thank you for sharing.
Can you do a Smashed Patch guide sometime soon and discuss 1) the differences between and benefits of Smashed patches and Merged/Bashed patches 2) how and when to use custom smash settings, etc.. I've basically been trying to teach myself these things from the ground up in my spare time but I'd really love to hear more from more experienced users like yourself.
Made a basic use video for Smash some months back but never got the "go ahead" from Mator to upload it. Thinking that I may change some stuff around so that it makes use of the github page (mine was created for a Nexus page that hasn't been created yet) and upload it. It doesn't talk about the differences between the patches yet due to Mator still doing some updates to it. I hate creating videos that I know will eventually be obsolete due to needing major updates = ) .. If Mator gets Smash into a full release I'll be working with him to get a full spectrum video of the application out. Until then it's too much to learn (for me.. ,being that I"m always learning stuff for the next video) that I will potentially have to "unlearn" when he updates the program... hope that makes sense.
-Michael
Been waiting on this!! Thank you.
welcome = )
-Michael
I'm trying to follow Sinitar's guide for FNV, but they have you create the bashed patch first. I can't tell if the intention is to leave the bash selected when running xEdit?? Sinitar doesn't describe that step, just points at this video here. I think it IS included, now that I understand it a bit better, it was just a point of confusion.
Got to say, I could listen to you read the encyclopedia! You sound like a (good) Audible reader! And great video by the way. Not only walked a modding novice like me through this, but did a great job explaining why I was doing this. Going to watch the bashed version next, sure this same comment will apply to both!
Glad you liked it Jack = ) The bashed patch video is quite old. You will notice some difference = )
-Michael
Would you please make a video about how to use xEdit to make a patch for two mods to get the "Best of Both"?
I am specifically looking into ELFX Shadows and the various mods that have mesh conflicts. I'm also certain that I would find other things to patch once I completely understand how.
Skyrim can only "shine" a certain amouint of lights on a mesh. Once too many lights hit the mesh it goes black and "flickers". You need to create new (smaller) meshes using a program like 3ds max so that the lights don't all hit this one giant mesh. Or, use the CK to disable/move light sources.
@gamerpoets Thanks for the reply!
I learned about "mesh splitting" about a chandelier mod's mesh. Makes some sense to me, I can imagine how you would have to be careful about mesh splitting and light arranging to make ELFX work with the 4 lights limit.
I recently began to understand that this was one reason why ELFX and ELFX Shadows might alter a mesh. Is it the ONLY reason ELFX would Edit/Create a mesh?
Either way, there are times when I would like to "make mods compatible" with things like "Smoking torches and candles" and "HD Horn Candles". I would apparently need to forward STAC changes and HD Horn Candles' shape changes to a patch?, so that the HD Horn Candles would "smoke"? (I've seen that there ARE patches for STAC and other "shape changing" mods) This and other things)
I attempted doing this for myself with ELFX back in.... 2018ish? It's possible to do by my god.... it was a nightmare lol. I did one small place and quit. If I wasn't making videos and other stuff it probably would have been less stressful without time contraints.
With xEdit you can forward records in patches to allow one mods record to win over the other. It's been a long time since I dug into these things. xEdit discord has a lot of knowledge folks.
+GamerPoets
THANK YOU!
As my current game has continued on, I've encountered slightly more and more black face bugged and purple skinned NPCs that I long since gave up trying to fix by shuffling load order. I resigned myself to silently cringing. During my last trip through Whiterun I noticed that nearly HALF the NPCs had become broken or messed up in SOME small way and I decided I just couldn't take it anymore. I watched a few videos on this topic, but they were either explained poorly, or were CLOSE TO, but not quite, what I was looking for. But your video, by the Nine Divines, has helped me! After following your instructions, I've gone from an amputee-filled, floating-teeth-infested, purple-skinned-people-covered Skyrim to not having seen a single problem in that area at all.
Thanks again. :)
I'm so confused maybe someone could help me..
I have a feeling that certain items are not appearing in my game world, and that items added to leveled list by one mod are conflicting with items added to leveled list to another. I remember back when I modded FNV that a merged patch was used to make all items appear in containers and stuff...but that was a long time ago and the tools and whatnot are different. Is this what I need? Or do I need to merge the mods... or create a based patch, w/e that is. Any helkp would be greatly appreciated.
Great tutorial! What do you do when you are way over the plug-in limit?
@GamerPoets -- Sorry to necropost, but this is (still) a relevant topic. I'm starting to notice emphatic statements by mod authors (e.g. IcecreamAssassin (Legacy of the Dragonborn) that they do not support merged patches. I'm a bit overwhelmed by seemingly contradictory statements between the myriad of forum posts. Could you do a refined video on this topic based on the state of modding today?
Thanks bro, I am buying a new M.2 SSD when I get home and have a whole week off of work to mod SSE. Very excited
Take your time with it = )
5 MODS is just what I'm installing, not how I install them. Use those vids as an "awareness" sort of thing and not a guide = )
-Michael
I plan too. I wish I knew more about how to use the CK to patch mods like you mentioned with the 3-D trees mod and the Airborne birds mod I believe in one of your videos recently. I too had that issue and just uninstalled the bird mod and just stuck with the ground bird mods. Is there any literature or videos that could help me gain that knowledge? I am in Michigan now until next week when I will be back to my desktop to actually get some hands on.
once "My Way" is out I'll be showing some of that in the videos. It's hard to show how to do everything because most cases are specific and change person to person based on preference. Hopefully what I show will be able to open things up a bit more for viewers to do things "Their Way". The old New Vegas Edit manual (can't remember the name) is pretty indepth for xEdit but many new things have been implemented since then (still very helpful). FadingSignal has a view youtube videos about the ck that are nice as was as Mator... there aren't a ton of in-depth anything out there because again, i think it has to do with preference. DarkFox is probably the best CK video maker.
-Michael
Thanks, Michael I appreciate the help as always. I will check them out when I am done with this homework. I am working on my IT degree now and in the future, I want to learn some coding and to think all of this started from playing and modding Skyrim lol.
It's funny that happens =)
-Michael
Very Dumb questions: Does this also apply to the mods that use Nemesis like Combat Gameplay Overhaul and 360 Movement behavior? Should I disable them before making a merged patch?
I have those mods for SSE and I personally did not disable those mods and the merged patch seems to be created perfectly fine so no
This was about to be my exact question. Wondering if I need to disable those before the merged patch. Not to mention this video is three years old, so it’s very likely updates were made to take some of these things into consideration. But I’d like to get a for sure answer. It would certainly be less daunting if I didn’t have to delete a bunch of stuff I might accidentally forget lol
The only question I have left is, how do you delete a merged patch from Vortex since it won't be attached to a Mod that can be removed.
me at 215 mods desperately trying to figure out why cabbage soup doesn't fix hunger anymore
7:48 Thank you for your time? No...I should thank you for YOUR time. God Bless you for this tutorial.
=)
Excellent guide as always.
Thanks Adam = )
-Michael
I've been trying to fix my game for a while, then I watched this guide and I finally was able to create a bashed patch that didn't break my game.
Thank you !!!! that was easy.
Welcome = )
-Michael
How about DynDOLOD. Would that be considered a patch mod? And how about .ghost files from the Bash patch. Considering enabling these would put my plugin count over the limit, how do I include them in a merged patch?
Can I do 2 merged patches ? one with one half of my mod list and the other one with the other half, I want to get rid of the 253 esp limit of SSEDIT
Amazing Tutorial! I would be interested in a Tutorial/Information on the Mator Smash. If you could get something together, that would be great!
I made a video for Smash probably 2 months ago now (basic installation and use) and never got to release it as I"ve been waiting for Mator to give me the go ahead on some touch ups he was going. Perhaps when I get back from vacation I will just adjust it for github (instead of nexus as that is where it will be when it's in a full release) and upload it.
-Michael
Great news, thanks for the response!
Quality Content. Thank You
really nice tip at the end , I was wondering why my merged file is blank so I don't need a merged patch good to know!
Is there a switch in xedit, so we can create a merged patch while having more than 255 plugins in our load order? I got 312 active plugins, but 74 of those are esl or esl-flagged. but xedit won't let me add them all to a merged patch. Okay, so which mods are "safe" to leave out of the merged patch?
No switch = ) Every mod is "safe" to leave out of it = ) What you choose to add is up to you.
Good Video I needed this info ty
Glad to hear = )
-Michael
Great video and all, even a freaking noob at modding like me did something good with this one but... what should I do with a load order longer than 255 plugins?
Should I try to build my merged mods before doing the Patch?
Do you know more? I have the same question.
@@IndieDenma Same question...
I've been confused with this for awhile, but if you have something like FNIS (without a patch; not sure what the FNIS Patch is for) do you still have to disable it while making the merged patch. Is having SkyProc necessary for this or not. I've been fiddling around with modded skyrim for awhile, but I still feel very new to all this.
Hi there, FNIS gave way to Nemesis. Skyproc gave way to Synthesis and SPID. What about Nemesis, Synthesis and DynDOLOD? Do I have to deactivate their output before creating a merged patch? Thank You!
I would like to know these things too. I'm hoping that GP will update this guide as his clarity is much appreciated in these topics to those that are tinkering rather than paid professionals.
Hello GamerPoet, I hope you are well, just want to ask, is this tutorial still viable? also is it possible for complete Patching guide? Bashed patch from xedit and wrye bash, and also Synthesis maybe?
GamerPoets
Once again I know I can always rely on you, thank you.
Hey, I know this video is old, but I was curious if you can have multiple xEdit merged patches for different mod lists. If they all have the same name, will they overwrite each other?
Very cool thnx man!
Welcome sir Richard = )
-Michael
Hi! thank you for further deepening my understanding of this awesome hobby! I have a question regarding bashed patches. If I make a bashed patch after this, and it prompts me to deactivate mods that can be merged into the bashed patch, will this mess up my merged patch?
@GamerPoets, I know this is a dumb question but after you create the merged patch, you disable the plugins that were merged? TIA!!!
So what do I do if I got a plugin limit? I can't really seem to make any kind of patch unless I begin to disable mods
You need to use Merge Plugins www.nexusmods.com/skyrim/mods/69905?tab=files
I have no idea how much demand there is for it, but I've heard good things about Mator Smash as better alternative to Wrye Bash. That said, it looks a bit more intimidating than Wrye Bash to me and no doubt other users. Maybe consider making a guide for it? In any case, amazing video as always.
I made a video fro Smash probably 2 months ago now (basic installation and use) and never got to release it as I"ve been waiting for Mator to give me the go ahead on some touch ups he was going. Perhaps when I get back from vacation I will just adjust it for github (instead of nexus as that is where it will be when it's in a full release) and upload it.
-Michael
Thanks for the great video
Can and should I also use mator smash to make a smashed patch to use alongside with the xedit patch and bashed patch?
no need to.
@@spacepillow You can, the order to build that patches would be Merged (XEdit), then Bashed (Wrye Bash) then Smash. Then you'd want to look at the .esps and see what gets changed and/or overwritten. You may not need to use merge or bash, but I like the Wrye Bashes ability to eliminate unnecessary plugins. In that case, build a Bashed Patch, then Smash. With the 4.X version on Xedit you don't need to backup your plugins for the new patch to show up in the overwrite folder.
One more question, kind Sir. At the Master/Plugin Selection window, do I have to checkmark ALL plugins, even the ones I'm not using? This doesn't feel right for some reason, but I'm very beginner at modding.
Amazing guide! But I have one question: why should the merged patch be activated when creating the batched patch? Other sources recommend to deactivate it. Can someone explain why and what is the difference?
so i have survival stats widget and survival options which are showing to be incompatible how can i rememdy this?
Wait... i'm using Nemesis... so i need to uncheck this mod?
My head if fkin spinning with all these Bashed patches, merged patches and now SMASHED patches.
I just got back into modding SSE. Currently at 77 plugins and everything's going good, even learned how to do xLODgen TEXgen and DyndoLOD with your videos but now a new mods recommended a freaking SMASHED patch and I'm so confused!
I tried to find and answer from google but it's all very confusing and not clear to me.
Does Smashed patch replace ( is better than ) bashed patch? OR do I first do a BP and after SP and activate both of them?
I appreciate the updated video, but I still have only one question: When creating the bashed patch, what tag, if any, does the merged patch get? Am I just not getting it?
best skyrim youtuber hands down
For some reason, merged patch never works for me.
when everytime i try to build a patch, it always give me a same error message - Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 5345)
Thought a specific mod is causing the problem and tried to nail it down, but It just doesn't work unless i remove like 20 plugins from the list.
Im pretty damn sure none of my plugins are corrupted and there's no major conflict at all. my load order is already pretty stable and all i wanted was some extra stability.
After having this issue i moved to mator smash, which is giving me a really good result. so I'm not really desperate in solving this issue but still its pretty damn weird.... just why?? i have 0 problem with smash and bashed patch. why only merged patch is not working.. google also not giving me an answer
5 years on, this is still the definitive instruction on the creation of a Merged Patch: how-to and why. Michael, the humble modding guru!
why did they remove the automatic merging from xEdit 4.0.3 ?
Wasnt aware that they did. Did they post it somewhere?
Idk when it was removed, I am a beginner, but I was reading the docu and found the info under "5.9 - Creating a Merged Patch (Automatic Method)" - tes5edit.github.io/docs/5-conflict-detection-and-resolution.html#CreatingaMergedPatchAutomaticMethod
I also dont have an option of "create merge patch" how its says in the documentation.
Hail!
Will there, or there are (I may be a potato into searching things...) a video, about installing M.O.2 for F04 and SSE?
I know that Tannin quit developing, but LePresident, from the S.T.E.P forums, took over the M.O.2 development, to at least make it usable and stable.
But there seem to be some complications on installing it and making it work properly, like having to move some folders, use some CMD commands to link two folders and well.. It's a difficult process, that would benefity of having one of your great tutorials!
It's pretty much the same as the original MO as far as I've read? ua-cam.com/video/OHgULB431Os/v-deo.html .... though I know some things are going to be different. I don't know all of the bugs and work arounds. I haven't done much with FO4 and SE on the channel because of waiting for bugs with MO2 to be fixes. I don't know if my series that I link to will help or not but that's all I know about MO (not 2). If there are some set in stone steps I will def check them out and see what I can do.
-Michael
I used MO2 with SSE and it will originally put your downloads and mods folder into your %appdata% folder for.. some reason. There are options within MO2 to change it. However one other thing I've noticed is when fixing conflicts and/or simply sorting masters it will move every plugin you changed OUT of their respective folders and into your overwrite folder, leaving you to manually move each and every one back in place. While annoying, it's not too terrible. Another bug is you can't launch any executable after one has already changed something within MO2 like LOOT for example. If it it makes changes to your load order, the next time you try to launch any executable including the game, it will just crash meaning you have to restart MO2 every time you use SSEEdit, Wrye Bash, or LOOT.
So I'm a long time player (Skyrim LE, NMM) and I'm experiencing performance issues on my new(er) computer and am trying to optimize my game. I've never used a merged or bashed patch before, never needed one and had a load order of ~180 mods, but feel this can lighten the load on my new system, as I'm crashing due to memory; same memory as my old system (16gb), but a _lot_ more textures and mods that enhance textures (better gui).
So the question is, if I create a merged patch, do I include texture mods that provide an esp as well? What mods should I avoid (other than dynamic patchers like you mentioned) making a merged/bashed patch out of. Thank you.
Hi Michael,
Around 4:59 you said after you received a message "background loader finished" you should go to the left pane... But I always get another message box "select which mod groups you like to activate"
In my case;
Cutting Room Floor,
Guard Dialogue Overhaul,
Qw_ISC_CRF Patch,
Qw_s3dtrees_CRF Patch,
Qw_SofiaFollower_GDO Patch,
Qw_SofiaFollower_RDO Patch
Unofficial Skyrim Special Edition Patch
are all selectable. Should I select them all or ignore them.
Because I made with all them activated and later when it was finished LOOT wrote a message under SSEMerged "NoMerge" in green letters. And with that I'm stumped. did SSEDit creat a merged patch or not?
2 years ago I made merged/batched patches regularly but now it seems I have to re-learn alot of stuff.
You can just close it (the window that pops up). You don't need to do anything there. I never have. I need to learn more about mod groups.
-Michael
Hello in my skyrim folder i only have dual sheath redux sky proc patch. does that mean that i only need to disable dual sheath and finis?
if i delete the bashed patch do i need to do all the steps like installing wrye bash again? i use vortex
So when creating a Bashed patch after the merged patch, Wrye Bash says SSEMerged is "Mergeble, but tagged NoMerge" and leaving it ticked it deactivates SSEMerged, should I keep SSEMerged Deactivated after creating the bashed patch, or should I activate it again?
Is it safe to flag the SSEmerged.esp as an ESL?
When I run WryeBash and go to make a bashed patch after following these steps it tells me to deactivate TES5Merged. Am I supposed to do this or do I leave it enabled?
Wait so what mods do i deactivate then all the mods that were place in the merge right?
Thanks as always
Welcome = )
-Michael
Not needed anymore since Smash Patch is like a merge patch + wyre bash level list merge - correct?
If you choose to use a Smash Patch then you don't use this, yes.
after merged should i disabled the other plugin if yes how to know which plugin to disable?
What if I have more than 253 mods?
I need an answer to this as well. Im confused
When you create the Bashed Patch afterwards, do you still leave "Merge Patches" selected as an option for the Bashed Patch Build, or de-select that since you presumably just did that step in this video?
Yeah, I don't deactivate anything in the Bashed Patch. For Skyrim LE I do some tweaks in the patch based on the STEP wiki stuff (timescale and crime alarm distance changes) but other than that I leave it all how it is. That may change when get deeper into things when I do a "May Way" series with those games but yeah, I leave everything alone pretty much.
-Michael
Hi Michael! This was an amazing tutorial. Great work!!
I'm using the SEPTIM guide for SE and when you said to delete the FNIS patches I died a little inside because those were so time-consuming and hard to make. Could I get away without doing that?
Yeah, you shouldn't need to redo the FNIS ones. I leave notes in the pinned comment as they are presented about stuff like that. FNIS and DynDOLOD are the only ones I know for certain to be "safe" to ignore.
-Michael
Do you deselect all of the patch options except for leveled lists when you go to make the bashed patch after the merged patch? From what I understand the merged patch takes care of everything else, but I'm also just starting to learn about xEdit, so I want to make sure.
I don't remember = ) I have a very old but still relevant bashed patch video on the channel though its' delivery is less than desirable lol. I don't personally use these patches so the info isn't at the top of my head.
-Michael
@GamerPoets -- Sorry to necro-post, but all the tutorial I've seen are more than a few years old and assume you're using MO2. Could you post a tutorial for Votex users and are total noobs at this? I'm trying to get started. Vortex urges to use Steam's install location in Program Files (when using Windows 10, like I am), where as MO2, Wrye Bash, etc. urge you to have everything _outside_ of Program Files. I don't even know how to start.
when i select all it tells me too many full masters... and when i make a merged patch without selecting all it tells me "only 253 of 609 masters could be added. master list now contains 253 entries and is full" what should i do?
it also wont give me the option to remove the leveled lists. it only shows me the file header when i expand the patch
@@EldianDevil137 I need an answer to this as well
I have 2 mods that I want to share keywords across. 1 Mod is mine, the other is another modders.
His has spells with Magic Effects that have keywords....I want my mod to buff his spells/effects!
I added his keywords to my mod's keyword library as well.
So in my mod, I have some perks with increased mag/duration for spells that 1)EPMagic_SpellHasKeyword OR SpellHasKeyword (looking for his effects keywords).
For some reason, my mods Perk Mag/Duration buffs don't seem to see his magic effect keywords....?
Anyone know what I'm missing here?
I was wondering if you play the original Skyrim with all three DLCs do you still name your file SSEMerged? Also how necessary is a bashed patch? One of the mods I downloaded had some kind of compatibility issue/patch for bashed patches I think and at the time I didn't have any bashed patches so I didn't bother with it but if I have to create a bashed patch now then should I go back and deal with it? I can't even remember which mod it was now. Also, I followed your instructions but I can't find the merged patch in NMM? Tysm for making this video!
Skyrim LE = TES5Merged for the name.
bashed patch and other patches are generally personal choice. BP helps consolidate leveled lists so that modded items show up at vendors and other places. Created personal patches using xEdit is always the best way to go... and while not hard... its a ton to learn at first. bashed patch and merged patch are the next best option. If a mod tells you not to incorporate it into a patch just deactivate that mod... create the patch.. reactivate the mod. With NMM the patch should be in the data folder (or perhaps a new folder in the data folder was created... tes5edit or something? Its been a while.
-Michael
Okay, tysm!
I thumbed through your tutorials and don't see anything related to merged mods using XEdit. Did I by chance miss them? If there isn't one, is there any tutorials you would recommend?
Many thanks in advance!
Nothing about merging things together in xEdit yet. I'll be creating manual merges at the end of each My Way series but that's still a little ways away... have to learn it properly too = )
-Michael
Hello, just a little bit of confusion with the bashed patch, if it asks to disable plugins when using it JUST for leveled lists, should I disable them?
Sort preference really. This might be useful in reading:
www.gamesas.com/wrye-bash-wants-deactivate-certain-mods-t409895.html
Ok, thanks so much for you guys' commitment to modding tutorials, I don't know where I'd be without these guides!
Glad you like them = )
-Michael
Does DynDOLOD count as a patch generator mod?
Yes, but it shouldn't touch anything that you need to worry about. You should be safe to ignore it.
-Michael
Just added it to the pinned comment = )
-Michael
Thanks man. Guys like you are the pillars of this community :D
what if you have more than 255 mods?
Dude, as someone who is technologically illiterate, this video was a godsend UP UNTILL you got to the bashed patch part. Now I'm just sitting here trying to figure out how to make one
There's an old video on the channel for that = )
-Michael
Hey will you be doing a guide on dyndolod for SSE?
I assume yes? =) No clue when.
-Michael
Can I do this for SkyrimVR? and if so, what should I name it in the "filename without extension" section? Any help would be much appretiated. Thanks.
Check with the xEdit guys on their Discord. Never used VR.
-Michael
@@gamerpoets Okay, will do. Thanks :)
How do I Delete a Merged Patch with Vortex? I have removed some mods from my Special edition load order so I should remake the patch right? the problem is I don't know how to delete plugins without mods.
If it's not in vortex itself then it's in the games data folder. Try to delete it in the data folder itself.
@@gamerpoets Thanks that worked man, I forgot to look game files :)
Is it safe to make a bashed patch during gameplay?
If I can ask a question, I am getting a too many modules message in TES5Edit. I have at least 305 mods, and I want to merge stuff to free space in my load order. What should I do? :(
A Merged Patch does merge your mods together like "Merge Plugins" or "zMerge" does. It creates a patch to make them work a bit better together. You can't have more than 255 plugins loaded at a time or xEdit (and then game as I'm sure you know) won't work.
@@gamerpoets As I learned the hard way. :( Thank you, god of modding. :)
@@ryandunham1047 =)