Bash Tags for Everyone

Post » Wed Mar 30, 2011 2:50 pm

Yeah, Haama's mods rock!

Uhh, wait? On-topic? What does that mean?

Oh, right, gotcha.

Apologies for any duplication with existing posts, I notice someone already posted the tags for Item Interchange (though those plugins come pre-tagged).

+1 says UOPs shouldn't come with C.Water

Atmospheric Loading Screens - Random Quotes.esp {{BASH:Graphics,NoMerge}} - pre-tagged

Book Jackets Oblivion.esp {{BASH:Graphics}} - Allows use with mods like "Save skill books for later"

Book Jackets DLC.esp {{BASH:Graphics,NoMerge}} - NoMerge enchances compatibility with other mods that may alter these books in other ways

Ayleid Loot EXtension.esp {{BASH:Invent}} - Makes a change to one vanilla NPC's inventory that is easily lost by overhauls et cetera, the invent tag helps avoid this problem

Adonnays Classical Weaponry.esp - BOSS suggests tagging this with Graphics, but I honestly don't get why... :shrug:

Adonnays Elven Weaponry.esp - BOSS suggests tagging this with Graphics as well, but I honestly don't get why... :shrug:

FineWeapons.esp - {{BASH:Graphics,NoMerge}} You *NEED* these bash tags to make this work properly with any overhaul

TamrielTravellersHorseTextures.esp - {{BASH:NoMerge,Graphics}} Allows you to use Slof's textures without any other problems

DLCBattlehornCastle - Unofficial Patch.esp - {{BASH:C.Light}} This one's important! This should have the C.Owner tag removed! The original DLC comes with a dirty edit to the Mystic Emporium which causes a conflict with cell ownership when using DLCFrostcrag, using the C.Owner tag on the UP just makes this a bigger problem, particularly for people using alternative Frostcrag versions.

DLCFrostcrag.esp - {{BASH:C.Owner}} Not necessary if you're using vanilla frostcrag with the Unofficial Patch as the patch comes tagged with C.Owner, but for people using alternative Frostcrags they are much more likely to have problems with cell ownership problems wit the Mystic Emporium. This fixes that.

AgarMoreVariedSpellEffects.esp - {{BASH:Sound}} Pulls the sound changes through magic overhauls while maintainign compatibility with them.

Vac
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Chris Ellis
 
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Post » Wed Mar 30, 2011 4:42 am

Why does Battlehorn need the C.Light tag? I long ago cleaned my DLCs and only see two vanilla cells it does anything to, neither of which is an ambient light level change. The other interior cells are all new content.
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April
 
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Post » Wed Mar 30, 2011 10:01 am

Why does Battlehorn need the C.Light tag? I long ago cleaned my DLCs and only see two vanilla cells it does anything to, neither of which is an ambient light level change. The other interior cells are all new content.


I am not even sure it needs that, what's important is that the C.Owner gets removed as it *will* cause problems for some mod combinations and serves no useful purpose for this mod.

Vac
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lydia nekongo
 
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Post » Wed Mar 30, 2011 3:13 am

Considering that some of my mods made it onto the list: If I've missed an important bash tag, please let me know. I'm adding bash tags to my mods, if I have missed one ;).
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Blackdrak
 
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Post » Wed Mar 30, 2011 2:59 pm

Consolidated to front page. I'll go through next time and delete duplicates, and consolidate notes. If someone could add the UL mods with C.Water tags, I'd be grateful. Or, do those come pretagged? (I so need to add them to my setup, but need to do some merging before I hit the limit... :facepalm: )
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Wayne Cole
 
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Post » Wed Mar 30, 2011 1:04 am

Just dropped in to say that a thread about tags was sorely needed. Thanks for the info, I already made two tweaks that improved my game :) Keep it up, these need to be discussed, especially now that Wrye Bash is an essential tool to most mod-users.
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Chris Ellis
 
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Post » Wed Mar 30, 2011 8:53 am

Consolidated to front page. I'll go through next time and delete duplicates, and consolidate notes. If someone could add the UL mods with C.Water tags, I'd be grateful. Or, do those come pretagged? (I so need to add them to my setup, but need to do some merging before I hit the limit... :facepalm: )


ULs are not pre-tagged.
If UOP is tagged, all bur four of the needs the C.Water tag. Lost Coast was one of them.
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Jessica Phoenix
 
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Post » Wed Mar 30, 2011 10:47 am

Bash tags are not always needed. Its confusing at times

:D
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Nichola Haynes
 
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Post » Wed Mar 30, 2011 4:12 am

Bash tags are not always needed. Its confusing at times

:D

We need a bash tag for _Bonk_ , any ideas?... :toughninja:
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Grace Francis
 
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Post » Wed Mar 30, 2011 11:31 am

What about Origin Of The Mage Guild? Any tags? I've put Delev, Relev and Graphics. Good enough?
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biiibi
 
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Post » Wed Mar 30, 2011 1:28 pm

Everything in MMM and Travellers should be tagged has needed if I missed something let me know and I will tag has needed..

I need to look over MMM optionial download and tag's those has needed ..MMMCOH, MMM TNR, MMM COBL TNR, etc..

Keep up the thread very useful, I have already seen some tags that I can use for COBL Races and Diverse Voices..
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Annika Marziniak
 
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Post » Wed Mar 30, 2011 3:46 pm

ULs are not pre-tagged.
If UOP is tagged, all bur four of the needs the C.Water tag. Lost Coast was one of them.


Which is exactly why the UOP shouldn't have been tagged. So you don't need to go flinging tags onto 5 dozen other mods :)
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Rob Davidson
 
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Post » Wed Mar 30, 2011 3:49 pm

Any Ideas for Tags on the actor's have torches mods? Specifically http://www.tesnexus.com/downloads/file.php?id=11169!

I was thinking {{Invent}} but I don't really have a proper idea.

Also I've been putting all these into an excel page. Think It's be a good idea to put it up on Nexus?
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Lou
 
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Post » Wed Mar 30, 2011 2:41 am

V&VA places alot of REFR records in the game. Things like deleting the vanilla wells and replacing them with activator wells, rain barrels in most/all of the wilderness camps...
Do I need to Tag the mod for that?

...
Also I've been putting all these into an excel page. Think It's be a good idea to put it up on Nexus?

Yes. Great idea. I also might suggest doing it in .ods format for Open Office users? No biggy... I guess, OOorg can open Excel docs I assume.
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Prue
 
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Post » Wed Mar 30, 2011 7:06 am

OK its up!

http://www.tesnexus.com/downloads/file.php?id=23248

Sorry Ssenkrad, I don't have Open Office.

I'll try and keep it updated, but I did it for me and thought might as well make it availiable.

Also, Aegyen, if you want axcess to it let me know and I'll make it availiable to you too.

Enjoy!
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Alan Cutler
 
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Post » Wed Mar 30, 2011 1:28 am

What about Origin Of The Mage Guild? Any tags? I've put Delev, Relev and Graphics. Good enough?


Delev and Relev is not needed, since OMG's leveled lists doesn't conflict.
Why Graphics?



Any Ideas for Tags on the actor's have torches mods? Specifically http://www.tesnexus.com/downloads/file.php?id=11169!

I was thinking {{Invent}} but I don't really have a proper idea.


No Tags are needed, since the torches are put into NPCs' inventory by script.


V&VA places alot of REFR records in the game. Things like deleting the vanilla wells and replacing them with activator wells, rain barrels in most/all of the wilderness camps...
Do I need to Tag the mod for that?


No.
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alicia hillier
 
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Post » Wed Mar 30, 2011 4:29 pm

OK its up!

http://www.tesnexus.com/downloads/file.php?id=23248

Sorry Ssenkrad, I don't have Open Office.

I'll try and keep it updated, but I did it for me and thought might as well make it availiable.

Also, Aegyen, if you want axcess to it let me know and I'll make it availiable to you too.

Enjoy!

Open Office handles the .xls file just fine. Printing it out now.

Thank you Torrello.
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brandon frier
 
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Post » Wed Mar 30, 2011 7:55 am

Any Ideas for Tags on the actor's have torches mods? Specifically http://www.tesnexus.com/downloads/file.php?id=11169!

I was thinking {{Invent}} but I don't really have a proper idea.


No, no, no!
Don't use invent with it, torches are added by scripts in this mod, not by tweaks to actor inventory subrecords.
This mod shouldn't require any tags, nor any of the other scripted mods adding torches to actors.

Vac

Edit: Oops, there was another page with a reply? Ahh, well... never mind... :embarrass:
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Maddy Paul
 
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Post » Wed Mar 30, 2011 6:29 am

Delev and Relev is not needed, since OMG's leveled lists doesn't conflict.
Why Graphics?

On the same logic as Slof's Horses or Addonay's weaponry - to keep them in mint condition. Wrong?
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Doniesha World
 
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Post » Wed Mar 30, 2011 1:14 am

The graphics tag for Slof's, in particular, is to carry the changes she made to vanilla horses. If you were not to use it, you would get the new breeds she adds, but you will still have the vanilla horses as well. I actually use it in my setup with Ulrims. He changed some of the saddles and reins, to better fit the Imperial Legion armored horses. So, I have graphics tags on both, so that his changes override hers, and they both change all the horses in the game. He also changed the eyes, because he liked the old ones better. I left that part be for now, as the only way I can change that part is to modify his mod more. (remove the eye entries)

As for Addonay's, if they are all new meshes and textures, there wouldn't be a need for a graphics tag, as it overrides none of the vanilla weapons. If it changes vanilla weapons, it may need a tag.

What gets confusing about tags is this: Let's say Mod A changes a sword texture from vanilla OB. If nothing else changes that sword, in any way, then Mod A would be fine with no tags. Now, let's say you add Quest B. Quest B changes that same sword, but it only changes its stats. This is where the tag works. Quest B is only changing the swords stats, but it uses the record of the vanilla sword, which defines the sword as having the vanilla texture. Since Quest B loads later than Mod A, you just lost that new texture from Mod A, but get the sword with the new stats from the quest. Now, you tag Mod A with a graphics tag. Now Mod A's graphics, ONLY, are ported into the patch. (just the texture data) and that data is placed as an override into the modified sword record (stats) from Quest B. Now you get the modified sword with the new graphic, AND the stats. That's the beauty and power of Bash.

That's a simple example of how tags work, but gives you a general idea of what's going on. And I am still learning myself just exactly what each kind of tag can do, and whether or not a tag is necessarily needed in all cases. And, why I started this thread, and asked for short explanations for each tag and why it is being used, so that we can all understand, what they are for and when to use them. Once I get enough input, then I'll go back and redo a thread (a guide) on all of it. Hopefully I learn all I need to know, and help everyone else too.
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laila hassan
 
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Post » Wed Mar 30, 2011 6:14 am

On the same logic as Slof's Horses or Addonay's weaponry - to keep them in mint condition. Wrong?


As I pointed out: I really don't see why the graphics tag is supposed to be on Addonay's weapons: they are new items.

Slof's Horses change existing horses that are also changed by other mods, which is why the graphics tag is necessary.

Vac
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lilmissparty
 
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Post » Wed Mar 30, 2011 10:33 am

As I pointed out: I really don't see why the graphics tag is supposed to be on Addonay's weapons: they are new items.

Vac


I'll change that then. Note added.
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Annika Marziniak
 
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Post » Wed Mar 30, 2011 11:35 am

What about Origin Of The Mage Guild? Any tags? I've put Delev, Relev and Graphics. Good enough?


None of those tags are needed, but tag OMG with Relations

Also, Fort Akatosh, Guards of Cyrodil, TIE4MODS, and Kvatch Aftermath all need Relations tags

Choice and Consequences - Faction, Invent (although I think I used the Invent tag because of a specific mods conflict but can't remember now :shrug: )
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Dan Wright
 
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Post » Wed Mar 30, 2011 3:03 pm

That's a simple example of how tags work, but gives you a general idea of what's going on. And I am still learning myself just exactly what each kind of tag can do, and whether or not a tag is necessarily needed in all cases. And, why I started this thread, and asked for short explanations for each tag and why it is being used, so that we can all understand, what they are for and when to use them. Once I get enough input, then I'll go back and redo a thread (a guide) on all of it. Hopefully I learn all I need to know, and help everyone else too.


Great idea, a list of available tags and their effect would be a good addition to the information available here. Keep it up Aegyen :)
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Ells
 
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Post » Wed Mar 30, 2011 1:42 am

I don't know if this is the right thread to ask, but

Is Cyrodiil Upgrade Resource Pack by Giskard compatible with large overhauls like FCOM?
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Noraima Vega
 
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