Bash Tags for Everyone

Post » Wed Mar 30, 2011 4:07 am

Haven't managed to read all the thread yet but just in case it hasn't been mentioned yet

All my Armor replacers for Exnem (and the beta EVE (HGEC) ones) should have the esps tagged {{Bash: Graphics, No Merge}}
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Maria Garcia
 
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Post » Wed Mar 30, 2011 4:15 pm

A question about that - do those esps need to be checked, after that?
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Danielle Brown
 
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Post » Wed Mar 30, 2011 4:46 pm

Errors in the first post:

BladeofWoe.esp {{Graphics, No Merge}} Import new graphics *only*.

Darkgreen Glass Armour.esp {{Graphics, No Merge}} Import new graphics *only*.

FineWeapons for OOO.esp {{Graphics, No Merge}} Import new graphics *only*.

mz_Shields_SI.esp {{Graphics, No Merge}} Import new graphics *only*.

RustyItems for OOO.esp {{Graphics, No Merge}} Import new graphics *only*.


You might want to remove the space between "no" and "merge" in these ones or they won't work properly.

Vac
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phil walsh
 
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Post » Wed Mar 30, 2011 11:23 am

Errors in the first post:



You might want to remove the space between "no" and "merge" in these ones or they won't work properly.

Vac



My fault. :embarrass:
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N3T4
 
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Post » Wed Mar 30, 2011 2:10 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 :)

? :dance:
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Daramis McGee
 
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Post » Wed Mar 30, 2011 2:12 pm

Is the C.Light tag on the unofficial patches really needed? Because I started using darker dungeons and put it on the top of my loadorder and tagged it C.Light to get the best compatibility results.
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courtnay
 
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Post » Wed Mar 30, 2011 8:51 am

Bashed Patches still have a "virtual" load order - DD will work. I recommend Let There Be Darkness, however, it changes the distant fog to black too :)
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Dona BlackHeart
 
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Post » Wed Mar 30, 2011 3:51 am

Haven't managed to read all the thread yet but just in case it hasn't been mentioned yet

All my Armor replacers for Exnem (and the beta EVE (HGEC) ones) should have the esps tagged {{Bash: Graphics, No Merge}}



A question about that - do those esps need to be checked, after that?


Nope once the esps than been bashed patched they can be de-ticked :) - frees up some slots
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Pawel Platek
 
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Post » Wed Mar 30, 2011 1:17 pm

On a more general basis, which tagged mods can or should be deactivated (unloaded) after imported or merged into the bashed patch, besides those with {{Bash: Graphics}}? And prior to rebuild bashed patch, all the mods should be ticked, or some (like those with Merge or Graphics tags) should be unticked (unloaded)? It would be nice and useful if Aegyen added this information to open post!
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Tanya Parra
 
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Post » Wed Mar 30, 2011 9:32 am

Do you have to import tagged mods into your bash patch?I'm confused.
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patricia kris
 
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Post » Wed Mar 30, 2011 6:39 am

Do you have to import tagged mods into your bash patch?I'm confused.


Yes, the Tags are telling Wrye Bash to *specifically* import the tagged items.
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Nicholas C
 
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Post » Wed Mar 30, 2011 10:23 am

For Shields of antiquity, I just need to put the tag relev, right?
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Nathan Hunter
 
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Post » Wed Mar 30, 2011 1:28 am

Wow, this thread should definately be stickied! Sort of related question - when rebuilding the bashed patch it gives the option of importing names from Oblivion.esm, should this be done and why?
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Sebrina Johnstone
 
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Post » Wed Mar 30, 2011 2:16 am

Wow, this thread should definately be stickied! Sort of related question - when rebuilding the bashed patch it gives the option of importing names from Oblivion.esm, should this be done and why?


Only do it if mods change names and you don't like the new names.
For example if you don't like LAME's new names for spells, you could make sure vanilla names are used by using the Name tag on Oblivion.esm.
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Jarrett Willis
 
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Post » Wed Mar 30, 2011 10:12 am

Only do it if mods change names and you don't like the new names.
For example if you don't like LAME's new names for spells, you could make sure vanilla names are used by using the Name tag on Oblivion.esm.


Ah, I understand. Thanks for your help. :thumbsup:
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Ian White
 
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Post » Wed Mar 30, 2011 2:19 pm

For Shields of antiquity, I just need to put the tag relev, right?


Nobody knows?
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Adam Porter
 
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Post » Wed Mar 30, 2011 12:02 pm

For Shields of antiquity, I just need to put the tag relev, right?


You should not need to tag Shields of Antiquity, since it is adding new shields, but let me look, and report back..
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mimi_lys
 
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Post » Wed Mar 30, 2011 9:04 am

Nobody knows?



You should not need to tag Shields of Antiquity, since it is adding new shields, but let me look, and report back..


Shields of Antiquity should be tagged has Invent, since it adds some shield to some npcs directly.

Adding Delev, Relev should only be used if you running leveledlist overhaul like OOO, Frans, TIE..Mods that change leveledlist scaling of items..and you should load SOA before OOO.esp, so that it does not overwrite OOO leveledlist changes for shields..
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roxxii lenaghan
 
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Post » Wed Mar 30, 2011 2:48 am

Thanks CorePC ... and then, playing with FCOM should put all the tags ( invent, delev, relev)?
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leigh stewart
 
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Post » Wed Mar 30, 2011 3:39 pm

Thanks CorePC ... and then, playing with FCOM should put all the tags ( invent, delev, relev)?


Sorry, I think to have understood. Here are 3 a.m. and my brain does not connect :embarrass:
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Steve Fallon
 
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Post » Wed Mar 30, 2011 11:40 am

Sorry, I think to have understood. Here are 3 a.m. and my brain does not connect :embarrass:

actually i dont....i just dl'ed SoA
so with me FCOM setup i should place SoA before OOO and tag it with delev, relev, and invent, correct?
btw, any tags for The Forgotten Shields and Weapons Of The Fallen Heroes? i would think no, but i would just like to be sure :)
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Alex [AK]
 
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Post » Wed Mar 30, 2011 1:15 pm

actually i dont....i just dl'ed SoA
so with me FCOM setup i should place SoA before OOO and tag it with delev, relev, and invent, correct?
btw, any tags for The Forgotten Shields and Weapons Of The Fallen Heroes? i would think no, but i would just like to be sure :)

also, COBL races is listed as having {{Eyes, Hair, R.Relations}}, so should the RBP have the same tags? current bgBalanceEV only has{{Eyes, Hair}}...should Relations be added?
i ask because i thought COBL races was basically RBP Light...
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Charity Hughes
 
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Post » Wed Mar 30, 2011 1:08 am

also, COBL races is listed as having {{Eyes, Hair, R.Relations}}, so should the RBP have the same tags? current bgBalanceEV only has{{Eyes, Hair}}...should Relations be added?
i ask because i thought COBL races was basically RBP Light...


I never tagged my RBP with relations because I have no other mods affecting races, but yes it probably should be tagged like that as well. RBP edits the disposition penalties/bonuses your race has towards other races so tagging it with R.Relations would make sense to me. Unless I'm misunderstanding the R.Relations tags.

-Francisco-
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Marcia Renton
 
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Post » Wed Mar 30, 2011 2:22 pm

Couple of things:

Ruins of Tarnesia.esp [Version 1.0] {{C.Water, NpcFaces}} - Why does this have these tags? The mod does not alter water height in Tamriel and all of its indoor cells are entirely new content. It also edits no NPCs so there are no faces to import. Checked an unmodified/uncleaned ESP, water tag is unwarranted still but the NPC face tag is debatable.

The Lost Spires.esp {{C.Water}} - This should not be done. The 3 water height changes in the ESP are wild edits that appear to have actually come from the UL:Fallenleaf Everglade mod. Tagging this will potentially disrupt water heights in other locations. It makes no water height changes in any other cells.
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[ becca ]
 
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Post » Wed Mar 30, 2011 12:22 am

The Lost Spires.esp {{C.Water}} - This should not be done...

thank you and nice catch.
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Natasha Callaghan
 
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