Bash Tags for Everyone

Post » Wed Mar 30, 2011 2:50 pm

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-

thnx :), so....

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
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Wed Mar 30, 2011 5:12 am

You should tag it with invent, not delev relev
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Wed Mar 30, 2011 10:29 am

You should tag it with invent, not delev relev

but...
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..

so since i am using fcom , i should use all three tags and load before ooo correct?

EDIT: nvm, got it :)
User avatar
Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Wed Mar 30, 2011 11:27 am

one quick question about this: Francesco's Dark Seducer Weapons Patch.esp {{Delev, Relev}}

I can't find this file anywhere on the web, but I am using Fran's Dark Seducer Weapon Fix by Strategy Master ( found it on TESNEXUS, on the page that has all assorted add-ons and fixes for Fran's 4.5 - http://www.tesnexus.com/downloads/file.php?id=17621 ) .

does the suggestion about adding {{Delev, Relev}} apply even to the file I'm using?
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Wed Mar 30, 2011 1:49 pm

how would I know if I should add Bash:Relations to the UOP ? sorry, the first post is not very clear about that, or maybe it's just me being dumb :D

I'm using a FCOM setup with no "alternative start" mod. load order is similar to this

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  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b1]07  Enhanced Daedric Invasion.esm08  FCOM_Convergence.esm  [Version 0.9.9a7]09  Kvatch Rebuilt.esm0A  DA Run Fatigue.esm0B  Toaster Says Share v3.esm0C  HorseCombatMaster.esm0D  Unofficial Oblivion Patch.esp  [Version 3.2.0]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  SM Plugin Refurbish - SI.esp  [Version 1.05]11  Oblivion.esp**  Spells No Lighting.esp12  Francesco's Optional Leveled Quests-SI only.esp13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Guards.esp17  FranDarkSeducerWeapFix.esp18  FCOM_Francescos.esp  [Version 0.9.9]19  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  Fran Armor Add-on.esp1C  Fran_Lv30Item_Maltz.esp1D  All Natural.esp  [Version 0.9.3]1E  All Natural - Real Lights.esp  [Version 0.9.2]1F  All Natural - EW + NW + AWS.esp  [Version 0.9.2]20  All Natural - Enhanced Seasons.esp  [Version 0.9.2]21  no_wind-2578.esp22  NoWindSI.esp23  WindowLightingSystem.esp24  BrighterTorches_v1.2.esp25  Expanded Hotkeys and Spell Delete V2.esp26  DLCHorseArmor.esp27  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]28  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]29  DLCOrrery.esp2A  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]2B  SM Plugin Refurbish - Orrery.esp  [Version 1.11]2C  DLCVileLair.esp2D  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]2E  SM Plugin Refurbish - VileLair.esp  [Version 1.11]2F  DLCMehrunesRazor.esp30  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]31  DLCSpellTomes.esp32  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]33  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]34  Mounted_Spellcasting.esp35  Mounted_Trampling.esp36  DLCThievesDen.esp37  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]38  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]39  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]3A  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]3B  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp3C  Bob's Armory Oblivion.esp3D  FCOM_BobsArmory.esp  [Version 0.9.9]3E  Loth's Blunt Weapons for Npcs.esp3F  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]40  Oblivion WarCry EV.esp41  FCOM_WarCry.esp  [Version 0.9.9]42  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]43  FCOM_Convergence.esp  [Version 0.9.9]44  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]45  FCOM_RealSwords.esp  [Version 0.9.9]46  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]47  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]48  FCOM_SaferRoads.esp  [Version 0.9.9]49  FCOM_NoReaversInGates.esp  [Version 0.9.9]4A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]4B  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]4C  Mart's Monster Mod - No Blood.esp  [Version 3.7b1]4D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]4E  MMM - Playable Undead Armors.esp4F  MMM - Playable Undead Armors - Oblivion WarCry Compatability Patch.esp50  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]51  FCOM_BobsGuardUnity.esp  [Version 0.9.9]52  FCOM_HungersUnitySI.esp  [Version 0.9.9]53  FCOM_Archery.esp  [Version 0.9.9]54  FCOM_FriendlierFactions.esp  [Version 0.9.9]55  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]56  FCOM_MoreRandomItems.esp  [Version 0.9.9]57  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]58  DLCBattlehornCastle.esp59  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]5A  SM Plugin Refurbish - Battlehorn.esp  [Version 1.2]5B  DLCFrostcrag.esp5C  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]5D  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]5E  Knights.esp5F  Knights - Unofficial Patch.esp  [Version 1.0.9]60  SM Plugin Refurbish - Knights.esp  [Version 1.06]61  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]62  FCOM_Knights.esp  [Version 0.9.9]63  Enhanced Daedric Invasion.esp64  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]65  xuldarkforest.esp66  xulStendarrValley.esp67  xulTheHeath.esp68  MMMMWL-TheHeath patch.esp69  XulEntiusGorge.esp6A  ULFallenLeafEverglade.esp6B  xulColovianHighlands_EV.esp6C  xulChorrolHinterland.esp6D  xulBeachesOfCyrodiilLostCoast.esp6E  xulBravilBarrowfields.esp  [Version 1.2]6F  xulLushWoodlands.esp70  xulAncientYews.esp71  xulAncientRedwoods.esp72  xulCloudtopMountains.esp73  xulArriusCreek.esp74  xulPatch_AY_AC.esp  [Version 1.1]75  xulRollingHills_EV_withoutWheat.esp76  MMMMWL-RollingHills patch.esp77  xulPantherRiver.esp78  xulRiverEthe.esp79  xulImperialIsle.esp  [Version 1.5]7A  xulBrenaRiverRavine.esp  [Version 1.0]7B  Kvatch Rebuilt.esp7C  Kvatch Rebuilt - OOO Compatibility.esp7D  Kvatch Rebuilt - Leveled Guards - FCOM.esp7E  All Natural - Kvatch Rebuilt Weather Patch.esp7F  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]80  Enhanced Vegetation [125%].esp81  Harvest [Flora].esp  [Version 3.0.0]82  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]83  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]84  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]85  Dungeon Actors Have Torches 1.6 DT.esp86  Exterior Actors Have Torches 1.3 DT.esp87  No Glow Grass.esp88  P1DkeyChain.esp  [Version 4.20]89  ScriptIcon_Replacer.esp8A  DA ReducedBackwardsRunningSpeed.esp8B  RealisticForceMedium.esp8C  MidasSpells.esp8D  Midas OscuroGems.esp8E  PJs Spell Compendium - Spell Requirements.esp8F  TeachSpell.esp90  FrostcragMidasLab.esp91  SupremeMagicka.esp  [Version 0.88]92  SM_ShiveringIsles.esp  [Version 0.86]93  SM_DLCSpellTome.esp  [Version 0.80]94  SM_OOO.esp  [Version 0.87]95  SM_MMM.esp  [Version 0.82]96  SM_EnchantStaff.esp  [Version 0.80]97  SM_UnlockSpells.esp  [Version 0.70]**  SM_NoSpellLights.esp  [Version 0.70]98  SM_Scrolls.esp  [Version 0.84]99  SM_SigilStone.esp  [Version 0.83]9A  Midas Reduced Costs Half.esp9B  Midas Betterholy.esp9C  Midas SMHolyHeal.esp9D  Midas SMPoison.esp9E  DeadlyReflex 5 - Combat Moves.esp9F  SM_DeadlyReflex.esp  [Version 0.86]**  Dark Dungeons.esp**  Dark Dungeons -  SI.espA0  [GFX]_Initial_Glow-all.espA1  [GFX]_Initial_Glow-creatures.espA2  Get Wet.espA3  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]A4  Toaster Says Share Faction Recruitment.espA5  Bashed Patch, 0.espA6  Streamline 3.1.esp


it's not the same since now I'm on my laptop and the desktop has a couple more mods. nothing that would affect relations though, basically the only difference is that it has COBL+ Item Interchange. sorry if I can't be more precise right now, hope that is enough :\
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Wed Mar 30, 2011 2:59 pm

Well unlike C.Water, the Relations tag is safe to add to the UOP regardless. I'd go ahead and add it.
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Wed Mar 30, 2011 4:00 am

thanx for the quick reply Arthmoor :)
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Wed Mar 30, 2011 11:37 am

one quick question about this: Francesco's Dark Seducer Weapons Patch.esp {{Delev, Relev}}

I can't find this file anywhere on the web, but I am using Fran's Dark Seducer Weapon Fix by Strategy Master ( found it on TESNEXUS, on the page that has all assorted add-ons and fixes for Fran's 4.5 - http://www.tesnexus.com/downloads/file.php?id=17621 ) .

does the suggestion about adding {{Delev, Relev}} apply even to the file I'm using?


I'm vaguly familiar but i think what i did was replacing weapons in a levelled list with the correct one. So you probrably will need delev tagged so that the incorrect weapon is still removed from the list. Whether you need relev is questionable but i would to be safe use the relev tag as well.

So yes use both delev and relev on the fix.
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Wed Mar 30, 2011 10:12 am

thanx for the reply SM :)
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Wed Mar 30, 2011 1:50 pm

if using LCE-addon (from http://www.tesnexus.com/downloads/file.php?id=7471)with FCOM, are any tags needed?
User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Wed Mar 30, 2011 11:35 am

sorry for the OT, but isn't that one part of MMM already? I'm not using it and I'm 100% sure I've seen Pahmars, gargoyles, frost giants, guars etc. around.
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Wed Mar 30, 2011 12:50 am

sorry for the OT, but isn't that one part of MMM already? I'm not using it and I'm 100% sure I've seen Pahmars, gargoyles, frost giants, guars etc. around.

i'm not sure either lol...but i'd still like to know if it needs any tags
i know i have seen guars and gargoyels, but this mod add unique a few unique encounters with quests, etc. I'm pretty sure it doesn't touch the LL's like MMM does.
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Wed Mar 30, 2011 3:59 am

i'm not sure either lol...but i'd still like to know if it needs any tags
i know i have seen guars and gargoyels, but this mod add unique a few unique encounters with quests, etc. I'm pretty sure it doesn't touch the LL's like MMM does.

?
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Wed Mar 30, 2011 1:45 am

i'm not sure either lol...but i'd still like to know if it needs any tags
i know i have seen guars and gargoyels, but this mod add unique a few unique encounters with quests, etc. I'm pretty sure it doesn't touch the LL's like MMM does.


Look in the mod description, readme, or open the esp on TES4Edit to find out if the bosses are hand placed in the world or if they are placed in the leveled list. If it's the former than it doesn't need any tags as long as it load before any FCOM files and if it's the latter then tagging with Relev will get you your new boss spawns. FYI, it is part of MMM (and Francesco's and possible OOO).

-Francisco-
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Wed Mar 30, 2011 4:33 pm

if Armamentarium edits levelled lists...y isn't it tagged with delev or relev?
how bout the ArmamentariumArtifacts.esp...and tags?

EDIT: or are tags unneeded if using Item nterchange?
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Wed Mar 30, 2011 12:26 pm

if Armamentarium edits levelled lists...y isn't it tagged with delev or relev?

Because those tags are for specific functions described in the Wrye bash readme which Armamentarium does not need. Adding either of these tags to the Armamentarium list plugins will likely cause major discrepancies to the functioning of any mods you use that do need to use these tags (i.e. overhauls).

how bout the ArmamentariumArtifacts.esp...and tags?

Also unnecessary as it's mostly just item placement around the world (and a few actors).

EDIT: or are tags unneeded if using Item nterchange?

And Item Interchange has nothing to do with Armamentarium beyond making the weapons available to mods that otherwise couldn't access the weapons because they don't use the vanilla equipment lists. B) I'm not sure why you'd think that II has any effect on or change what Armamentarium does or how its lists work...

Vac
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Wed Mar 30, 2011 11:49 am

okay, thnx for the clarification :) and forget what i said about II :embarrass: :facepalm:
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Wed Mar 30, 2011 12:04 pm

I've just gotten around to playing Oblivion again, and after installing it once and modding it a fair amount (50-75 mods), I decided to start over from scratch, install Wrye Bash from the beginning and then follow all the instructions to get FCOM working.

Now I'm layering all my previous mods back over this new install, and using BOSS to get my load order sorted.

My question is among BOSS and Wrye Bash's auto tagging, do I generally need to be worried about missing out on any content? I Rebuild Patch after adding several mods, and go in and check whatever shows up.

That's my second question... Do I just check everything that show up in the Rebuild Patch menus? I leave everything below "Import Stats" alone, but above that, I check whatever shows up in any of the sections. Here are my mods, currently:

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b1]05  FCOM_Convergence.esm  [Version 0.9.9a7]**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles no helms.esp06  Unofficial Oblivion Patch.esp  [Version 3.2.0]07  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]08  Oblivion Citadel Door Fix.esp09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  SM Plugin Refurbish - SI.esp  [Version 1.05]0C  Francesco's Optional Chance of Stronger Bosses.esp0D  Francesco's Optional Chance of Stronger Enemies.esp0E  Francesco's Optional Chance of More Enemies.esp0F  Francesco's Optional Leveled Guards.esp10  FCOM_Francescos.esp  [Version 0.9.9]11  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  Fran_Lv30Item_Maltz.esp14  RAEVWD Cities.esp  [Version 1.4]15  RAEVWD New Sheoth.esp  [Version 1.3.3]16  Living Economy.esp17  Living Economy - Items.esp18  DLCHorseArmor.esp19  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1A  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]1B  DLCOrrery.esp1C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1D  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1E  DLCVileLair.esp1F  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]20  SM Plugin Refurbish - VileLair.esp  [Version 1.11]21  DLCMehrunesRazor.esp22  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]23  DLCSpellTomes.esp24  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]25  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]26  MaleBodyReplacerV4.esp27  RTFemaleReplacerV12.esp28  Slof's Horses Base.esp29  Slof's Extra Horses.esp2A  DLCThievesDen.esp2B  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2C  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2D  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]2E  ExnemRuneskulls.esp2F  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]30  Slof's Oblivion Robe Trader.esp31  Bob's Armory Oblivion.esp32  FCOM_BobsArmory.esp  [Version 0.9.9]33  Loth's Blunt Weapons- Mobs.esp34  Loth's Blunt Weapons for Npcs.esp35  Oblivion WarCry EV.esp36  FCOM_WarCry.esp  [Version 0.9.9]37  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]38  FCOM_Convergence.esp  [Version 0.9.9]39  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3A  FCOM_RealSwords.esp  [Version 0.9.9]3B  FCOM_SaferRoads.esp  [Version 0.9.9]3C  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]3D  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]3E  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]3F  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b2]40  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]41  DLCBattlehornCastle.esp42  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]43  SM Plugin Refurbish - Battlehorn.esp  [Version 1.2]44  DLCFrostcrag.esp45  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]46  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]47  Knights.esp48  Knights - Unofficial Patch.esp  [Version 1.0.9]49  SM Plugin Refurbish - Knights.esp  [Version 1.06]4A  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]4B  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]4C  Full Harvest.esp  [Version 1.0]4D  Harvest [Flora].esp  [Version 3.0.0]4E  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]4F  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]50  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]51  Toggleable Quantity Prompt.esp  [Version 3.1.1]52  RealisticLeveling.esp53  Forward Motion Blur.esp54  MotionBlur.esp55  Visually Realistic Lava.esp56  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]57  Capucines Character Expansion.esp58  Bashed Patch, 0.esp59  Streamline 3.1.esp


I merge whatever shows up as Mergeable, and check everything that shows in Import Cells, Graphics, Invent, NPC Faces, Names, Relations, and Stats.

So, is this generally good (or bad) practice? Thanks.

Edit: I forgot to mention that I actually haven't started an actual game yet. I keep creating a new game to test out mod additions (and also using the "300_test" from FCOM), so I don't think I need to worry about possible problems with existing saves. Of course, once I am mostly finalized with mod additions, I will be starting a real game! :)
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Wed Mar 30, 2011 2:15 am

ok this one is bugging me there's a mod by SickleYeild that adds new races and a shop in the blackwoood area but I just want the races how would I tag it? would I use all the race tags or what?
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Wed Mar 30, 2011 1:07 pm

ok this one is bugging me there's a mod by SickleYeild that adds new races and a shop in the blackwoood area but I just want the races how would I tag it? would I use all the race tags or what?

Tagging that with every tag in the deck won't help... to only get the race you would have to edit it in the CS or Tes4Edit or Tes4Gecko (or get someone else to) to remove all but the race records.
Pacific Morrowind
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Wed Mar 30, 2011 12:23 am

Bump gathering up Wrye Bash tags that are needed for Final MMM from this thread..so if you have some please post them..
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Wed Mar 30, 2011 11:26 am

Pardon my step, into pervedom, but has anyone applied bash patches to Colourwheels's replacers? I'm thinking: graphics, invent, npcfaces (the imperial legion replacer flips most of the guard's yin for yang), concur?
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Wed Mar 30, 2011 2:01 am

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.


This is a spot on recommendation, in fact it mucks up ul_FL Evefglade, thank you Arthmoor.
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Wed Mar 30, 2011 2:51 am

I guess my only misunderstanding now of wrye bash is when to uncheck mods boxes:

1. I always uncheck mods that the letters in the name are green and it turns to a plus inside the box
2. For TNR and Book Jackets, even though they are black text, I uncheck them and they convert to a dot in the middle of box

My question is like for mods like All Natural, Let there be Darkness, Slofs Horses, Urlims, and some of the unnofficial DLC mods, I can also uncheck them and it turns to a dot in the middle of the box.

However, I am not sure that is the right thing to do if not specifically stated in the readme or in BOSS. How do you know when to uncheck them or not? Just green text or specifically stated in the readme or BOSS?

I think the most confusing (and really only confusing issue with wrye bash) is choosing whether or not to uncheck a box (and what does it do and why - I have read the readme a million times)...
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Wed Mar 30, 2011 3:00 am

you uncheck the mod if you ONLY want the imported change and nothing else - such as TNR you ONLY want the face changes, Book Jackets you ONLY want the graphics changes. Don't uncheck the UOMPs I know, don't know those other mods so can't answer specifically about them.
Pacific Morrowind
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

PreviousNext

Return to IV - Oblivion