Bash Tags for Everyone

Post » Wed Mar 30, 2011 4:32 pm

Lemme expand a little using LtbD as an example since you use it. As PW said, you only uncheck when the mod is either merged (+) or when you are importing data from the mod but you only want the imported data to be present and not anything else in the plugin.

This is how Bash an import works. Import is a function which will transfer the specific import data (i.e. NPC Faces, Graphics, Stats, etc) while disregarding load order, except with other similar imports (i.e. import stats gives the mod priority over all stats unless there is another mod with import stats present). When you leave a mod checked before you rebuilding your Bashed Patch, you are telling Bash to only import the data when it will resolve a conflict.

Example: LtbD changes all cells' light and Mod X changes one cell's ownership. Mod X load later so without Bash you wouldn't get the lighting in the one cell that Mod X is changing owners. Now say you tag LtbD with C.Light but leave it check, Bash will combine the changes for that one cell Mod X edits so that it has LtbD light and Mod X ownership. Now say you tag LtbD with C.Light and leave it unchecked before rebuilding your Bashed Patch. Now Bash will again combine the ownership and light edits for the one aforementioned cell but it will also import every single cell light edit that LtbD makes because the mod is unchecked.

If you still have further questions, feel free to PM me. I know my explanations are never that great even though they make sense in my mind :embarrass: .
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Rebecca Clare Smith
 
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Post » Wed Mar 30, 2011 3:51 pm

Oh... hmm, this seems like the right place to ask.

Can I add Bash Tags to a mod manually? Like, are they stored in the description field or somesuch?
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Taylrea Teodor
 
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Post » Wed Mar 30, 2011 2:59 pm

Can I add Bash Tags to a mod manually? Like, are they stored in the description field or somesuch?


in older version of bash you would add the tags to description field but in new version you do it a different way, be selecting them from a box. Listed in wrye help readme {{BASH: TAG}} for manual..
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joseluis perez
 
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Post » Wed Mar 30, 2011 3:02 am

Lemme expand a little using LtbD as an example since you use it. As PW said, you only uncheck when the mod is either merged (+) or when you are importing data from the mod but you only want the imported data to be present and not anything else in the plugin.

This is how Bash an import works. Import is a function which will transfer the specific import data (i.e. NPC Faces, Graphics, Stats, etc) while disregarding load order, except with other similar imports (i.e. import stats gives the mod priority over all stats unless there is another mod with import stats present). When you leave a mod checked before you rebuilding your Bashed Patch, you are telling Bash to only import the data when it will resolve a conflict.

Example: LtbD changes all cells' light and Mod X changes one cell's ownership. Mod X load later so without Bash you wouldn't get the lighting in the one cell that Mod X is changing owners. Now say you tag LtbD with C.Light but leave it check, Bash will combine the changes for that one cell Mod X edits so that it has LtbD light and Mod X ownership. Now say you tag LtbD with C.Light and leave it unchecked before rebuilding your Bashed Patch. Now Bash will again combine the ownership and light edits for the one aforementioned cell but it will also import every single cell light edit that LtbD makes because the mod is unchecked.

If you still have further questions, feel free to PM me. I know my explanations are never that great even though they make sense in my mind :embarrass: .


I simply (should of just tested) tried ltbd with it checked and then unchecked - yep, I understand now what you are saying.

I think it was easy with ltbd, but can I ask about slofs and urlims? I think those 2 mods will be more difficult than ltbd to try it both ways and see the difference. Dont want to fast travel and plan to use horse travel for now. My guess is to leave them "checked" since you want ownership by slofs and then urlims horses as well as graphics (I guess I can just try them when I get outdoors again).

But thanks, starting to understand this a little bit better.
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Syaza Ramali
 
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Post » Wed Mar 30, 2011 10:42 am

in older version of bash you would add the tags to description field

Right, so does that still work?

Let's pretend for a second that there's a modder somewhere, arguably a little insane or stupid, who has absolutely no use for Bash personally (therefore doesn't want to install it) but wants to tag his mods for the benefit of others. Can I *cough* Can he do that? ;)
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Stephanie Kemp
 
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Post » Wed Mar 30, 2011 10:24 am

Right, so does that still work?


Yes, manual tags still work, and you should tag your mods even if you do not use wrye bash for the benefit of others..All you need to do is check out the wrye site it has the information that is contained the readme has well that a person needs to adding bash tags even if they do not have it installed.. :bigsmile:
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Anna Beattie
 
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Post » Wed Mar 30, 2011 4:11 pm

I think it was easy with ltbd, but can I ask about slofs and urlims? I think those 2 mods will be more difficult than ltbd to try it both ways and see the difference. Dont want to fast travel and plan to use horse travel for now. My guess is to leave them "checked" since you want ownership by slofs and then urlims horses as well as graphics (I guess I can just try them when I get outdoors again).


Slof's Horses does two things: changes the graphics of all vanilla horses and adds new, hand-placed horses in the world, thus it should always be checked because it has new data which you can't import and won't see if the mod isn't activated. Ulrim's Horses doesn't only deal with graphics. Ulrim's Horses, fixes some of the graphical settings in Slof's Horses (for compatibility reasons) so it should be tagged with Import graphics. However, it also adds items to horses' inventory and thus should also be tagged with Invent. If it has these two tags and it is left unchecked then you don't need to check it, but the mod is mergeable so there is no reason why to ever check in the first place since you can just merge it and get the same results.

Please note, however, that is Slof's Horses is tagged with graphics then Ulrim's needs to also be tagged with graphics even though it is being merged. Why? Remember I said that Import negates load order rules so even though Ulrim's loads later and is merged, without the graphics tag, Slof's Horses will take priority.
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Lisa Robb
 
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Post » Wed Mar 30, 2011 12:27 am

Slof's Horses does two things: changes the graphics of all vanilla horses and adds new, hand-placed horses in the world, thus it should always be checked because it has new data which you can't import and won't see if the mod isn't activated. Ulrim's Horses doesn't only deal with graphics. Ulrim's Horses, fixes some of the graphical settings in Slof's Horses (for compatibility reasons) so it should be tagged with Import graphics. However, it also adds items to horses' inventory and thus should also be tagged with Invent. If it has these two tags and it is left unchecked then you don't need to check it, but the mod is mergeable so there is no reason why to ever check in the first place since you can just merge it and get the same results.

Please note, however, that is Slof's Horses is tagged with graphics then Ulrim's needs to also be tagged with graphics even though it is being merged. Why? Remember I said that Import negates load order rules so even though Ulrim's loads later and is merged, without the graphics tag, Slof's Horses will take priority.


Its actually making more sense now as you explain it. So if I get this right, a bash tag will ignore load order until it meets up with another mod loading later with the same bash tag? If its the only or last mod loaded with that tag, it wins?
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dean Cutler
 
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Post » Wed Mar 30, 2011 10:36 am

Its actually making more sense now as you explain it. So if I get this right, a bash tag will ignore load order until it meets up with another mod loading later with the same bash tag? If its the only or last mod loaded with that tag, it wins?


With an Import tag, yes.
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Irmacuba
 
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Post » Wed Mar 30, 2011 2:21 am

I am getting strange names for Armamentarium weapons (just started a game, so far affects bows and arrows). The names consist of extended ASCII chars (lotsa accented vowels mostly). I have tried adding the NAMES tag to ArmamentariumArmor.esp, but no luck. Otherwise, my install and mods are all behaving nicely.

Are there any Bash tags for the Armamentarium esm or the esps that I should be employing?

Edit: Placed the NAMES tag on the esm instead and all is working fine (eg "Iron Black Arrow" in lieu of gibberish).
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Robyn Lena
 
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Post » Wed Mar 30, 2011 6:27 am

I am getting strange names for Armamentarium weapons (just started a game, so far affects bows and arrows). The names consist of extended ASCII chars (lotsa accented vowels mostly). I have tried adding the NAMES tag to ArmamentariumArmor.esp, but no luck. Otherwise, my install and mods are all behaving nicely.

Are there any Bash tags for the Armamentarium esm or the esps that I should be employing?

Edit: Placed the NAMES tag on the esm instead and all is working fine (eg "Iron Black Arrow" in lieu of gibberish).


First, you should update to Armamentarium Complete instead of the individual armamentarium mods.
Second, where did you download that copy from? None of the original files had any name issues. Did you download from (for example) a Russian or Japanese site?

Vac
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Amanda Leis
 
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Post » Wed Mar 30, 2011 11:56 am

First, you should update to Armamentarium Complete instead of the individual armamentarium mods.
Second, where did you download that copy from? None of the original files had any name issues. Did you download from (for example) a Russian or Japanese site?

Vac


No, DLed the "Complete" version (1.2.2, is there newer?) from TesNexus.

Given the name error, and now some missing meshes also attributable to AC, it is clear that the BAIN install.7z I built is not right. Now in process of recreating...
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carrie roche
 
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Post » Wed Mar 30, 2011 4:13 pm

No, DLed the "Complete" version (1.2.2, is there newer?) from TesNexus.

Given the name error, and now some missing meshes also attributable to AC, it is clear that the BAIN install.7z I built is not right. Now in process of recreating...

you should not be using armamentariumarmor.esp along with armamentarium complete.
Pacific Morrowind
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OJY
 
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Post » Wed Mar 30, 2011 8:22 am

What is the dirty edit made by Battlehorn Castle? I have the merged version of the unofficial patches and sm refurbish plugins, and I would like to make sure that this plugin has the correct owner.
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how solid
 
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Post » Wed Mar 30, 2011 2:26 am

you should not be using armamentariumarmor.esp along with armamentarium complete.

Yep, you need to sort that out. Follow the readme instructions for armamentarium complete.

What is the dirty edit made by Battlehorn Castle? I have the merged version of the unofficial patches and sm refurbish plugins, and I would like to make sure that this plugin has the correct owner.

It makes a stray edit to The Mystic Emporium. This record can be removed completely from Battlehorn without any negative effect (and thus remove some conflicts from your game).

Vac
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Elina
 
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Post » Wed Mar 30, 2011 4:09 am

I just wish to advise that adding C.Water to Oscuro's Oblivion Overhaul.esp as per the advice in the OP causes major water height issues with Unique Landscapes, specifically Fallenleaf Everglade, and The Heath (though i haven't looked at others).

Would suggest removing it from the post unless there's a compelling reason why it should be retained.
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Enie van Bied
 
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Post » Wed Mar 30, 2011 10:55 am

I've noticed that the only mod tagged with import factions in my 34 GB FCOM+++ is Oscuro Oblivion Overhaul.

What other mods should be tagged with this import factions? Here comes my load order:

Masters for: Streamsave_3.ess00  Oblivion.esm01  CyrodiilUpgradeResourcePack.esm02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Children Of Rourken.esm05  NNWAEMaster.esm06  Jog_X_Mod.esm07  CM Partners.esm08  EnhancedWeather.esm  [Version 1.3.5]09  Artifacts.esm0A  TIE4MODS.esm0B  Cobl Main.esm  [Version 1.71]0C  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0D  Mart's Monster Mod.esm  [Version 3.7b1]0E  Diverse Wisps - Base.esm0F  TamrielTravellers.esm  [Version 1.39c]10  FCOM_Convergence.esm  [Version 0.9.9a7]11  Armamentarium.esm  [Version 1.2.2]12  HorseCombatMaster.esm**  Cobl Races TNR SI.esp  [Version 1.53]13  HrmnsOblivionScriptOptimizationv1.0.esp14  Unofficial Oblivion Patch.esp  [Version 3.2.0]15  DLCShiveringIsles.esp  [Version 1.4.0]16  Francesco's Optional Chance of Stronger Bosses.esp17  Francesco's Optional Chance of Stronger Enemies.esp18  Francesco's Optional Chance of More Enemies.esp19  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  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  Natural_Habitat_by_Max_Tael.esp1E  EnhancedWeather.esp  [Version 1.3.5]1F  Natural_Water_by_Max_Tael.esp++  Symphony of Violence.esp20  MIS Low Wind.esp21  MIS New Sounds Optional Part.esp22  Atmospheric Oblivion.esp23  Storms & Sound.esp24  WindowLightingSystem.esp25  AliveWaters.esp26  AliveWaters - Koi Addon.esp27  AliveWaters - Slaughterfish Addon.esp28  Book Jackets Oblivion.esp**  Book Jackets DLC.esp29  Ayleid Loot EXtension.esp2A  ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp++  Item interchange - Extraction.esp  [Version 0.75]2B  Japanese Clothing.esp2C  RAEVWD Cities.esp  [Version 1.4]2D  RAEVWD New Sheoth.esp  [Version 1.5]2E  RAEVWD Imperial City.esp  [Version 1.4]2F  Reznod_Mannequin.esp30  Living Economy.esp31  Living Economy - Items.esp32  Map Markers Be Done -Elys-.esp33  DLCOrrery.esp34  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]35  DLCVileLair.esp36  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]37  DLCMehrunesRazor.esp38  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]39  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp3A  1AlexScorpionSneakingSuit.esp3B  A_Simple_Ring.esp3C  ACB_Yamigarasu.esp3D  Adonnays Classical Weaponry.esp3E  Adonnays Elven Weaponry.esp3F  Armory of the Silver Dragon.esp40  Boots of Blinding Speed.esp41  BlackGear.esp42  Bride.esp43  DMACArmor.esp44  Elvenguard.esp  [Version 2.1]45  FemaleSweaterMod.esp46  kfDarkAdventuressBow.esp47  Lich King's Helm v1_0.esp48  New Frostmourne Sword by Jojjo v1_0.esp49  Nicos Kynareth Archery.esp  [Version 1.0]4A  pale_rider's Pirate Reloaded.esp4B  RavenWearClothing.esp  [Version 1.5]4C  RGMsCheerleader.esp4D  samurai.esp4E  SentientWeapon.esp  [Version 3]4F  SLPD_Ponytail.esp50  TheOrdinatorsArmor.esp51  tkRapiers.esp52  Town_Ceremonial_Armor.esp53  Unlimited Wear.esp54  umbrella.esp55  Unlimited Weapon Recharge.esp56  VA_DKWeaponSet.esp57  Thieves Arsenal.esp58  ArynnsDrowQueen2.0.esp59  XiaNewAmuletsV1.esp5A  Elven Armours.esp5B  Gloria Armor.esp5C  Female Assassins Creed - Altair's Gear -  EV.esp5D  Battle China Dress.esp5E  BlackLuster.esp5F  EY_AoD.esp60  DM-Elite Witch.esp61  HGEC Queen Of Nightfall Dress ENG.esp62  IvyArmor.esp63  SPB Mercenary Armors.esp64  ShaiyaOutfit.esp65  Slof's Extra Horses.esp66  Slof's Black Unicorn.esp67  Mounted_Spellcasting.esp68  Mounted_Trampling.esp++  LadyDeadlock_LoveYourHorse.esp69  DLCThievesDen.esp6A  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]6B  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]6C  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]6D  Slof's Oblivion Robe Trader.esp6E  Cobl Glue.esp  [Version 1.69]6F  Cobl Si.esp  [Version 1.63]70  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]++  Cobl Tweaks.esp  [Version 1.44]71  Bob's Armory Oblivion.esp72  FCOM_BobsArmory.esp  [Version 0.9.9]73  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]74  Oblivion WarCry EV.esp75  FCOM_WarCry.esp  [Version 0.9.9]76  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]77  OOO-Ayleid Coin Add-on.esp++  ArmamentariumLLMagic.esp  [Version 1.05]78  ArmamentariumArtifacts.esp  [Version 1.2.2]79  MMM.esp7A  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]7B  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]7C  FCOM_RealSwords.esp  [Version 0.9.9]7D  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]7E  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b1]7F  Mart's Monster Mod - Slof Horses Complete.esp++  FCOM_LessRats.esp  [Version 0.9.9]80  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 Bone Loot.esp  [Version 3.7b1]81  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]82  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]83  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]84  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.6Beta2]85  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b2]86  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]++  Mart's Monster Mod - Diverse Wisps.esp  [Version 0.10]87  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]++  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp++  Mart's Monster Mod - TNR Faces.esp  [Version 3.7b1a]++  TamrielTravellerAdvScript.esp  [Version 1.40Alpha]88  TamrielTravellers4OOO.esp  [Version 1.39c]89  TamrielTravellersItemsNPC.esp  [Version 1.39c]8A  TamrielTravellersItemsCobl.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]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]8B  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]8C  FCOM_MoreRandomItems.esp  [Version 0.9.9]8D  Mart's Monster Mod - Shivering Isles.esp8E  TIE4MODSMain.esp8F  TIE4MODSGameplaySettings.esp90  OOOAyleidMeteoricWeaponUpdate.esp91  OOO_XiaNewAmulets Addon.esp  [Version 0.5]++  ArmamentariumLL4OOO.esp92  Mage Equipment - OOO.esp++  MMM-Cobl.esp  [Version 1.69]++  Fransfemale.esp93  Armamentium female.esp++  EVE_StockEquipmentReplacer.esp++  EVE_KhajiitFix.esp94  EVE_ShiveringIslesEasterEggs.esp++  EVE_StockEquipmentReplacer for OOO.esp++  EVE_StockEquipmentReplacer4MMM.esp++  EVE_StockEquipmentReplacer4FCOM.esp95  ClocksOfCyrodiilNoArcane.esp96  Ivellon.esp  [Version 1.8]97  allinonebasemant.esp98  Ancient_Goblin_City-4843.esp99  AyleidArrows.esp  [Version 1.8]9A  Blackrock_Mountain-4489.esp9B  CDEP_FanaCeya.esp9C  CDEP-UnderpallCave.esp9D  COR-Episode1 Secret of Enourk.esp9E  GoblinwatchKeep.esp9F  Jagnot- Imperial City Library V1.3.espA0  KingdomofAlmar.espA1  kingdomofAlamar_OOO.espA2  Klarre Forestheart.espA3  Lair_of_the_Hydra-4490.espA4  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.1]A5  GlenvarCastle.espA6  The Ayleid Steps.esp  [Version 2.5.3]A7  The_Dragon_Citadel-6178.espA8  The_Tower_of_the_Lich_King-4492.espA9  TheElderCouncil.espAA  TheElderCouncil_TempleOfTheOne.espAB  TheForgottenShields.espAC  thievery.espAD  VaultsofCyrodiil.espAE  Artifacts.espAF  Apachii_Goddess_Store.espB0  Apachii_Heroes_Store.espB1  KF Chapel Shop.espB2  za_bankmod.espB3  DLCBattlehornCastle.espB4  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]B5  Lynges Thieves Highway - OOO.espB6  DLCFrostcrag.espB7  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]B8  Knights.esp++  EVE_KnightsoftheNine.espB9  Knights - Unofficial Patch.esp  [Version 1.0.9]++  Mart's Monster Mod - Knights.esp  [Version 3.7b1]BA  The Lost Spires.espBB  TOTF.espBC  RTT.espBD  Mighty Umbra.espBE  Ungarion1TheWelkyndSword.esp  [Version 1.4]BF  Blood&Mud.espC0  Lost Paladins of the Divines.espC1  Origin of the Mages Guild.esp  [Version 6.1]C2  The Mystery of the Dulan cult.espC3  TheNecromancer.espC4  MannimarcoRevisited.espC5  MannimarcoRevisitedOOO.esp  [Version 0.1]C6  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]C7  Mart's Monster Mod - Diverse WaterLife.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]C8  FCOM_Blood&Mud.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_OMGSRT.esp  [Version 0.9.9]C9  FCOM_DulanCult.esp  [Version 0.9.9]CA  bartholm.espCB  Duke Patricks Sickness Alarm.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]CC  Natural_Vegetation_200%_by_Max_Tael.espCD  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]CE  Bag of Alchemy.espCF  Kyoma's Journal Mod.esp  [Version 3.2.0]D0  P1DkeyChain.esp  [Version 5.00]D1  MoreTraining.espD2  Salmo the Baker, Cobl.esp  [Version 3.08]++  Short Grass V3.espD3  Enhanced Vegetation [150%].espD4  RealisticForceMedium.espD5  RealisticMagicForceLow.espD6  Ashes to Ashes.esp  [Version 0.9]D7  bgBalancingEVCore.esp  [Version 10.5EV-D]D8  IshMultipleApparelEnchantments.espD9  MidasSpells.espDA  Midas OscuroGems.espDB  Alter Weight Spells.espDC  Gather Ye Rosebuds.espDD  SupremeMagicka.esp  [Version 0.89]DE  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.espDF  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]E0  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]E1  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]E2  bgMagicEVPaperChase.esp  [Version 1.68EV]E3  bgMagicAlchemy.esp  [Version 1.57]++  ShinySeptims_Septimus.espE4  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]E5  dakhath_consolecommands.espE6  attack and hide medium v2.1.espE7  Deadlier Sneaking 1.1.espE8  Enter The Shinobi - Coors916.espE9  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]EA  Deadly Reflex Bow Sway.espEB  Deadly Reflex - Breathing Motion & Head Bobbing.espEC  SniperSneakSkillup.espED  Kobu's Character Advancement System.espEE  Grandmaster of Alchemy.esp++  Item interchange - Placement for FCOM.esp  [Version 0.75]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.75]**  Atmospheric Loading Screens - No Text.esp++  [GFX]_Initial_Glow-all.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]EF  bgMagicLightningbolt.espF0  Get Wet.esp++  Real Lava 1.3.espF1  Elves Of Lineage II.espF2  Abriael_Human.esp++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]F3  bgBalancingEVOptionalNPCDiversity, for Wrye Bash.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]F4  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]F5  bgIntegrationEV.esp  [Version 0.9]F6  CM Partners.espF7  CM Partners NPC.espF8  AndreaCM.espF9  Enhanced Grabbing.esp  [Version 0.4]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]FA  Cobl Silent Equip Misc.esp  [Version 01]FB  Bashed Patch, 0.espFC  FormID Finder.espFD  Streamline 3.1.esp

User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Wed Mar 30, 2011 11:47 am

I've noticed that the only mod tagged with import factions in my 34 GB FCOM+++ is Oscuro Oblivion Overhaul.

What other mods should be tagged with this import factions? Here comes my load order:

I would suggust:

Masters for: Streamsave_3.ess02  Francesco's Leveled Creatures-Items Mod.esm0A  TIE4MODS.esm0C  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0D  Mart's Monster Mod.esm  [Version 3.7b1]14  Unofficial Oblivion Patch.esp  [Version 3.2.0]-- USIP - you should have that and again should be tagged with factionsand the various UOMPs tha you have but I didn't list them all.76  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]7B  FCOM_Convergence.esp  [Version 0.9.9]88  TamrielTravellers4OOO.esp  [Version 1.39c] (not yet running TT, meaning but haven't yet integrated it into my LO so haven't looked in tes4edit but I suspect this would want faction tag)8A  TamrielTravellersItemsCobl.esp  [Version 1.39c] (^^)8D  Mart's Monster Mod - Shivering Isles.esp8E  TIE4MODSMain.espEE  Grandmaster of Alchemy.esp

One of the nice things about the factions tag is that factions are rarely accidentally edited. Also for all those I would suggest relations tag as well.
Note some people will probably disaggree about tagging the fcom files with factions+relations but I do to prevent later loading stuff (ie. quest mods) from accidentally overwriting those changes.

@@Orbitor I don't use c.water on anything and I don't have any water issues but if you use it on OOO you should also use it on most/all of the ULs (which I keep meaning to add to my massively overburdened LO so I don't know specifically which ones want the c.water tag and which dont')

Pacific Morrowind
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Wed Mar 30, 2011 4:09 am

I've noticed that the EDI soldiers had slaughtered the truffle pig and a few dogs found in Better Cities B&M Bravil.

I think I saw them do it in regular Blood and Mud Bravil - would a factions tag on EDI fix that?

thanks
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Wed Mar 30, 2011 10:25 am

@@Orbitor I don't use c.water on anything and I don't have any water issues but if you use it on OOO you should also use it on most/all of the ULs (which I keep meaning to add to my massively overburdened LO so I don't know specifically which ones want the c.water tag and which dont')


I just have c.water on better cities now. I added it to OOO due to the advice in the original post.

Interestingly, I did add c.water to one of the particular UL esp's where I was seeing water issues (and rebuilt the bash patch). This didn't resolve the water issues at all despite it being after OOO in the load order...only removing c.water from OOO fixed it.
I didn't try adding c.water to ALL the UL esp's, though I can't see why that would be any different.

And just btw, you should really add UL - it really is one of the absolute best mods out there. Makes the world so much more interesting & fun to explore.
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Wed Mar 30, 2011 11:20 am

I would suggust:

Masters for: Streamsave_3.ess02  Francesco's Leveled Creatures-Items Mod.esm0A  TIE4MODS.esm0C  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0D  Mart's Monster Mod.esm  [Version 3.7b1]14  Unofficial Oblivion Patch.esp  [Version 3.2.0]-- USIP - you should have that and again should be tagged with factionsand the various UOMPs tha you have but I didn't list them all.76  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]7B  FCOM_Convergence.esp  [Version 0.9.9]88  TamrielTravellers4OOO.esp  [Version 1.39c] (not yet running TT, meaning but haven't yet integrated it into my LO so haven't looked in tes4edit but I suspect this would want faction tag)8A  TamrielTravellersItemsCobl.esp  [Version 1.39c] (^^)8D  Mart's Monster Mod - Shivering Isles.esp8E  TIE4MODSMain.espEE  Grandmaster of Alchemy.esp

One of the nice things about the factions tag is that factions are rarely accidentally edited. Also for all those I would suggest relations tag as well.
Note some people will probably disaggree about tagging the fcom files with factions+relations but I do to prevent later loading stuff (ie. quest mods) from accidentally overwriting those changes.

@@Orbitor I don't use c.water on anything and I don't have any water issues but if you use it on OOO you should also use it on most/all of the ULs (which I keep meaning to add to my massively overburdened LO so I don't know specifically which ones want the c.water tag and which dont')

Pacific Morrowind


Thanks, PacificMorrowind! obviously I've been missing quite a chunk of the action!
As for USIP - actually I've got it but it is renamed to DLC Shivering Isles.esp, so that I can get rid of the dummy empty esp (am at 255 and still cannot merge esps...) - it is even the MOBS version!

Thanks agauin for your help, PM! (as says Jensine :D)
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Wed Mar 30, 2011 12:35 pm

What tags do I need for this mod http://www.tesnexus.com/downloads/file.php?id=26634 in order to make it work along with FCOM?
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Wed Mar 30, 2011 11:36 am

I was wondering if there's a way to use tags to import only the NIFZ records from a mod into the Patch?
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Wed Mar 30, 2011 2:06 pm

I was wondering if there's a way to use tags to import only the NIFZ records from a mod into the Patch?

currently no... why are you wanting to import that? (an importer for nifz records could easily be created)
Pacific Morrowind
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Wed Mar 30, 2011 12:48 am

currently no... why are you wanting to import that? (an importer for nifz records could easily be created)
Pacific Morrowind

I wanted to try out Hel Borne's new http://www.tesnexus.com/downloads/file.php?id=27544 without losing FCOM settings. They look really cool - I'm going to suggest to the FCOM folk that they ask if they can integrate it, though I imagine they're busy enough just getting the next version polished off.

I've another question: If a mod just adds an item (like a weapon) and puts it in an Oblivion.esm generic container like 'ChestVendorWeaponWhatever', can I use a tag to get the container placement out of that mod and into the Bashed Patch? My guess is no again, unless Invent works with containers. I use Item Interchange, if that would work, though I'm not sure how to do it.
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

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