Bash Tags for Everyone

Post » Wed Mar 30, 2011 7:49 am

Yeah after re-reading the old threads about CUO and FCOM I see now that there is no easy fix - so I'm going to see how hard it is to edit and import level lists (low level modding). We'll see.

Probably Wrye was on to something here: http://www.gamesas.com/bgsforums/index.php?showtopic=889466&view=findpost&p=13029853
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Wed Mar 30, 2011 2:08 pm

should OOO.esm have {invent} tag?
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Wed Mar 30, 2011 7:15 am

I say yes, also OOO.esp. but if you read back a page or two you will see my big list of tags that I suggest, for OOOesm&esp they included invent, relations, and graphics.
Pacific Morrowind
User avatar
Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Wed Mar 30, 2011 1:15 am

thanks PacificMorrowind,
i saw your list which prompted the question. i have the OOO.esp tagged with the suggestions from the 1st post of this thread. i wasn't sure if invent is handled by the esp or esm and when i was building my patch i got to thinking about your tag suggestion. i agree tagging the esm makes sense. i'll probably go ask this in the OOO thread to check what dev_akm says.
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Wed Mar 30, 2011 1:52 am

Going by a couple of long sessions the inventory changes got carried over best if both ooo.esm & ooo.esp were tagged with invent. Don't ask me why, just my observations: both files do the same changes to inventories and since OOO.esp has to load after I was thinking of just tagging OOO.esm then any other tagged esp mods would take precedence but it didn't carry all changes over all the time.

Also urelatedly:
from the first post "Enhanced Water v2.0 HD.esp {{C.Water}} To get the new water type " Unless I am totally off on my understanding of C.Water that does not want that tag, since according to my understanding it is only for changes to water heights in cells. Without looking at the file I wouldn't know what it should be tagged with but I'd guess maybe graphics. - Could be totally mistake on this without seeing the file but just a guess.

Pacific Morrowind
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Wed Mar 30, 2011 6:28 am

from the first post "Enhanced Water v2.0 HD.esp {{C.Water}} To get the new water type " Unless I am totally off on my understanding of C.Water that does not want that tag, since according to my understanding it is only for changes to water heights in cells. Without looking at the file I wouldn't know what it should be tagged with but I'd guess maybe graphics. - Could be totally mistake on this without seeing the file but just a guess.


Nope, unless I am thinking of the wrong water mod (which is perfectly possible, as I don't use it) Enhanced Water also makes changes to *water type* in some cells. This subrecord is also carried over by the bash tag C.Water, so the C.Water tag is appropriate.

Vac
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Wed Mar 30, 2011 4:09 am

okay - ignore that half of my last post.
Pacific Morrowind
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Wed Mar 30, 2011 8:57 am

I'll be going through the posts today and checking tags, and updating first post today. I'll check out your relations tags, PM, they seem unusual to me. As far as I understand, a {{relation}} tag only has an effect if a change is made in faction relations. Say for instance OOO.esp changes undead faction relation with the lich faction to 90, and then FCOM changes the same to 80. In that particular case, you wouldn't even need a tag since FCOM loads later, but I wanted it for an example.

As for tagging esms, I have never heard of any need to do so. The esm is a library, basically, and I don't believe bash would even recognize a tag on it (import any data into the patch), but I will check it out, maybe something new or different there.
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Wed Mar 30, 2011 9:57 am

I wouldn't think it necessary to tag an ESM unless that ESM is doing bad things and editing vanilla references. Which an ESM should never ever do except under a few very specific exceptions, such as adding new dialogue responses to an existing vanilla topic.

Tags should also be completely unnecessary for mods of any type which are only adding new content.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Wed Mar 30, 2011 4:33 am

OOO.esm changes 100s of vanilla NPC inventory (and other stuff but that was the most extreme) so don't ask me why but if only ooo.esp (which has identical NPC inventories, but are based on the esm) the inventory changes are not brought forward into the patch. (at least from my tests).
re: relation tags - OOO does not need to be tagged if FCOMis loading after (which it has to) but for non FCOM users it does (if they have anything else modifying faction relationships). Same thing for MMM. The other ones that I marked as tagged with relations were adding their mod specific relation changes and if before ooo/fcom/mmm they were overruled otherwise they overruled ooo/fcom/mmm (if not tagged); with all active one tagged it work (more than 95% of factions anyways - there was a one faction that just wouldn't seem to update the changes from one file).
Some of those tags that I suggested are not needed with certain combinations but I settled for the combination that files could be removed and it would still work best (most creature graphical variability etc.)
Pacific Morrowind
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Wed Mar 30, 2011 3:07 pm

OOO.esm changes 100s of vanilla NPC inventory (and other stuff but that was the most extreme) so don't ask me why but if only ooo.esp (which has identical NPC inventories, but are based on the esm) the inventory changes are not brought forward into the patch. (at least from my tests).
re: relation tags - OOO does not need to be tagged if FCOMis loading after (which it has to) but for non FCOM users it does (if they have anything else modifying faction relationships). Same thing for MMM. The other ones that I marked as tagged with relations were adding their mod specific relation changes and if before ooo/fcom/mmm they were overruled otherwise they overruled ooo/fcom/mmm (if not tagged); with all active one tagged it work (more than 95% of factions anyways - there was a one faction that just wouldn't seem to update the changes from one file).
Some of those tags that I suggested are not needed with certain combinations but I settled for the combination that files could be removed and it would still work best (most creature graphical variability etc.)
Pacific Morrowind


I tried a new profile without my FCOM setup (MMM and OOO) and since they didnt conflict (don't change same NPCs inventories) and mods that did loaded later, I couldn't make an invent tag show any changes. Tagging esms is beyond me, I tried several types of tags, and nothing showed up in the patch.

Relation tags are only needed if 2 mods both change the same faction relations and you need an earlier loading one to win over a later one. I don't have this in my setup since I am running FCOM, and it is the winner in this case. My later loading quest mods, etc, all add new ones, so there are no conflicts I needed to override. You are adding relations tags to things like the UOP, which isn't needed. The UOP made no changes to existing faction relationships from the vanilla game, so you lost me on that one. The USIP only has 2 faction records, and they have no conflicts, so again, weren't needed. Are you checking these with Tes4Edit? I'd really like to see screenies of some before and after tags.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Wed Mar 30, 2011 5:44 am

http://img9.imageshack.us/img9/9732/relationstag.jpg

A perfect example of the relations tag in action. You can see where the UOP changes the relationship between the Cheydinhal Guards and the Imperial Legion. TIE incorporates the change, but if you're using Alternate Start, it gets wiped out along with TIE's second change. With the tag, both sets get merged into the patch and everyone is happy.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Wed Mar 30, 2011 3:27 pm

http://img9.imageshack.us/img9/9732/relationstag.jpg

A perfect example of the relations tag in action. You can see where the UOP changes the relationship between the Cheydinhal Guards and the Imperial Legion. TIE incorporates the change, but if you're using Alternate Start, it gets wiped out along with TIE's second change. With the tag, both sets get merged into the patch and everyone is happy.


Yes, that is how I see it work in mine. But, I am a little confused by yours. In my setup, the Imperial Legion faction is in OB.esm, and my UOP matches it 100%, so I see no override from the UOP. Your's is showing it as being added by the UOP?

Oops.. nevermind, I forgot that I had the 'modgroups' on in mine. Now it looks like yours. In my FCOM setup, OOO is the last that touches that particular record. So, it does depend on setup. And OOO adds that change in its esm, and again in the esp.
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Wed Mar 30, 2011 8:21 am

Odd. Even when I switch my OB.esm file to the 1.1 version the UOP still shows that faction relationship as an addition rather than an override. Are you sure you're running a fully patched official file? Maybe it's something Bethesda took out in one of the patches?

Edit: Heh. You edited while I was looking into it :)
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Wed Mar 30, 2011 6:48 am

Made a note for that on the UOP. Also, good advice to make sure when you are looking for these kinds of things to leave the 'modgroups' feature of Edit, off. :facepalm:
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Wed Mar 30, 2011 8:14 am

I tried a new profile without my FCOM setup (MMM and OOO) and since they didnt conflict (don't change same NPCs inventories) and mods that did loaded later, I couldn't make an invent tag show any changes. Tagging esms is beyond me, I tried several types of tags, and nothing showed up in the patch.

Relation tags are only needed if 2 mods both change the same faction relations and you need an earlier loading one to win over a later one. I don't have this in my setup since I am running FCOM, and it is the winner in this case. My later loading quest mods, etc, all add new ones, so there are no conflicts I needed to override. You are adding relations tags to things like the UOP, which isn't needed. The UOP made no changes to existing faction relationships from the vanilla game, so you lost me on that one. The USIP only has 2 faction records, and they have no conflicts, so again, weren't needed. Are you checking these with Tes4Edit? I'd really like to see screenies of some before and after tags.

How I see usage for the Relations Tag: if it changes a vanilla (or non-vanilla but from master) faction's relations tag it with relations even if there are no known conflicts; bash does not generate junk with it, if there is only master & one plugin changing the faction it is left out of the patch, the factions are only put in the patch if there are multiple mods changing it that are tagged with relations.

That said the one's that I tagged were all doing changes that were getting overwritten (at least with the mods I was testing/playing with); if you want I could send you some other examples, but the one that Arthmoor pointed out is a good example (though not one that I had since I don't have all of those mods).


Pacific Morrowind
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Wed Mar 30, 2011 1:40 am

If I want the UOP (MOPS version) item names and stats can I achieve this by not tagging OOO with stats and names?
[edit]would you advice merging every mod possible? or should I leave them in my list if not going towards the mod limit?
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Wed Mar 30, 2011 1:12 am

If I want the UOP (MOPS version) item names and stats can I achieve this by not tagging OOO with stats and names?
[edit]would you advice merging every mod possible? or should I leave them in my list if not going towards the mod limit?


Both use the MOBS system. MOBS was based off OOO's system. Names are up to you. Tag according to load order. If you want an earlier loading mod's names rather than a later one, tag the earlier one. Then check it in Edit. Other mods often change things you might not expect, so you need Edit, to verify what is affected.

Merging is okay, but you need to know what is going on pretty thoroughly. It can be a hassle if one of the merged mods gets updated (you would have to re-merge) There is a thread about it (TES4Gecko), good to read up on it.
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Wed Mar 30, 2011 12:33 pm

How I see usage for the Relations Tag: if it changes a vanilla (or non-vanilla but from master) faction's relations tag it with relations even if there are no known conflicts; bash does not generate junk with it, if there is only master & one plugin changing the faction it is left out of the patch, the factions are only put in the patch if there are multiple mods changing it that are tagged with relations.

That said the one's that I tagged were all doing changes that were getting overwritten (at least with the mods I was testing/playing with); if you want I could send you some other examples, but the one that Arthmoor pointed out is a good example (though not one that I had since I don't have all of those mods).


Pacific Morrowind


If you are seeing the desired effects from it, sounds good to me. My goal here is just to enable everyone to see how they are used, and why. And to get a list together of the most commonly needed ones, and notes for special cases. As you can see from the exchange with Arthmoor, it can be very different based on setup. In my case, I don't need a relations tag, and his benefits from it. If you could provide some screens, or notes on what it specifically changes in your setup, I can add them in to the main page. This will help others using a similar setup. I already added notes to the UOP, to show Arthmoor's arrangement.
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Wed Mar 30, 2011 4:27 pm

Having a 'c.water' tag for the Glenvar Castle mod creates a rectangle of water merged into the south hillside of Topal Bay, just up the hill from the Kumiko Manor mod.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Wed Mar 30, 2011 1:57 am

Having a 'c.water' tag for the Glenvar Castle mod creates a rectangle of water merged into the south hillside of Topal Bay, just up the hill from the Kumiko Manor mod.


There's a fairly high chance that this would be due to a dirty edit in the ESP. Try running it through a cleaning and see if the problem remains.
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Wed Mar 30, 2011 4:28 pm

Hi all, I'm new out there and french so sorry for my bad english.

First thank you Aegyen for this great topic that learned me a lot.

Like I said before, I'm French and installed the french version of Oblivion (with all french official extensions) and all other mods in english.
I play FCOM and OOO overwrites so many things that all was in english so I tagged the oblivion.esm with {names}, rebuilt my bashed patch and a lot of menus, messages, items came back in french. I (fast) verified in TES4edit for an item and it seemed good (OOO stats with french name in the bashed patch).

Do you think I would have some problems with that ?

Other thing, I see a lot of mods of armors, clothes, etc. modified for OOO.
I wonder if we could just not bother with that and simply tag the original mod with {graphics} and import it into the bashed patch.

For exemple could we just tag NPC new clothes and ignore the FCOM fix ?

Thanks.

Edit : My exemple on NPC new clothes is not well chosen as these are new items. My question is only for stock clothing, armors, etc.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Wed Mar 30, 2011 3:42 pm

OOO needs relations if using Legion Faction Mod(LFM), Faregyl ((Also LO note: Legion Faction Mod wants to load after any mod that change the Legion faction, since it does changes to ranks which is not carried over from older mods by the bashed patch (ie. after Faregyl)), adventurer's items mod (AIM)
UOP needs relations if NOT using OOO & using LFM, Faregyl
OOO/FCOM/MMM need relations if using AIM
AIM needs relations if using with OOO/FCOM/MMM
LFM needs relations if using with OOO, UOP, or Faregyl.
Pacific Morrowind
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Wed Mar 30, 2011 1:45 pm

this thread should definitely be stickied. quite a huge collection of useful knowledge in here.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Wed Mar 30, 2011 4:18 pm

does Slofs robe trader need any tags? i just deleted it because i found a newer version, but i don't remember if i tagged it with anything...
also, i am using the suggested tags for mageequipment but it still doeant show up in my bash patch
Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm  [Version 0.9.3]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  MD_Saddle_Master.esm06  CM Partners.esm07  Cobl Main.esm  [Version 1.66]08  Ulrim's Horses.esm09  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0A  Mart's Monster Mod.esm  [Version 3.7b1]0B  Enhanced Daedric Invasion.esm0C  TamrielTravellers.esm  [Version 1.39c]0D  FCOM_Convergence.esm  [Version 0.9.9a7]0E  DremoraCompanion.esm0F  Better Cities Resources.esm10  You Are Here.esm11  CyrodiilUpgradeResourcePack.esm12  Fort Akatosh.esm13  Toaster Says Share v3.esm14  HorseCombatMaster.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp15  Unofficial Oblivion Patch.esp  [Version 3.2.0]16  DLCShiveringIsles.esp17  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]18  SM Plugin Refurbish - SI.esp  [Version 1.05]19  Francesco's Optional Chance of Stronger Bosses.esp1A  Francesco's Optional Chance of Stronger Enemies.esp1B  Francesco's Optional Chance of More Enemies.esp1C  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1D  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1E  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]1F  All Natural.esp  [Version 0.9.3]++  All Natural - EW + NW.esp  [Version 0.9.2]20  All Natural - Enhanced Seasons.esp  [Version 0.9.2]21  CampfireBehavior.esp22  WindowLightingSystem.esp++  CM_Better Wine_SI.esp++  Item interchange - Extraction.esp  [Version 0.71]23  NBB.esp24  P1DrobesOver.esp25  SigilStonesixpanded1.5.esp++  VA_BetterGold.esp26  Living Economy.esp27  Living Economy - Items.esp28  C&C&EQR.esp29  Ayelid Wells.esp2A  Doomstones Expanded.esp++  MaleBodyReplacerV4.esp2B  CapesandCloaks.esp2C  DBShadowSet.esp2D  Dreadweave Complete_Heavy.esp2E  Slof's Robe of the Dark Arts.esp**  FineWeapons.esp2F  Masks Revised.esp30  LSBSkullWeapons.1.esp**  RustyItems.esp31  tda_Armoury Beta v1_2.esp**  Mage Equipment.esp32  Slof's Horses Base.esp33  MD Saddlebags v3.0.esp34  HorseSpeedEqualsPlayerSpeed.esp35  ExnemRuneskulls.esp  [Version 1.1]++  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp36  Slof's Oblivion Robe Trader.esp37  Cobl Glue.esp  [Version 1.63]38  Cobl Si.esp  [Version 1.63]39  OOO 1.32-Cobl.esp  [Version 1.65]++  MMM-Cobl.esp  [Version 1.63]++  FCOM_Cobl.esp  [Version 0.9.9]3A  Bob's Armory Oblivion.esp3B  FCOM_BobsArmory.esp  [Version 0.9.9]3C  Oblivion WarCry EV.esp3D  FCOM_WarCry.esp  [Version 0.9.9]3E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]3F  C&C&EQR - OOO.esp  [Version 0.1]40  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]41  FCOM_Convergence.esp  [Version 0.9.9]42  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]43  FCOM_RealSwords.esp  [Version 0.9.9]44  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9]45  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]46  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b1]47  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]48  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]49  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]4A  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]4B  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]4C  TamrielTravellers4OOO.esp  [Version 1.39c]4D  TamrielTravellersItemsNPC.esp  [Version 1.39c]4E  ShiveringIsleTravellers.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]4F  C&C&EQR - MMM.esp  [Version 0.1]50  Castle Ravenpride.esp  [Version 1.01]51  xulPantherRiver.esp52  bartholm.esp53  Cyrodill Travel Services.esp  [Version 1.1]54  300_Artifacts.esp55  Artefacts of the Ancestors.esp56  ME_DAEDRIC_RECON.esp  [Version 1.4]57  NakedNord.esp58  OldCrowInn.esp59  TempleofNirn.esp5A  The Ayleid Steps.esp  [Version 2.5.3]5B  Ayleid Loot EXtension.esp5C  Landmarks, w Wells.esp  [Version 1.11]5D  xulImperialIsle.esp  [Version 1.5]5E  Region Revive - Lake Rumare.esp5F  RegionReviveLakeRumare-ImperialIsle patch.esp60  TheElderCouncil.esp61  TheElderCouncil_TempleOfTheOne.esp62  GuardsofCyrodiil.esp63  GoC&RRLR_comp.esp64  Fort Akatosh.esp65  TheStorytellersBrotherQuest.esp66  za_bankmod.esp67  Cliff_RankDependantArenaSpectators.esp  [Version 1.0]68  Knights.esp69  Knights - Unofficial Patch.esp  [Version 1.0.9]6A  Damarask.esp  [Version 1.02]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  Ulrim's Horses - Knights patch.esp++  KotN Wayshrine Fix.esp++  Ulrim's Horses.esp6B  RTT.esp6C  RTT-Weye Relocation Patch.esp  [Version 2.0]6D  Mighty Umbra.esp6E  Ungarion1TheWelkyndSword.esp  [Version 1.4]6F  Blood&Mud.esp70  Lost Paladins of the Divines.esp71  Origin of the Mages Guild.esp  [Version 6]72  The Mystery of the Dulan cult.esp73  MannimarcoRevisited.esp74  MannimarcoRevisitedOOO.esp  [Version 0.1]75  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]++  FCOM_Ruin.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]76  FCOM_DulanCult.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]77  Enhanced Daedric Invasion.esp78  xuldarkforest.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]79  xulStendarrValley.esp7A  Ravenpride-Stendarr patch.esp7B  xulTheHeath.esp7C  MMMMWL-TheHeath patch.esp7D  XulEntiusGorge.esp7E  xulFallenleafEverglade.esp7F  TheElderCouncil-FallenleafEverglade patch.esp80  xulColovianHighlands_EV.esp81  xulChorrolHinterland.esp82  mythsandlegends.esp83  xulBeachesOfCyrodiilLostCoast.esp84  xulBravilBarrowfields.esp85  xulLushWoodlands.esp86  xulAncientYews.esp87  xulAncientRedwoods.esp88  OldCrowInn-AncientRedwoods patch.esp89  xulCloudtopMountains.esp8A  xulArriusCreek.esp8B  xulPatch_AY_AC.esp  [Version 1.1]8C  xulRollingHills_EV.esp8D  MMMMWL-RollingHills patch.esp8E  xulRiverEthe.esp8F  xulBrenaRiverRavine.esp  [Version 1.0]90  AFK_Weye.esp91  Rumare-AFK_Weye Patch.esp92  Aleswell For Shivering Isles.esp93  ImpeREAL Empire - Unique Forts.esp94  hackdirtabyss.esp95  Unique Dungeons - Lichs Lair.esp96  CDEP-UnderpallCave.esp97  Jpm's Miniature Necromancy.esp98  TheDarkArts.esp99  CDM-The Necromantic Experience.esp9A  Moriarcis.esp9B  Harvest [Flora].esp  [Version 3.0.0]9C  bgProtectMortalNPCs.esp  [Version 0.75SI]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]9D  Dungeon Actors Have Torches 1.6 DT.esp9E  Kyoma's Journal Mod.esp  [Version 3.2.0]9F  Leviathan Soulgems.espA0  Oblivion - Soulgems.espA1  Oblivion - Potions.espA2  Oblivion - Unique Potions.espA3  Feudal Empire 300.espA4  Quest Award Leveller.esp  [Version 2.0.1]++  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]++  Slof's Oblivion Better Beasts.espA5  bgBalancingEVCore.esp  [Version 10.5EV-D]A6  MidasSpells.espA7  SupremeMagicka.esp  [Version 0.88]A8  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.87]++  SM_MMM.esp  [Version 0.82]++  SM_COBL.esp  [Version 0.86]++  SM_AbsorbRestoration.esp  [Version 0.80]++  SM_EnableCharmChameleon.esp  [Version 0.80]++  SM_EnableRestoreEnchanting.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]A9  bgMagicEV.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]AA  bgMagicBonus.esp  [Version 1.62EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]AB  bgMagicEVPaperChase.esp  [Version 1.68EV]AC  sr_enhanced_magic_system.espAD  attack and hide medium v2.1.espAE  No psychic guards harder v1.2.espAF  RenGuardOverhaul.espB0  RenGuardOverhaulShiveringIsles.espB1  Enhanced Grabbing.esp  [Version 0.3]B2  nGCD.espB3  nGCD Oghma Infinium.esp++  nGCD Birthsigns.esp++  nGCD Skeleton Key.esp++  Immediate Character Generation.espB4  Legendary Abilities-Reflect MOJ.espB5  Let There Be Darkness.espB6  Let There Be Darkness - Knights.espB7  Let There Be Darkness - Shivering Isles.esp++  Item interchange - Placement for FCOM.esp  [Version 0.71]++  P1DshieldNoGlow.espB8  bgMagicLightningbolt.espB9  CDM - Uderfrykte Matron Fix.espBA  Visual Enchantments v1.0.espBB  ArgonianFeets.esp++  Real Lava 1.3.esp++  Spell Breaker Replacer.espBC  ScreenControls.esp**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]BD  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]BE  CM Partners.espBF  CM Partners Special NPCs.espC0  CM Partners NPC.espC1  CM Partners More NPCs.espC2  CM Partners Extra NPCs.espC3  DremoraCompanion.espC4  Willful Resistance.esp  [Version 3.1o]C5  bgIntegrationEV.esp  [Version 0.5]C6  Better Cities Full - B&M Edition.espC7  Better Imperial City.espC8  Better Cities - Full City Defences.espC9  Better Cities - Unique Landscape Chorrol Hinterland.espCA  Better Cities - Unique Landscape Barrowfields.espCB  Better Cities - Old Crow Inn.espCC  Better Cities - Ruined Tail's Tale.espCD  Better Cities - Stranded Light.espCE  Bashed Patch, 0.espCF  Better Cities .espD0  DeadlyReflex 5 - Combat Moves.espD1  Deadly Reflex 5 - Timed Block and 250% damage.espD2  SM_DeadlyReflex.esp  [Version 0.86]D3  Streamline 3.1.espD4  Duke Patricks - Momentum Damage And Jump Risk.espD5  Duke Patricks - Smash of the Titans.espD6  Duke Patricks - BASIC Script Effect Silencer BETA.esp

any ideas? actualy, when i untick it i do get the "dot-in-box" so i guess it is in the bashpatch. Why then do i not see it in the inventory log after i rebuild my patch? b/c of filter maybe? just curious :)
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

PreviousNext

Return to IV - Oblivion