Bash Tags for Everyone

Post » Wed Mar 30, 2011 7:43 am

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?


Yes it make sense now, thanks
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Fiori Pra
 
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Post » Wed Mar 30, 2011 5:36 am

i remember reading somewhere that all UL mods should be tagged with C. Water except Stendarr Valley, Colovian Highlands, BoC Lost Coast, Lush Woodlands, and the Rolling Hills...is this correct? if so i find it odd that II would need the water tag yet RR-LR wouldn't. (I use both now with the patch btw) I would think that the patch would edit water heights to make the 2 compatible, is is right? Should the patch have a C. Water tag? Damn tags are so confusing, lol
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Miss Hayley
 
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Post » Wed Mar 30, 2011 1:43 pm

The only reason people suggest tagging the ULs with C.Water is because the UOP routinely overrides its cell water heights. Solve the problem the correct way. Remove C.Water from the UOP.
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Harry-James Payne
 
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Post » Wed Mar 30, 2011 4:30 am

ahhhhhhh, i see


well are thier any that should be tagged with C. Water anyway? even without the water tag in the UOP i mean.
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Dean
 
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Post » Wed Mar 30, 2011 8:39 am

well are thier any that should be tagged with C. Water anyway? even without the water tag in the UOP i mean.

?
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sophie
 
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Post » Wed Mar 30, 2011 3:15 pm

?


It doesn't hurt.
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Fluffer
 
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Post » Wed Mar 30, 2011 5:01 am

I've got a question about UOP's tags. In the OP, you say it should be tagged with {{C.Climate, C.Owner, Delev, Invent, Names, Relev}}. Mine is tagged as {{C.Climate, C.Light, C.Owner, Delev, Invent, Names, Relev, Stats}} (Note: I already removed C.Water as instructed).

So should I remove C.Light & Stats from my UOP? If it helps, here's my current load list:
Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  EnhancedWeather.esm  [Version 1.3.3]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b1]07  FCOM_Convergence.esm  [Version 0.9.9a7]**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp++  HrmnsOblivionScriptOptimizationv1.0.esp08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  BSAFranItem.esp0D  Francesco's Optional Chance of Stronger Bosses.esp0E  Francesco's Optional Chance of Stronger Enemies.esp0F  Francesco's Optional Chance of More Enemies.esp10  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]11  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]12  Atmospheric Loading Screens - Original Text.esp13  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp14  MIS Low Wind.esp15  MIS New Sounds Optional Part.esp16  Atmospheric Oblivion.esp17  OBSE-Storms & Sound SI.esp18  Rainbows.esp19  EnhancedWeather.esp  [Version 1.3]1A  EnhancedWeather - SI.esp  [Version 1.3]1B  EnhancedWeather - Enhanced Seasons.esp  [Version 1.3.1]1C  ReneersNotesMod.esp1D  Living Economy.esp1E  Living Economy - Items.esp1F  Landmarks, w Wells.esp  [Version 1.10]20  DLCOrrery.esp21  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]22  DLCVileLair.esp23  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]24  DLCMehrunesRazor.esp25  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]26  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]27  DLCThievesDen.esp28  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]29  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2A  Bob's Armory Oblivion.esp2B  FCOM_BobsArmory.esp  [Version 0.9.9]2C  Oblivion WarCry EV.esp2D  FCOM_WarCry.esp  [Version 0.9.9]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2F  OOO-Water_Weeds.esp  [Version 1.33]30  OOO-No_Guild_Ownership.esp  [Version 1.33]31  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]32  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]33  FCOM_RealSwords.esp  [Version 0.9.9]34  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]35  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]36  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]37  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]38  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]39  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]3A  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]3B  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]3C  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]3D  FCOM_MoreRandomItems.esp  [Version 0.9.9]3E  DLCBattlehornCastle.esp3F  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]40  DLCFrostcrag.esp41  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]42  Knights.esp43  Knights - Unofficial Patch.esp  [Version 1.0.9]++  FCOM_Knights.esp  [Version 0.9.9b4]44  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]45  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]46  Alternative Start by Robert Evrae.esp47  RenGuardOverhaul.esp48  RenGuardOverhaulShiveringIsles.esp49  Denock Arrows.esp4A  OOO-Level_Stock.esp  [Version 1.33]++  [GFX]_Initial_Glow-all.esp++  Real Lava 1.3.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]4B  Bashed Patch, 0.esp4C  Streamline 3.1.esp

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Star Dunkels Macmillan
 
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Post » Wed Mar 30, 2011 12:21 am

I've got a question about UOP's tags. In the OP, you say it should be tagged with {{C.Climate, C.Owner, Delev, Invent, Names, Relev}}. Mine is tagged as {{C.Climate, C.Light, C.Owner, Delev, Invent, Names, Relev, Stats}} (Note: I already removed C.Water as instructed).


Thank you for pointing it out, I may very well have missed putting them back in when cleaning up the main post yesterday.


Added more notes to TamrielTravellersItemsNPC.esp. It is Important that this part of the mod be checked before you build your patch, and left checked after to ensure it works properly. I had this wrong, and hopefully was the only one... :facepalm:
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Cartoon
 
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Post » Wed Mar 30, 2011 3:19 pm

Added more notes to TamrielTravellersItemsNPC.esp. It is Important that this part of the mod be checked before you build your patch, and left checked after to ensure it works properly. I had this wrong, and hopefully was the only one... :facepalm:

huh?
but in the bash thread Corepc says:
Seem's quite a bit a people are confused about the nomerge tag that I added to my mod's.

First my mod is always the odd one and has always been with bash. Since it is designed somewhat differently than other mod would be..

So I will explain the why it had to be done this way.

In the past if itemnpc.esp was merged in bashed patched. Then it would no work right, because the itemsnpc.esp changes would get imported into the tt.esm, but bashed patch, would not use those changes from the itemsnpc.esp but instead would keep my custom leveledlist from the tt.esm instead. Which in turn would cause cause you not to see items from other mods (fcom,OOO,arma,etc) or have vanilla item scaling for item for sale (instead of my balance)..etc. If using bash.

If you remove the nomerge tag, you will see this happen. once you rebuilt your bashed patched. and checked in tes4edit..

With NoMerge tag added to Itemnpc.esp , bash still want's to merge the file since it has a master file, that it can be imported into. Hence being Green, but it does not need to be merged in. and should not be..

NoMerge Tag fixed the problem So that changes that itemsnpc.esp stick and do not get pulled into bashed patch. This corrected the problem of item not showing up correctly for bash user's from other mods etc. Has I described above.

You should always have it active else it will not work, Check Mark..

Hope that explain's better..

Corepc

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Kirsty Collins
 
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Post » Wed Mar 30, 2011 5:38 am

huh?
but in the bash thread Corepc says:


read further on..

Really?, that explains it better then. I had left it unchecked, since I found its LL in the patch, and figured as long as that was there, all was okay, and being activated in the load order wouldn't matter. LL is processed in patch, instead of load order. But this makes it sound like it processes 2x? There is something about the way that works I don't understand yet, so will have to research more?



If you finding TT leveled list in your bash patched now, then you must be using something that is modifying my leveledlist aka Item Iterchange perhaps..

Else you should not find TT leveledlist in your bash patched with current version..


Aegyen is using Item Interchange which directly modifies my leveledlist and is the one expection to my leveledlist showing up bashed patched..

Else TT leveledlist should not show up in bash patched.esp itself..only in Leveledlist Section when buidling and must be activated always..
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Tanika O'Connell
 
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Post » Wed Mar 30, 2011 2:03 am

so leave it check, unless using Item interchange?
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Shiarra Curtis
 
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Post » Wed Mar 30, 2011 10:17 am

Any thoughts on which tags one should set for http://tesnexus.com/downloads/file.php?id=20281?
It just won't work without them, unless set to load after Bash Patch (which leaves them with no additional hair and eyes from Beautiful People I also have installed).
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JESSE
 
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Post » Wed Mar 30, 2011 11:03 am

Looks like, from a quick glance, that it would be a body-f and graphics, but getting it to work right depends on what other race changing mods you have, as well as body replacers, since that is HGEC. Once you get it figured out, be sure to post it here, with tags, in case anyone else uses it.
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Chenae Butler
 
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Post » Wed Mar 30, 2011 10:06 am

I'm new to wyre and bash tags, I think I'm getting my head around it though. I can import everything but stats... whenever I bash tag something with stats it won't import. I can export from an esp to show the stats that should be imported alright but it just doesn't work when I select it. Is there a setting I'm missing or something. Graphics, cells everything else works fine.. just not stats. I just don't get it?

Actually I just checked.. It edited weights of items and not the damage... The only thing I'm trying to activate at the moment is OOO. Why would it tweak the weights of items and not the damage of it. This is just making no sense to me whatsoever. Any help would be much appreciated :D
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Samantha Wood
 
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Post » Wed Mar 30, 2011 4:49 am

Looks like, from a quick glance, that it would be a body-f and graphics, but getting it to work right depends on what other race changing mods you have, as well as body replacers, since that is HGEC. Once you get it figured out, be sure to post it here, with tags, in case anyone else uses it.

Body-M and Body-F seem to have done it (the mod replaces Khajiits of both genders). Although, I've had to load it after Beautiful People, since the latter would've overridden the changes.
Hair and Eyes would also, probably, be a good idea, but the ones provided by BP look more to my liking, so I've decided against those tags.

Anyhow, thanks for your help, and a separate one - for the topic. :)
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Chloe Botham
 
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Post » Wed Mar 30, 2011 12:56 am

Well on topic of Clothing per say..

Mage Equipment 2.1 - Filter, Graphics, Invent - I tried it without Filter Tag, but Clothing Records aka Robes would never show up in bashed patched..So you need to have filter in order for clothing records Robes to show has changed in bashed patched..If you want Mage Equipment robes per say over slof robes and using them at same time..And you do not need Mage Equipment activated at all for Robes to show up..with Filter Tag..

Invent tag is used make all the npc changes that are made in Mage Equipment to get applied to Npc correctly..Load Order specific for this ..
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Raymond J. Ramirez
 
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Post » Wed Mar 30, 2011 12:30 pm

I went and looked at that... Nice work there... Is that just 2.1 you are using, or is that with the OOO.esp for it?
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abi
 
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Post » Wed Mar 30, 2011 11:56 am

I went and looked at that... Nice work there... Is that just 2.1 you are using, or is that with the OOO.esp for it?


Just 2.1 not the OOO version..or the Lite Version..
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Kill Bill
 
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Post » Wed Mar 30, 2011 1:18 pm


Invent tag is used make all the npc changes that are made in Mage Equipment to get applied to Npc correctly..Load Order specific for this ..


If that's the case, I'm almost 100% certain that Feudal Empire 300 needs the invent tag as well in order to change Mazoga's equipment...at least I already had that tag on my .esp.
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Nathan Hunter
 
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Post » Wed Mar 30, 2011 5:38 am

If that's the case, I'm almost 100% certain that Feudal Empire 300 needs the invent tag as well in order to change Mazoga's equipment...at least I already had that tag on my .esp.


Best way, is tag it, and rebuild bashed patched checking to see if show up in inventory results in bashed patched. Invent tag is picky, it all about load order so if one mod add something, and another add something else that last.

If does not show up, then try moving it down in load order..Or use tes4edit and see what else is directly in conflict with it..
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Ashley Hill
 
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Post » Wed Mar 30, 2011 3:01 am

Hi all-

I'm creating an alternate character profile (from my normal FCOM set up) and want to use Giskards Cyrodiil Upgrade Overhaul.

I was wanting to use this with MMM and TIE. OOO, FRAN and Warcry not invited to this load order.

I've read this: http://www.uesp.net/wiki/Tes4Mod:FCOM and the older threads about whether this can work with FCOM, but how about MMM and TIE (I use the strategy master version so can move the leveled list pluggins around in load order much easier).

So any suggestions on order with this and then of course bash tags>

I'm thinking:

TIE Leveled lists
MMM
TIE content
CUO
Bash

Thanks
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Angus Poole
 
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Post » Wed Mar 30, 2011 11:11 am

I have a big batch of tags, sorry if there are duplications to earlier posts (haven't read them all)

OOO.esm {{Invent}}
OOO.esp {{Stats,Names,invent,Graphics,Relations}}
Francesco's Leveled Creatures-Items Mod.esm {{Stats,Invent}}
UOP {{graphics,relations}}
USIP {{relations}}
Supreme Magicka {{graphics}}
MMM - Playable Undead Armor.esp {{Graphics,Invent,Names}} && LOAD ORDER: put with other MMM optional addons
adventurersitemmod.esp {{invent,Relations}} && LOAD ORDER: put anywhere before OOO.esp
OOO 1.32 - COBL.esp {{Invent}}
Bosmer meat mandate {{Invent}} && LOAD ORDER: put before OOO.esp
MMM Shivering Isles.esp {{Names,Relations}} && LOAD ORDER: put with other MMM optional addons
FCOM_convergence.esp {{Graphics,Stats,Names,Invent,Relations}}
mudcrabs_combo.esp {{Graphics, Invent}}
FaunaofTamriel.esp {{Graphics}} && LOAD ORDER: put after FCOM_Convergence.esp (like with the MMM optional addons)
warcry EV.esp {{Graphics}}
bgMagicEV.esp {{Graphics}}
GrandMaster of Alchemy.esp If Using II then DO NOT tag with Invent (don't need to as far as I can see without II either).
Fran Armor Add-on.esp {{Invent}}
MasterCrafting-1.1-MMM.esp Should it be tagged with Roads?? should UOP be tagged with Roads? right now this is overiding Roads (in my LO) (in tamriel) from both oblivion.esm and UOP.
Enhanced Daedric Invasion.esp {{Relations}}
LegionFactionMod.esp {{Relations}}
TIE4Mods.esp {{Relations}}
MMM.esm {{Relations}}
C&C - BlackWood Company.esp {{Relations}} && OOO module {{Relations}}
Arena Battlesv1.1.esp {{Relations}}
300_White Stallion 4.esp {{Relations,Invent}} - OUTDATED, newer version available, would guess newer version (Fuedal Empire 300) would want same tags.
Francesco's Optional Leveled Guards.esp {{Invent}}
Treasure Maps Blood Ransom.esp {{invent}}
Treasure Maps Revenge Of The Nords.esp {{invent}}
treasure maps v1.esp {{invent}}
buyable ayleid dishes {{invent}}

There is a couple of non-copied inventories with the invent but they work mainly correctly. I am not including pretagged parts (ie. delev,relev,UOP,USIP pretagging). This is the result of several hours moving things around a many rebuilds of my bashed patch, so it should be pretty accurate, as stated there are a few invent - non copying erros but mostly correct. Also I did not check for cell tags.
Pacific Morrowind
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jenny goodwin
 
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Post » Wed Mar 30, 2011 10:51 am

I have a big batch of tags, sorry if there are duplications to earlier posts (haven't read them all)

MMM.esm {{Relations}}


I will have to check out the relations tag and see how it affect's faction's in MMM and those other tags that you added to MMM mods..
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Stephy Beck
 
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Post » Wed Mar 30, 2011 7:45 am

Are there any particular tags I should place on the official Plugins?
I can't seem to trigger them on starting a new game, despite putting them rather late in the load order.

[Issue solved with SM Refurbish.]

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Misty lt
 
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Post » Wed Mar 30, 2011 3:56 pm

Hi all-

I'm creating an alternate character profile (from my normal FCOM set up) and want to use Giskards Cyrodiil Upgrade Overhaul.

I was wanting to use this with MMM and TIE. OOO, FRAN and Warcry not invited to this load order.

I've read this: http://www.uesp.net/wiki/Tes4Mod:FCOM and the older threads about whether this can work with FCOM, but how about MMM and TIE (I use the strategy master version so can move the leveled list pluggins around in load order much easier).

So any suggestions on order with this and then of course bash tags>

I'm thinking:

TIE Leveled lists
MMM
TIE content
CUO
Bash

Thanks


I believe that TIE doesn't need any additional tags other than the ones listed. MMM is pretagged where needed. As for the CUO, I have no idea, would probably need looked at in Edit after setting up.

Updated for more tags, and will check out PacificMorrowind's tomorrow.
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CHangohh BOyy
 
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