Bash Tags for Everyone

Post » Wed Mar 30, 2011 10:34 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?

yep
however i wouldn't suggest using his overhaul mod with FCOM
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Anthony Diaz
 
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Post » Wed Mar 30, 2011 5:45 am

yep
however i wouldn't suggest using his overhaul mod with FCOM


Why, are there any overlaping issues or something because right now I'm using FCOM

EDIT: Wait, when you say Overhaul, do you mean "Cyrodiil Upgrade Resource Pack" or his other mods?
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Nomee
 
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Post » Wed Mar 30, 2011 9:37 am

His resource pack works fine with FCOM. It's just resources. Entirely new content in an ESM, therefore needs no tags.

It's probably the overhaul mod you're referring to and there was a big debate about that awhile back where it was found it can't be bashed into compliance. Either CUO will override FCOM or FCOM will override CUO. You cannot have the effects of both show through completely.
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bonita mathews
 
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Post » Wed Mar 30, 2011 2:54 am

Thanks Arthmor,

I remembered I read this thread that discuss about Giskard's mods and its incompatibility.
It seems like I'm safe for now. :)
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Jennifer Rose
 
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Post » Wed Mar 30, 2011 8:00 am

If I may ... read the bottom of this page: http://www.uesp.net/wiki/Tes4Mod:FCOM

CURP and the mods that need it now: Elder Council, OMG, Necromancer - all are fine to use with FCOM - BUT CLEAN THEM. Cyrodiil Upgrade Overhaul is problematic with FCOM. that is the overhaul.
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Ria dell
 
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Post » Wed Mar 30, 2011 5:38 am

Thanks Psymon,

That link you provided me looks a bit outdated. Is it? But it did gives me the infromation I need

How do you clean them?
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Emma Parkinson
 
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Post » Wed Mar 30, 2011 1:34 am

Outdated -- hmmm - yeah a bit of it is. The rest that is there is still golden. I have gone back and learned a lot from that page over the months.

cleaning: http://www.uesp.net/wiki/Tes4Mod:Tes4View#Cleaning_a_Dirty_Plugin the thread associated with it is floating near the top of this forum!
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Flesh Tunnel
 
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Post » Wed Mar 30, 2011 9:49 am

Updated the file on Nexus for Adonnays not needing to be tagged.

http://www.tesnexus.com/downloads/file.php?id=23248
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Claire Lynham
 
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Post » Wed Mar 30, 2011 2:49 am

Color tags are a bad idea. Not all of us use the same color scheme. I'm using "Elder Scrolls-Tan", and the yellow is almost unreadable against it. You should use bold, or something.

Anyway, though, this is a great idea.
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nath
 
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Post » Wed Mar 30, 2011 11:16 am

Nice - We should now pester Wrye to allow importing these tags into Wrye Bash :)
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XPidgex Jefferson
 
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Post » Wed Mar 30, 2011 7:35 am

Nice - We should now pester Wrye to allow importing these tags into Wrye Bash :)


In principle if these tags stay reliable then they could go into BOSS (which is the "nearly idiot-proof" tool), which would in turn make them go into Bash as Bash reads tags from the BOSS masterlist.

Vac
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Add Meeh
 
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Post » Wed Mar 30, 2011 5:49 am

In principle if these tags stay reliable then they could go into BOSS (which is the "nearly idiot-proof" tool), which would in turn make them go into Bash as Bash reads tags from the BOSS masterlist.

Vac

True ... missed that. But Random007 seems to MIA ... Hope he makes it back in one piece .
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Nicola
 
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Post » Wed Mar 30, 2011 11:41 am

True ... missed that. But Random007 seems to MIA ... Hope he makes it back in one piece .


Random's stated several times that he's busy at the moment: hardly MIA. :whisper: And with any luck he'll be around again for long enough to set up a system whereby some reliable people can curate the masterlist as has been discussed in the BOSS thread. At that point it should be pretty easy to get the right tags into the BOSS masterlist.
The important thing (to me) is to make sure they really are the right tags. The results of the UOP carrying the C.Water tag demonstrate pretty well how you don't want to be adding tags to mods just because "it seems like a good idea": you do need to understand what you're going to achieve with those tags in terms of changes to records and subrecords.

Vac
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SUck MYdIck
 
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Post » Wed Mar 30, 2011 5:57 am

I thought Random was busy trying to get in Tokyo. :D
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oliver klosoff
 
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Post » Wed Mar 30, 2011 10:59 am

Consolidated notes and alphabetized to first post. Changed formatting to better suit people with alternative forum options (DragoonWraith :facepalm: ) Should be easier to find what you need on first page now. I should say 'somewhat' alphabetized. It seems my Word program has issues with that...
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john palmer
 
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Post » Wed Mar 30, 2011 7:32 am

Castle Knightstone is near KotN priory and it should have lake around it, so it should have c.water and load after Knights unofficial patch. Right?

Also, without c.water Region revive - lake Rumare had an empty pond in my game.
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Beulah Bell
 
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Post » Wed Mar 30, 2011 1:18 am

Castle Knightstone is near KotN priory and it should have lake around it, so it should have c.water and load after Knights unofficial patch. Right?

Also, without c.water Region revive - lake Rumare had an empty pond in my game.


To be sure of Knightstone, you'd need to look at in in Edit, and see if it adds a positive water height value to any of it's cells, I've never seen that one, so I'm not sure. And Rumare might be due to the UOPs C.Water tag, which the consensus is to remove. I haven't seen an empty pond myself, the only one that comes to mind is the little hamlet with the bridge, near the IC market entrance?
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Killer McCracken
 
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Post » Wed Mar 30, 2011 6:22 am

Color tags are a bad idea. Not all of us use the same color scheme. I'm using "Elder Scrolls-Tan", and the yellow is almost unreadable against it. You should use bold, or something.

Anyway, though, this is a great idea.

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Krista Belle Davis
 
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Post » Wed Mar 30, 2011 11:48 am

Great thread, guys!

Thanks so much. :tops:

I noticed that you've added Invent tags to a few FCOM files. I was under the impression there were still some issues with that tag, but I never fully understood what the issue was (i.e., why Vacuity needed a separate Invent-only tag for II), so I've been avoiding using the Invent tag until I understood its limitations better. Have I been worried about this for naught? It works fine?

Here's a few other tags I use:

Dark Dungeons and Dark Dungeons -SI {{C.Light}}
StockClothingArmor-forExnems {{Graphics}}
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Latisha Fry
 
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Post » Wed Mar 30, 2011 2:58 pm

If I understood bg's explanation correctly:
The problem with the Invent tag is that is doesn't work if a mod *deletes* vanilla equipment, which OOO does on some NPCs. So if mod A deletes some vanilla items from an NPC, the items from mod B will not be imported even if using the Invent tag.
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hannaH
 
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Post » Wed Mar 30, 2011 4:58 am

If I understood bg's explanation correctly:
The problem with the Invent tag is that is doesn't work if a mod *deletes* vanilla equipment, which OOO does on some NPCs. So if mod A deletes some vanilla items from an NPC, the items from mod B will not be imported even if using the Invent tag.


Thanks! :foodndrink:
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Nichola Haynes
 
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Post » Wed Mar 30, 2011 12:31 pm

After I Bash Tag "Let there be Darkness," do I import Graphics "Let there be Darkness" into the Bash Patch?
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chloe hampson
 
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Post » Wed Mar 30, 2011 10:00 am

After I Bash Tag "Let there be Darkness," do I import Graphics "Let there be Darkness" into the Bash Patch?


If Graphics was the tag you gave it, yes. But that one is {{C.Light}}, right? That would fall under Import Cells (i.e., it shouldn't be showing up under the Import Graphics list).
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Kaylee Campbell
 
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Post » Wed Mar 30, 2011 11:29 am

If Graphics was the tag you gave it, yes.


So if there's any mod that has Graphics tag on them, then I should import it in the Bash Patch?
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Romy Welsch
 
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Post » Wed Mar 30, 2011 6:02 am

So if there's any mod that has Graphics tag on them, then I should import it in the Bash Patch?


I clarified that response above.

If there are any mods with tags that you want to use, then check the appropriate Import for that tag and then also check the mod in that list. Make sense?
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BaNK.RoLL
 
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