I've got some news regarding the Cobl file.
I was the one who did the last update to it, changing some BBC ingredients to Cobl ones in cells, inventories, etc... At the time my solution was very imperfect, because the file grew too big, made too many changes (== possible incompatibilities) and couldn't do anything about new instances of those ingredients being used in future versions.
Now I have managed to make a "swapper" script just like the one from The Ayleid Steps, to change those ingredients dynamically once they are in the players inventory. So no more dirty changes everywhere: just a quest and a script. The ingredients remain as originally laid by the modders, decorative to look at, and if the player decides to pick them up they will be swapped to their Cobl equivalent.
But this script can be improved. I was thinking of two things that could be done to make it even better: first, defining both the script and the quest as dummy records in the master file so that this Cobl file will overwrite them. That would allow for the file to be mergeable again in a Bashed patch, which because of my previous changes wasn't anymore. Second, change the script so that it can be turned on/off in the Obse menu of the mod. Right now there's no way to stop the script from swapping the ingredients with Cobl versions, which some people may not like. But I don't know how to "integrate" that feature into the BBC menu.
So, what do you think? If you're interested, I'll PM you the file and you can change anything you want in it for the next update.
Edit: Started using the FPS patches, thank you so much for updating and making bundled versions of them. I can now look towards the IC without my computer starting to smoke.
Also, love the new stuff in the Arcane University. When I came back to it, it was like "What the!... oh... OHHHH!!!"
We didn't do the cobl patch. Neither Vorians nor I are using COBL. So someone else did it. And you are free to continue/improve his work if you think it is needed. As for the menu integration, there should be no need for that. The patch only work when COBL is present in the load order and thus only the people using COBL will use it and I guess they like their ingredients COBLized. If they stop using the patch, all the ingredients will revert to their former state without any consequences so it is all good. Please feel free to work on your improvement of the COBL Patch but i would prefer if you start with the patch we have which also handles the wells for COBL thirst mods.
Great thanks for this update and congratulations to all the team for the continued marvellous work. BC team, you should make statues of yourselves somewhere in the game, I would decorate it with flowers.
However, I noticed an error in the OMOD script that I can't seem to fix. It concerns the Cheydinhal Falls portion. I have downloaded 4.3.7a, but it still gives me this error: "copied plugins must have a .esp or .esm extension on line 823". I checked the script and it seems OK (I'm using the B&M full version). The CF patch is not copied and I have no clue why.
While I was looking hard I've also noticed a small typo line 835: it should be "BCCheydinhal-CheydinhalFalls patch.esp" and not "BBCCheydinhal-CheydinhalFalls patch.esp".
cheers
Copy the fix I posted above. http://www.gamesas.com/bgsforums/index.php?showtopic=1042390&view=findpost&p=15190151
EDIT: Oh I see that they uploaded a 'fixed' version. (I downloaded 4.3.7) It still doesn't work? Mustn't have used my fix, because that works, for me at least: Full mod, not B&M.
I'm not going to download the whole thing again, as mine works now. Perhaps you could post that part of the script here.
;=============================================================================================;UL Cheydinhal Falls If DataFileExists "xulCheydinhalFalls.esp" If DataFileExists "Blood&Mud.esp"823 If Equal %iPre0% 1 CopyPlugin "31 UL Cheydinhal Falls\\BCCheydinhalFULLB&M-CheydinhalFalls patch.esp" %nam26Mod%825 LoadAfter %nam26Mod% %Pre0aMod% Else CopyPlugin "31 UL Cheydinhal Falls\\BCCheydinhal-CheydinhalFalls patch.esp" %nam26Mod% LoadAfter %nam26Mod% %Pre3Mod% EndIf Else If Equal %iPre0% 1 CopyPlugin "31 UL Cheydinhal Falls\\BCCheydinhalFULL-CheydinhalFalls patch.esp" %nam26Mod% LoadAfter %nam26Mod% %Pre0Mod% Else CopyPlugin "31 UL Cheydinhal Falls\\BBCCheydinhal-CheydinhalFalls patch.esp" %nam26mod% LoadAfter %nam26mod% %Pre3Mod% EndIf EndIf EndIf
This is my script and i don't see anything wrong on line 823 or 825... I have no clue about what it going on. I believe is the same as Vargr... But too much scripting make you blind sometimes.