While I know it's more popular to make merged patches by hand here, I think there's still a lot of use for a Bashed Patch, but it must have all the necessary tags to ensure the records are combined properly. I thought these guides may help others out, especially those who can't do their own merged / compatibility patches.
Link to "Fear and Loathing in New Vegas"' guide on generating bash tags: http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#Generate_Bash_Tags
[collapsed title=Fear and Loathing in New Vegas Guide to Generating Bash Tags]
The purpose of this process is to analyze plugins and recognize the correct bash tags to apply to them. This is a tedious process that involves running a script on all non-vanilla plugins that have been installed, but it is necessary in order to allow a vital patch called a bashed patch to properly combine records from all installed plugins that can benefit from being in that patch.
-
Go to this link here. -
Right click the [DOWNLOAD] button and download the "Generate Bash Tags.pas" file. -
Navigate to the FNVEdit\Edit Scripts folder on your computer and move the .pas file there. -
Open FNVEdit through MO. -
Right click the list of mods and choose "Select None". -
Scroll down past FalloutNV.esm, DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, GunRunnersArsenal.esm, ClassicPack.esm, MercenaryPack.esm, TribalPack.esm, and CaravanPack.esm (skip the vanilla files) and find the first non-vanilla plugin in the list; it will likely be YUP - Base Game + All DLC.esm. -
Tick that plugin (and that plugin only), then holdshiftand click [OK]. -
After FNVEdit loads, right click on the previously ticked plugin from the list on the left and select "Apply Script". -
From the top dropdown select Generate Bash Tags and click [OK]. -
Click [Yes] in the popup. -
After the script is completed, you will see a [Apply Script done] message at the bottom of the right window panel. -
Close FNVEdit and save the plugin. -
Now repeat steps 7-12 on the next plugin in the list. -
Repeat the previous step until you have run the script on all the rest of the plugins in your list (shortcuts will not work - only process one plugin at a time), but don't run the script on your bashed patch if you already have one created.
Remember that this process will need to be redone on any plugin reinstalled in MO. The current version of the script can recognize all known bash tags but one: Deflst.
Source: EssArrBee's excellent "Fear and Loathing in New Vegas" STEP-style guide linked earlier
[/collapsed]
Note: Requires an older version of mteFunctions.pas (from 2015) which can be found here: https://raw.githubusercontent.com/matortheeternal/TES5EditScripts/8c7181fc27649a0e16f2ee05f5dc310f984ff807/Edit%20Scripts/mteFunctions.pas. Place in FNVEdit\Edit Scripts like the other .pas file.
Also, there is an updated version of fireundubh's "Generate Bash Tags" script, but I haven't fully tested it yet. The updated script can be found here: https://github.com/fireundubh/xedit/blob/master/all/Generate%20Tags%20for%20Wrye%20Bash.pas
Link to how to actually create the Bashed Patch with EssArrBee's suggestions: http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas#Create_a_Bashed_Patch
[collapsed title=Fear and Loathing in New Vegas Guide to creating a Bashed Patch]
The Bashed Patch is almost as versatile for New Vegas as it is for Oblivion. This means that many more options exist to merge things to the Bashed Patch.
-
Run Wrye Flash NV through Mod Organizer. When started right click "Bashed Patch,0.esp" and select Rebuild Patch.
-
If the "Bashed Patch,0.esp" is not listed, copy one from the "...Fallout New Vegas\Mopy\Templates" folder to the "...Fallout New Vegas\Data" folder.

-
If there is a pop-up that saying certain mods will be disable because they are mergeable, click [Yes]. If not disregard.
-
-
Go through the left side and click each tag one at a time and stop after Import Weapon Modifications, before Global.
-
If there are any plugins listed on the right side, tick the highlighted tab on the left side and tick all the plugins on the right side. (image on right)
-
For Import Names, leave FalloutNV.esm unticked.
-
-
Tick Tweak Settings, Content Checker, FormID Lists, Leveled Lists, and Race Records.
-
For Tweak Settings, tick Cost Multiplier: Repair and then right click and select '1.5', then tick Terminal Speed Adjustment and then right click and set to 'x 6'. (Optional) -
For Race Record tick all the plugins on the right side.
-
-
-
Click Build Patch and wait for it to finish. Wrye Flash should take care of everything from here and ask to activate itself if that is needed. -
After building the Bashed Patch you will notice that all plugins merged into the patch appear green. Those have been merged into the Bashed Patch and deactivated. In addition to those, there are a couple mods (MiscItemIconsNV.esp and WMX-ArenovalisTextures.esp) that appear purple. These have not been merged into the Bashed Patch due to being flagged NoMerge, but have been deactivated during the process and must be manually re-enabled in order to work as intended. Click the checkbox to the left of these mods (make sure there is a check in the box next to each, rather than a dot) in order to reactivate them. -
When done, close Wrye Flash NV. -
In the left pane of MO, go to the bottom of the mod list and right click->Create Mod on "Overwrite". -
Type in <Profile Name> Bashed Patch and click [OK]. There is no specific place to put the new folder since it is only a plugin with some files that are irrelevant and LOOT will sort it.
-
Once the folder is created, a new Bashed Patch can be generated again and again without having to transfer the Bashed Patch from the "Overwrite" folder repeatedly.
-
Source: EssArrBee's excellent "Fear and Loathing in New Vegas" STEP-style guide linked earlier
[/collapsed]
These guides can be considered generic except for the few pieces that talk about specific mods that are in the Fear and Loathing in New Vegas guide, which can be safely ignored if you aren't using those mods.