Bash Tags for Everyone

Post » Wed Mar 30, 2011 10:35 am

As people add their mods and tags, please give a short explanation of why the tag is used for that particular mod. I am well aware that tags do not always port all of their desired effects into the bashed patch, as they can still be overridden by a later loading mod with the same tag. But, I think it is important that users get the tags right first, and gain some understanding of what the tag does, and will lead to greater understanding down the line as they become proficient in bashing patches, and learning to use Edit to add stability, and correct errors in their own mod lists.

Adding tags to your mod in Bash:

Hopefully, you have read the readme provided for Wrye Bash. It is detailed and well put together, but some things can be overlooked, or forgotten. So, I will point out how to do this again, here. In the lower right corner of Bash, on the "Mods" tab page, is a box that says "Bash Tags". Right-clicking in that box will bring up a menu of all the tags available. Select the Unofficial Oblivion Patch in the file column. This is a mod everyone should be using. In the 'Bash Tags' box, you'll see the tags that have been added to it. Right-click in that box to bring up the tag menu. Clicking those menu options will select, or deselect the tag. Left-click in the box again to close the menu. Now you know how to add tags, or remove them, if necessary.

Intent and Purpose:

The purpose of this thread is to centralize the tags needed for mods that don't come pre-tagged. It is not for sorting load orders, or for asking how to use Bash for other things. I am no expert myself yet, and will be learning what tags are needed and why, as well as you.

I'm slowly consolidating this list as it grows and adding notes. Many are already pretagged and will be redundant. Some might have tags that are incorrect, so please critique.


Adonnays Classical Weaponry.esp - BOSS suggests tagging this with Graphics, but I honestly don't get why... Addonay's are all new items, no tags are needed for them

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

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

All Natural.esp [Version 0.9.2] {{C.Climate}} Tagged due to numerous changes to interior climates that need to be preserved for the interior weather system to function.

Alternative Start by Robert Evrae.esp [Version 1.66] - {{Relations}} Tagged this way by myself because it makes alterations to faction relationships based on choices you made during Chargen. I doubt very many people eve realize this is needed.

Atmospheric Loading Screens - No Text.esp {{Graphics, NoMerge}}

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

Ayleid Loot EXtension.esp {{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

Better Cities - Full City Defences.esp {{C.Water}}

Better Cities Full.esp {{C.Water}}

Better Imperial City.esp {{C.Water}}

bgMagicEV.esp [Version 1.68EV] {{Delev, Names, Relev}}

bgMagicEVAddEnVar.esp [Version 1.68EV] {{Relev}}

bgMagicEVAddEnVarNoSI.esp {{Relev}}

bgMagicEVShader.esp [Version 1.68EV] {{Graphics, NoMerge}}

BladeofWoe.esp {{Graphics, No Merge}} Import new graphics *only*.

Blood&Mud.esp {{Hair, NpcFaces}} You show this tagged with just hair, but there is also custom face work done to some vanilla NPCs that is easily overridden by overhauls. I don't have the Hair tag on my copy and haven't noticed anything wrong there yet.

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

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

Book Jackets Oblivion.esp {{Graphics, Names}} I prefer the book names provided by Book Jackets to those given by the UOP.

Book Jackets with Rational Names and Save Skill Books.esp {{Graphics}} (edited to integrate Save Skill Books for Later)

BPMerchantStorage.esp {{Invent}} Adds keys to some NPCs

C&C - The Blackwood Company - OOO.esp {{Invent, Relations}}

C&C - The Blackwood Company.esp [Version 1.0.2] {{C.Owner}} It makes a few ownership changes to vanilla cells that are easily undone without it.

CDEP-UnderpallCave.esp {{C.Water}}

ChallangingThieveryFull.esp {{Invent}} Adds stuff to at least one NPC.

Choices and Consequences - MMM.esp {{NoMerge}}

Choices and Consequences - OOO.esp [Version 0.1] {{Factions}}

Cobl Filter Late MERGE ONLY.esp [Version 1.53] {{Filter}}

Cobl Races - Balanced.esp [Version 1.52] {{Body-F, Body-M, Eyes, Hair, R.Relations}}

Cobl Races TNR SI.esp [Version 1.53] No tags are needed for this. I mistakingly tagged, but these modules are built to be imported into the patch. You do need to tag any other mod that changes a vanilla NPC face, to see that change in the game.

Cobl Races TNR.esp [Version 1.53] Same as above. With additional note: Latest BOSS masterlist loads these near the end. This will override any other mods. Recommend adjusting your masterlist to place these with the original TNR versions so they load first, and will be overridden by any tagged mod later.

Cobl Races.esp [Version 1.52] {{Eyes, Hair, R.Relations}}

Cobl Races.esp {{Eyes, Hair, R.Relations, Voice-M, Voice-F}} (added Voice tags because I edited in the CS to integrate Diverse Voices)

Cobl Tweaks.esp {{Filter, InventOnly}}

Darkgreen Glass Armour.esp {{Graphics, No Merge}} Import new graphics *only*.

DLCBattlehornCastle - Unofficial Patch.esp - {{C.Light, Stats}} 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 - {{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 an alternative Frostcrag they are much more likely to have problems with cell ownership problems with the Mystic Emporium. This fixes that.

DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] {{C.Light, C.Climate, C.Owner}}

DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] {{C.Light, C.Owner}}

DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] {{C.Light, Relev, Stats}}

DLCOrrery - Unofficial Patch.esp [Version 1.0.3] {{C.Light}}

DLCSpellTomes.esp {{Relev}}

DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] {{C.Light}}

DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] {{C.Light, Relev, Stats}}

DLCVileLair - Unofficial Patch.esp [Version 1.0.5] {{C.Light, Stats}}

Enhanced Water v2.0 HD.esp {{C.Water}} To get the new water type

Fadingtorches v2.2b.esp {{Names}}

Faregyl.esp [Version 1.0.7] - {{Relations}} I send this out pre-tagged due to altering relationships with the Imperial Legion faction and the local citizens faction.

FCOM_BobsArmory.esp [Version 0.9.9] {{Delev, Relev}}

FCOM_Cobl.esp [Version 0.9.9] {{Delev, Invent, Relev}}

FCOM_Convergence.esp [Version 0.9.9] {{Delev, Relations, Relev, Stats}}

FCOM_ExnemRuneskulls.esp [Version 0.9.9] {{Delev, Relev}}

FCOM_Francescos.esp [Version 0.9.9] {{Delev, Relev}}

FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] {{Delev, Relev}}

FCOM_Knights.esp [Version 0.9.9b4] {{Delev, Relev}}

FCOM_LessReaversInGates.esp [Version 0.9.9] {{Delev, Relev}}

FCOM_LothsBluntWeapons.esp [Version 0.9.9] {{Delev, Relev}}

FCOM_RealSwords.esp [Version 0.9.9] {{Delev, Relev}}

FCOM_SlofsRobeTrader.esp [Version 0.9.9] {{Delev, Relev}}

FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9] {{Delev, Invent, Relev}} To make sure the NPCs get their new equipment, instead of the OOO or FCOM one.

FCOM_WarCry.esp [Version 0.9.9] {{Delev, Relev}}

Feudal Empire 300.esp {{Graphics, Invent}} Graphics, if you want the new city guard uniforms. Invent to carry changes to Mazoga (sp?)

FineWeapons for OOO.esp {{Graphics, No Merge}} Import new graphics *only*.

FineWeapons for OOO.esp {{Graphics}}

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

FortAkatosh.esp {{C.Water, Relations}}

Francesco's Dark Seducer Weapons Patch.esp {{Delev, Relev}}

Francesco's Optional Chance of More Enemies.esp {{Delev, Relev}}

Francesco's Optional Chance of Stronger Bosses.esp {{Delev, Relev}}

Francesco's Optional Chance of Stronger Enemies.esp {{Delev, Relev}}

Francesco's Optional Leveled Guards.esp {{Delev, Relev}}

GlenvarCastle.esp {{C.Water}}

HeartOftheDead.esp {{Hair}} Adds new hair to one of the races.

HiddenSkulls.esp {{Invent}} Adds an item to a popular NPC.

HoarfrostCastle.esp {{C.Water, Hair}}

Item interchange - Extraction.esp {{Filter}}

Item interchange - Placement.esp {{Delev, Filter, IIM, Invent, Relev}}

JQ-Fighters_Guild_United.esp {{Invent}}

Knights - Unofficial Patch.esp [Version 1.0.9] {{C.Light, Invent, Names, Relev, Stats}}

Let There Be Darkness.esp {{C.Light}}

LoadingScreens.esp {{Graphics, NoMerge}}

Lyn-StoriesFromTheSeaMod.esp {{Invent}} Adds stuff to at least one NPC.

Mage Equipment 2.1 {{Filter, Graphics, Invent}} CorePCs notes: Without filter tag, wouldn't show in bashed patch. Invent tag to carry changes to NPCs. Graphics tag if using Slof's robes to carry over changes (load Order specific). With Filter tag, esp can be inactive.

MannimarcoRevisited.esp {{C.Water}} New water type.

Mart's Monster Mod - Gems & Gem Dust.esp {{Invent}}

Mart's Monster Mod - Shivering Isles.esp [Version 0.18] {{Delev, Relev}}

Mart's Monster Mod for Fran.esp [Version 3.7b1] {{Relev, Delev}}

MMM-Cobl.esp [Version 1.63] {{Delev, Invent}}

mz_Shields_SI.esp {{Graphics, No Merge}} Import new graphics *only*.

Oblivion WarCry EV.esp {{Delev, Relev}}

OOO 1.32-Cobl.esp [Version 1.64] {{Delev, Invent}}

Oscuro's_Oblivion_Overhaul.esp [Version 1.34] {{C.Water, Delev, Factions, Names, Relations, Relev, Stats}}

PersuasionOverhaul_MMM.esp [Version 1.2] {{Relations}}

PersuasionOverhaul_OOO.esp [Version 1.2] {{Relations}}

Pestilent Afflictions.esp {{Relev}}

Qarls_Harvest addon_MMM.esp {{Invent}}

Qarls_Harvest.esp {{Invent}}

Real Lava 1.3.esp {{Graphics}}

Ruins of Tarnesia.esp [Version 1.0] {{C.Water, NpcFaces}}

RustyItems for OOO.esp {{Graphics, No Merge}} Import new graphics *only*.

RustyItems for OOO.esp {{Graphics}}

Salmo the Baker, Cobl.esp [Version 3.08] {{C.Owner}}

SIRMS.esp {{Names}} Changes names of a few chests that are not used by any other mods I use.

Slof's Horses Base.esp {{Graphics}}

SupremeMagicka.esp [Version 0.87] {{Stats}}

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

TamrielTravellersItemsCobl.esp [Version 1.39c] {{Delev, NoMerge, Relev}}

The Lost Spires.esp {{C.Water}}

TIE.esp [Version 1.25] - {{Delev, NpcFaces, Relations, Relev}} Since TIE incorporates the face mods of TNR, the NpcFaces tag is needed. The relations tag because it alters some faction relationships that need to be carried forward. CorePCs Notes: For TIE.esp you could also add Invent, Stats, Faction - depending on what you need it for. E.g., if you wanted inventory item to show up correctly, stats on weapons and ammo, faction relationship changes that were made.

TamrielTravellersItemsNPC.esp [Version 1.39c] - {{Delev, NoMerge, Relev}} - Corepc explained why this needed to be tagged NoMerge but I forgot why. It ships this way though. CorePCs Notes: Adding the NoMerge fixed the problem of travellers list getting reset in bashed patched itself to use those that were in the esm and not the changes the esp made itself. Be Sure to leave this checked in load order Before and After building your patch!

Ulrim's Horses.esp {{Delev, Graphics, Relev}} Self-Added to import leveled lists, and carry his graphics changes over Slof's Base (Mod is revised)

Unofficial Oblivion Patch.esp [Version 3.2.0] {{C.Climate, C. Light, C.Owner, Delev, Invent, Names, Relev, Stats}} Consensus is to remove C.Water tag {{Relations}} depending on setup. In an FCOM setup, it will depend on what loads after (such as Alt. Start)

Unofficial Shivering Isles Patch.esp [Version 1.4.0] {{C.Light, C.Owner, Invent, Names, Stats}}

Again, please DO NOT post entire load orders here. Just post the individual mods, and the tags they need, with a short explanation of why, and I will try to keep them all on the first page or two of the post. There are thousands of mods, so this could get quite large, quickly, and I don't want to have anyone have to search the entire thread to find what they need.
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Alycia Leann grace
 
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Post » Wed Mar 30, 2011 12:53 am

Reserved
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Mr.Broom30
 
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Post » Wed Mar 30, 2011 5:04 am

Reserved
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john page
 
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Post » Wed Mar 30, 2011 3:53 am

13 All Natural.esp [Version 0.9.2] - Tagged with C.Climate due to numerous changes to interior climates that need to be preserved for the interior weather system to function.
18 TIE.esp [Version 1.25] - {{BASH:Delev,NpcFaces,Relations,Relev}} Since TIE incorporates the face mods of TNR, the NpcFaces tag is needed. The relations tag because it alters some faction relationships that need to be carried forward.
1A TamrielTravellersItemsNPC.esp [Version 1.39c] - {{BASH:Delev,NoMerge,Relev}} - Corepc explained why this needed to be tagged nomerge but I forgot why. It ships this way though.
1D Alternative Start by Robert Evrae.esp [Version 1.66] - {{BASH:Relations}} Tagged this way by myself because it makes alterations to faction relationships based on choices you made during Chargen. I doubt very many people eve realize this is needed.
3E Blood&Mud.esp - NpcFaces You show this tagged with just hair, but there is also custom face work done to some vanilla NPCs that is easily overridden by overhauls. I don't have the Hair tag on my copy and haven't noticed anything wrong there yet.
41 C&C - The Blackwood Company.esp [Version 1.0.2] - C.Owner It makes a few ownership changes to vanilla cells that are easily undone without it.
78 Faregyl.esp [Version 1.0.7] - {{BASH:Relations}} I send this out pre-tagged due to altering relationships with the Imperial Legion faction and the local citizens faction.

I'm in the camp who thinks the UOP should not have come with C.Water, because it causes too many problems due to the wide sweeping changes it makes to exterior cells where water height in a mod might be changed. Ordinarily UOP changes are encouraged to be overridden by mods but C.Water actively prevents this from happening with water heights.

I am curious as to why Lost Spires is tagged with C.Water. I've not seen any problems caused by it not being there.
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Darlene Delk
 
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Post » Wed Mar 30, 2011 3:04 am

18 TIE.esp [Version 1.25] - {{BASH:Delev,NpcFaces,Relations,Relev}} Since TIE incorporates the face mods of TNR, the NpcFaces tag is needed. The relations tag because it alters some faction relationships that need to be carried forward.
1A TamrielTravellersItemsNPC.esp [Version 1.39c] - {{BASH:Delev,NoMerge,Relev}} - Corepc explained why this needed to be tagged nomerge but I forgot why. It ships this way though.


For TIE.esp you could also add Invent, Stats, Faction - depending on what you need it for aka if you wanted inventory item to show up correctly, stats on weapons and ammo, faction relationship changes that where made..

TamrielTravellersItemNpc,Unscaled,Vendors.esp - Adding the NoMerge fixed the problem of travellers list getting reset in bashed patched itself to use those that where in the esm and not the changes the esp made itself..
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LuCY sCoTT
 
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Post » Wed Mar 30, 2011 4:40 pm

0A Unofficial Oblivion Patch.esp [Version 3.2.0] {{C.Climate, C.Owner, Delev, Invent, Names, Relev}} Some question on C.Water tag. Some say remove, others, leave as is.

Just a note on this one...
I have personally had issues with the C.Water tag on Unofficial Oblivion Patch.esp, where it caused problems with Unique Landscape's xulRiverEthe.esp (http://www.gamesas.com/bgsforums/index.php?showtopic=938831&st=0&p=13600972&#entry13600972). Removing the tag and rebuilding my Bashed Patch solved the issue.

Perhaps making a note of this here will help someone else somewhere down the line.
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Nadia Nad
 
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Post » Wed Mar 30, 2011 12:24 am

Thank you for this thread. I will be watching it closely.
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Daramis McGee
 
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Post » Wed Mar 30, 2011 1:42 am

Just a note on this one...
I have personally had issues with the C.Water tag on Unofficial Oblivion Patch.esp, where it caused problems with Unique Landscape's xulRiverEthe.esp (http://www.gamesas.com/bgsforums/index.php?showtopic=938831&st=0&p=13600972&#entry13600972). Removing the tag and rebuilding my Bashed Patch solved the issue.

Perhaps making a note of this here will help someone else somewhere down the line.

I had a similar situation with Better Cities (Leyawiin with out the flood removed): two different water levels in various parts of the city. Like with Ssenkrad, removing C.Water from the UOP and re-Bashing fixed it.

Here's what comes up in my load order:

Item interchange - Extraction.esp {{Filter}}
Cobl Races.esp {{Eyes, Hair, R.Relations, Voice-M, Voice-F}} (added Voice tags because I edited in the CS to integrate http://www.tesnexus.com/downloads/file.php?id=9829)
Cobl Races TNR.esp {{NPCFaces,NoMerge}}
Let There Be Darkness.esp {{C.Light}}
Book Jackets with Rational Names and Save Skill Books.esp {{Graphics}} (edited to integrate http://www.tesnexus.com/downloads/file.php?id=13994)
Atmospheric Loading Screens - No Text.esp {{Graphics, NoMerge}}
bgMagicEV.esp {{Relev, Delev, Names}}
bgMagicEVShader.esp {{Graphics, NoMerge}}
bgMagicEVAddEnVarNoSI.esp {{Relev}}
Ayleid Loot EXtension.esp {{Invent}}
Francesco's Optional Chance of Stronger Enemies.esp {{Relev, Delev}}
Francesco's Optional Chance of Stronger Bosses.esp {{Relev, Delev}}
Mart's Monster Mod for Fran.esp [Version 3.7b1] {{Relev, Delev}}
Choices and Consequences - MMM.esp {{NoMerge}}
Mart's Monster Mod - Gems & Gem Dust.esp {{Invent}}
TamrielTravellersHorseTextures.esp {{Graphics, NoMerge}}
JQ-Fighters_Guild_United.esp {{Invent}}
Pestilent Afflictions.esp {{Relev}}
Qarls_Harvest.esp {{Invent}}
Qarls_Harvest addon_MMM.esp {{Invent}}
Salmo the Baker, Cobl.esp {{C.Owner}}
Better Cities Full.esp {{C.Water}}
Better Imperial City.esp {{C.Water}}
Better Cities - Full City Defences.esp {{C.Water}}
Cobl Tweaks.esp {{Filter, InventOnly}}
MMM-Cobl.esp {{Delev, Invent}}
Item interchange - Placement.esp {{Delev, Filter, IIM, Invent, Relev}}
Cobl Filter Late MERGE ONLY.esp {{Filter}}

I'm not including all the MMM Less XX and No XX files (Corepc has them tagged right in the distribution) nor am I including all of the mods merged into my bashed patch; you can select all your mods in Bash (click the first .esp, scroll down to the last .esp before the bashed patch, shift click should select the whole list), right click, select "mark mergable" and Bash'll do it all for you with no guessing.

A number of the above come with their tags intact, including Cobl, MMM, Item Interchange and Better Cities.
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Beulah Bell
 
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Post » Wed Mar 30, 2011 9:36 am

I am curious as to why Lost Spires is tagged with C.Water. I've not seen any problems caused by it not being there.


No problems are created without it. I added to mine when I found it added a water height to create a swampy area. The mod is completely fine without that tag.

As this gets longer, I will begin to condense it to the front page(s).
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TOYA toys
 
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Post » Wed Mar 30, 2011 4:50 am

Thanks for this post, helped a lot.
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sally coker
 
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Post » Wed Mar 30, 2011 9:48 am

Active Mod Files:21  Enhanced Water v2.0 HD.esp - [color="#ff00ff"][color="#000000"]C.Water. To get the new water type[/color][/color]25  Book Jackets Oblivion.esp - Graphics, Names. I prefer the book names provided by Book Jackets to those given by the UOP.32  C&C - The Blackwood Company.esp - C.Owner. Changes ownership in a few cells.**  Darkgreen Glass Armour.esp - Graphics, No Merge. Import new graphics *only*.37  HiddenSkulls.esp - Invent. Adds an item to a popular NPC.**  mz_Shields_SI.esp - Graphics, No Merge. Import new graphics *only*.3A  BPMerchantStorage.esp - Invent. Adds keys to some NPCs.3B  SIRMS.esp - Names. Changes names of a few chests that are not used by any other mods I use.3C  ChallangingThieveryFull.esp - Invent. Adds stuff to at least one NPC.47  Lyn-StoriesFromTheSeaMod.esp - Invent. Adds stuff to at least one NPC.4A  Feudal Empire 300.esp - Graphics. If you want the new city guard uniforms.**  BladeofWoe.esp - Graphics, No Merge. Import new graphics *only*.4E  Choices and Consequences - OOO.esp  [Version 0.1] - Factions**  FineWeapons for OOO.esp - Graphics, No Merge. Import new graphics *only*.++  PersuasionOverhaul_MMM.esp  [Version 1.2] - Relations++  PersuasionOverhaul_OOO.esp  [Version 1.2] - Relations**  RustyItems for OOO.esp - Graphics, No Merge. Import new graphics *only*.60  C&C - The Blackwood Company - OOO.esp - Invent, Relations6C  HeartOftheDead.esp - Hair. Adds new hair to one of the races.71  Ruins of Tarnesia.esp  [Version 1.0] - C.Water, NPC Faces.85  CDEP-UnderpallCave.esp - C.Water8A  HoarfrostCastle.esp - C.Water, Hair8B  MannimarcoRevisited.esp - C.Water. New water type.AF  FortAkatosh.esp - C.Water, Relations++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9] - Invent. To make sure the NPCs get their new equipment, instead of the OOO or FCOM one.B9  fadingtorches v2.2b.esp - Names. 

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Kat Lehmann
 
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Post » Wed Mar 30, 2011 5:14 am

I also removed C.Water from the UOP. The change fixed all the water resources that were otherwise not appearing in my game.
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Emily Jeffs
 
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Post » Wed Mar 30, 2011 1:32 pm

I'm in the camp who thinks the UOP should not have come with C.Water, because it causes too many problems due to the wide sweeping changes it makes to exterior cells where water height in a mod might be changed. Ordinarily UOP changes are encouraged to be overridden by mods but C.Water actively prevents this from happening with water heights.

I agree with this completely.

Excellent thread idea Aegyen, thanks.
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Andrea P
 
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Post » Wed Mar 30, 2011 3:24 pm

Hey Aegyen,
I just need to publicly applaud your efforts, and let you know I appreciate your help in increasing my understanding of ways in which to improve my game.
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WTW
 
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Post » Wed Mar 30, 2011 4:36 pm

Now this is very useful :) Thanks guys
Keep it updated
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Alina loves Alexandra
 
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Post » Wed Mar 30, 2011 2:30 pm

60 Clep Reborn.esp is my mod in your list :hugs:

I don't think any bash tags would apply to it. I gave everything its own ID and should stand on it's own. For example, the JDFan statues in clep reborn, should not be changed if there are any changes made to the JDFan armors in http://www.tesnexus.com/downloads/file.php?id=19058 mod, because I gave a new name and ID in mine.

But if I am wrong, I am more than willing to add any tags that my mod would require :)
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Hairul Hafis
 
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Post » Wed Mar 30, 2011 2:51 pm

I'm in much the same boat as Miss Sparkle - all of my mods add new content, and new content only (and use COBL as a resource). So I shouldn't to worry about incompatibilities, Bash Patches, or Bash Tags, right?
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kyle pinchen
 
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Post » Wed Mar 30, 2011 3:02 pm

I wouldn't think so. If all of your mods are so isolated they don't even edit one vanilla item there should be no need for tags. Tweaks for things like the nVidia fog fix yes, but not tags.
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Jake Easom
 
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Post » Wed Mar 30, 2011 4:07 am

That is such a 'it depends on what your mods change", Haama. I know Miss Sparkle's doesn't because of what it is, and how she put it together, and the only thing hers gets touched by is the icon for a scripted magic effect. But yours would so depend on what it did in that particular mod. Like stat changes, or NPC inventory changes, new lists that had to be merged in with all the others, etc.
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(G-yen)
 
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Post » Wed Mar 30, 2011 12:50 pm

My first post, I believe, though I have been coming here often for expert guidance.

This thread is excellent. With just the few posts above I have fixed some niggling issues already. Thanks to all.
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carley moss
 
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Post » Wed Mar 30, 2011 1:35 pm

Thank you for the information. I really should spend some more time with those bash tags to both refresh my memory and re-learn how and when to use them. I have a nagging sensation to make another mod, and I try to make it 100% correctly done.
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darnell waddington
 
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Post » Wed Mar 30, 2011 3:44 am

Unfortunately, I can't use some of Haama's mods I would like to because of Pluggy... :brokencomputer: Every few days, I tinker with my setup trying to make Pluggy stable. So for the moment, I am banned, until I either figure it out, or Nvidia finally releases a driver that plays with DirectX the same way ATI does. Kyoma's Journal is another thorn in my side, I need to keep notes!!
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sam
 
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Post » Wed Mar 30, 2011 5:43 am

What tags should I put on TES4MODS Strategy Master version (based on TIE 1.25)?
And Enhanced Weather?
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Stefanny Cardona
 
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Post » Wed Mar 30, 2011 4:54 pm

If all of your mods are so isolated they don't even edit one vanilla item there should be no need for tags.

That's what I was wondering, and exactly how they're set up. Thanks Arthmoor.
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Dale Johnson
 
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Post » Wed Mar 30, 2011 9:42 am

Blade of mercy-

the dialogue on bash tags for SM TIE: http://www.gamesas.com/bgsforums/index.php?showtopic=854466&view=findpost&p=13737936
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stacy hamilton
 
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