BOSS - Better Oblivion Sorting Software

Post » Fri May 27, 2011 6:03 am

Should I worry about those notes in BOSS LOG Below, will anything be missing from the game. As a first time user I tried to follow the installation guide to my best, please tell me what I did wrong. I ran the game and everything seems fine so far. I'm worried later on i might find something missing. Thanks a ton for the help before hand.


Latest BOSS Log:


Naw those are all fine, just notations but you got all you need there (though painfully small number of mods IMHO but for first time user that is wise)... , continue full steam ahead.
Pacific Morrowind
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Tamara Primo
 
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Post » Fri May 27, 2011 12:11 am

A few new unknowns:

http://www.tesnexus.com/downloads/file.php?id=27097
This replaces the Sutch Reborn UOP UL Fix.esp which wrinklyninja said he would get around to adding. That mod is now gone from TESNexus to be replaced by this new one.

http://www.tesnexus.com/downloads/file.php?id=26524
"Merged CT VERSIONs ONLY of Dungeon Actors Have Torches 1_6 and Exterior Actors Have Torches 1_3"
So I would think it should be placed arond the same place as those on this BOSS list. Approx 6050 on r314

http://www.tesnexus.com/downloads/file.php?id=7615
"adds torches to the inventory of most of the guards in the game"
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Roberta Obrien
 
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Post » Fri May 27, 2011 12:07 pm

Note: I took out ooo fish, cause of performance hit. Vampire fix was unchecked I was told it was unneeded. Also right now I just want Fcom to work, I have already downloaded at least 30 other mods lol, probably going to use 20 or so after i make sure fcom works.

For Bash, I rebuilt patch, when I did the only options I selected where "Alias Mod Names" and "Leveled List", then pressed ok. Nothing else was done after that but using BOSS.

Also in wyre all mods have a green color and are checked, nothing pink or red or peachy. First few mods are blue and the rest are green (which i think means that they are fine??).

I rebuild patch using those two options only "merge patches" as well as "leveled lists", i didn't see a +, matter of fact i never saw a + even tho the guide said i should, I tried it with all 3 selected and still no +, all of them are checked. ("Alias Mod Names" and "merge patches" as well as "leveled lists")

also thanks for all the help guys.

Active Mod Files:
00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
04 Mart's Monster Mod.esm [Version 3.7b1]
05 FCOM_Convergence.esm [Version 0.9.9a7]
06 Unofficial Oblivion Patch.esp [Version 3.2.0]
07 Oblivion Citadel Door Fix.esp
08 Francesco's Optional Chance of Stronger Bosses.esp
09 Francesco's Optional Chance of Stronger Enemies.esp
0A FCOM_Francescos.esp [Version 0.9.9]
0B FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
0C FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
0D Bob's Armory Oblivion.esp
0E FCOM_BobsArmory.esp [Version 0.9.9]
0F Oblivion WarCry EV.esp
10 FCOM_WarCry.esp [Version 0.9.9]
11 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
12 FCOM_Convergence.esp [Version 0.9.9]
13 FCOM_RealSwords.esp [Version 0.9.9]
14 Bashed Patch, 0.esp
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Leanne Molloy
 
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Post » Fri May 27, 2011 8:27 am

Sry double post..., I got helped, thanks guys alot
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Anna Krzyzanowska
 
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Post » Fri May 27, 2011 12:57 am

Hmm. VOILA isn't a quest like listed on the masterlist. It is more appropriate under either "Guards and Bounty" category or Realism.

Another you might want to add: http://www.gamesas.com/bgsforums/index.php?showtopic=1015102
It (from testing and feedback) needs to be placed above New Roads and Bridges and Unique Landscapes for maximum compatibility.

That, and some related (unknowns) patches for III:

III-BravilBarrowfieldsPatch.esp
III-LeyawiinRebornPatch.esp
III-MountainShackPatch.esp
III-RoadBridgesPatch.esp
III-WhiteStallionPatch.esp

All of the above patches need to be loaded after the aforementioned plugins, perhaps under "Overrides" category.

I also advise placing http://www.tesnexus.com/downloads/file.php?id=25150 at the very bottom of the list, under Bashed Patch in fact. This is due to some users (myself included) experiencing misaligned map size and icons if the .esp was loaded before Bashed Patch.
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Eilidh Brian
 
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Post » Fri May 27, 2011 6:46 am

That, and some related (unknowns) patches for III:

III-BravilBarrowfieldsPatch.esp
III-LeyawiinRebornPatch.esp
III-MountainShackPatch.esp
III-RoadBridgesPatch.esp
III-WhiteStallionPatch.esp

All of the above patches need to be loaded after the aforementioned plugins, perhaps under "Overrides" category.

I also advise placing http://www.tesnexus.com/downloads/file.php?id=25150 at the very bottom of the list, under Bashed Patch in fact. This is due to some users (myself included) experiencing misaligned map size and icons if the .esp was loaded before Bashed Patch.


All of the III material is added, including patches.

The Elsweyr color map can be imported into the bashed patch using "import graphics" and should work fine so long as you're not using a second map mod that wants to do the same thing.
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christelle047
 
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Post » Fri May 27, 2011 10:22 am

A few questions/requests


1st off: The claim is that boss can sort over 800 mods. How exactly does the BOSS team define a "Mod". Are you defining mods by project (IE: Marts Monster Mod == 1 mod) or are you simply counting the number of ESP/ESM files it can sort (IE Marts Monster Mod == 30+ mods)

2ndly: A request for a feature: Make an option that allows boss to simply ignore files not on the masterlist instead of sending them to the end of the list after every use. It gets very annoying having to resort unlisted mods over and over again.
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Skrapp Stephens
 
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Post » Fri May 27, 2011 8:11 am

1. Mod = An ESP or ESM file in the load order. A measurement Bash and other tools also use to count the number of mods with.

2. The reason BOSS sticks things at the end is because it's painfully obvious that way that something needs manual adjustment. Leaving them where they stand could stick something in the middle of another group of mods where it won't operate properly. Such things can be easily missed and leave people wondering. Besides, you shouldn't need to be doing all this "over and over" again. BOSS isn't mean to be a repeat use tool in that manner. People should be handling individual additions to their games manually.
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kristy dunn
 
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Post » Fri May 27, 2011 8:57 am

2. The reason BOSS sticks things at the end is because it's painfully obvious that way that something needs manual adjustment. Leaving them where they stand could stick something in the middle of another group of mods where it won't operate properly. Such things can be easily missed and leave people wondering. Besides, you shouldn't need to be doing all this "over and over" again. BOSS isn't mean to be a repeat use tool in that manner. People should be handling individual additions to their games manually.

Absolutely!
A good idea is to have the masterlist, or better yet; the http://code.google.com/p/better-oblivion-sorting-software/source/browse/masterlist.txt, at hand, so that any new mod added can quickly be looked up, and if in the masterlist; placed manually.
And if not present, it can still be looked up in terms of similar kinds of mods. (Then suggest the mod's addition to the list on this very thread ;) )

It's only when one wants to set a whole lot of mods in order that the BOSS application is really of greatest benefit. Such as:
1. First time use.
2. After you have been adding quite a number manually (as a check on your own work - you can create load order lists in OBMM in order to revert & reset as well.)
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joseluis perez
 
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Post » Fri May 27, 2011 4:28 am

Absolutely!
A good idea is to have the masterlist, or better yet; the http://code.google.com/p/better-oblivion-sorting-software/source/browse/masterlist.txt, at hand, so that any new mod added can quickly be looked up, and if in the masterlist; placed manually.
And if not present, it can still be looked up in terms of similar kinds of mods. (Then suggest the mod's addition to the list on this very thread ;) )

It's only when one wants to set a whole lot of mods in order that the BOSS application is really of greatest benefit. Such as:
1. First time use.
2. After you have been adding quite a number manually (as a check on your own work - you can create load order lists in OBMM in order to revert & reset as well.)



then again, most of it is stuff i'm working on myself. so of course boss wouldn't have it listed.

Though the others:

SentientWeaponExchange.esp (used for exchanging sentient weapon models easily) -- needs to load immediately after Sentientweapon.esp. requires sentientweapon.esp

BHC_Expanded.esp - ???

Custom 3rd person view.esp - ???


I noticed something though when looking through the masterlist, which leads me to yet ANOTHER feature request.

In the list there are catagories to help you or the boss team add mods quickly or easily to it. My feature request is these catagories, uppon running boss the first time, get created as Blank ESPS that can be used to assist manual sorting (In other words: just like the rulers in Balo grouping)
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brian adkins
 
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Post » Fri May 27, 2011 12:08 am

then again, most of it is stuff i'm working on myself. so of course boss wouldn't have it listed.

Though the others:

and added.

In the list there are catagories to help you or the boss team add mods quickly or easily to it. My feature request is these catagories, uppon running boss the first time, get created as Blank ESPS that can be used to assist manual sorting (In other words: just like the rulers in Balo grouping)

well I can see the usefulness of that, however I won't do it without further members thoughts. Also how deep of categorization esps would you want - ie. the masterlist has items and then items a...b......z etc.
Pacific Morrowind
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sarah taylor
 
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Post » Fri May 27, 2011 3:28 am

You'd need to be careful with bogus ESP files being used as dividers too because each one counts toward the hard limit on the number of files in the Data folder. I'm at 330 files now. If a conservative estimate of 10 categories was thrown in as fake ESP files, that pushes things to 340, and the hard limit is somewhere between 350 and 400, with 400 more or less being known for sure.

So I'd say the inconvenience would outweigh the usefulness.
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zoe
 
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Post » Fri May 27, 2011 9:46 am

Not sure if this is intentional or something but TRAP on the updated masterlist at google is labled "TRAP" instead of "TRAP.esp" so it won't sort. Although I did position it myself based on the position on the googlecode and I still had varying problems with it, it seems to conflic with quite a few mods, which makes sense I suppose. In the end I gave up and just dumped it at the end of my load order to get it to work fully.
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Cartoon
 
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Post » Fri May 27, 2011 12:03 am

2ndly: A request for a feature: Make an option that allows boss to simply ignore files not on the masterlist instead of sending them to the end of the list after every use. It gets very annoying having to resort unlisted mods over and over again.

Others have answered why this is a really bad idea. And for your annoyance, you can easily fix thus yourself: When you need to resory unlisted mods, do this by opening "masterlist.txt" and copy the mod's name from the BOSS output log and into the correct position in "masterlist.txt". Then save and rerun BOSS. This is as fast as reordering your mods in OBMM or Wrye Bash, and when done once you can forget it until you install a new mod.

So an annoyance that can be so easily fixed is not even a problem :)
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Steve Fallon
 
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Post » Fri May 27, 2011 6:56 am

@ Zamgn355: Fixed.
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Victoria Bartel
 
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Post » Thu May 26, 2011 8:53 pm

The latest OMOD version of ShaggyMonster's Drow Race comes with a couple of Add On that are not yet in the BOSS list (See below)

Unknown mod file: SC_Drow Race - Skin Tone.esp
Unknown mod file: SC_Drow Race Addon - Magic & Armor.esp
Unknown mod file: SC_Drow Race Addon - Plus Pack.esp
Unknown mod file: SC_Drow Race Addon - Adantium Bound Armour.esp
Unknown mod file: SC_Drow Race Addon - Adantium Bound Armour + Helm.esp
Unknown mod file: SC_Drow Race Addon - Adantium Bound Armour + Sun Damage.esp

The MOD can be found here: http://www.tesnexus.com/downloads/file.php?id=19753

Since this a bit too much for trial and error I thought I wait with the installation until some Loadorder specialists aka BOSS contributors take care of it.

Thank you in advance!
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Shiarra Curtis
 
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Post » Fri May 27, 2011 8:05 am

Others have answered why this is a really bad idea. And for your annoyance, you can easily fix thus yourself: When you need to resory unlisted mods, do this by opening "masterlist.txt" and copy the mod's name from the BOSS output log and into the correct position in "masterlist.txt". Then save and rerun BOSS. This is as fast as reordering your mods in OBMM or Wrye Bash, and when done once you can forget it until you install a new mod.

So an annoyance that can be so easily fixed is not even a problem :)


Yup, this is how I do it.
My own masterlist.txt was downloaded March 4th 2008 and I've since edited it myself when new mods I use are relased.
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luis dejesus
 
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Post » Fri May 27, 2011 8:37 am

"Enhanced Economy.esp" from http://www.tesnexus.com/downloads/file.php?id=25078 is the sucessor to GoldAdjustment.esp. So please add it to the masterlist at the same position as GoldAdjustment. Also, maybe you could add a comment below GoldAdjustment about upgrading to Enhanced Economy.

Thanks for a great job :)
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Maria Leon
 
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Post » Thu May 26, 2011 9:56 pm

http://www.tesnexus.com/downloads/file.php?id=25866
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Nomee
 
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Post » Thu May 26, 2011 11:23 pm

OK, I don't know anything about these, and can't seem to find any info on them. If someone else wants to take a stab at them, here they are:

CaiusCosades.espApple Tree - Simple v.01.espREBetterLHF1.2.espEarnYourEquipment.espCTAddPose_OTPair.espG_'s-Loot-Mod_v2.5[Scaled Version].espG_'s-Loot-Mod_v2.5[Valkynaz Loot Plugin].espTerimer.espLightSpellTorch.espbrzSeducersBeta.espRandom Welkynd and Varla Stones and Stone Bricks.espArmorer's Advantage.espSutch reborn Lighthouse Fix UL.espUnderdarkMap.espKTVH - Walking In The Shoes.espArgonianBeautification-RaceSettings.espSPARTAN VIs Diverse City Guards v1 2.espCreature Diversity.espnewsheogorath.espGuard Torches.espSC_Drow Race - Skin Tone.espSC_Drow Race Addon - Magic & Armor.espSC_Drow Race Addon - Plus Pack.espSC_Drow Race Addon - Adantium Bound Armour.espSC_Drow Race Addon - Adantium Bound Armour + Helm.espSC_Drow Race Addon - Adantium Bound Armour + Sun Damage.esp

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{Richies Mommy}
 
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Post » Fri May 27, 2011 12:14 am

OK, I don't know anything about these, and can't seem to find any info on them. If someone else wants to take a stab at them, here they are:

G_'s-Loot-Mod_v2.5[Scaled Version].esp
G_'s-Loot-Mod_v2.5[Valkynaz Loot Plugin].esp

SPARTAN VIs Diverse City Guards v1 2.esp

Creature Diversity.esp


g_S loot mod - these are leveledlist overhaul so should be placed up high where other leveledlist overhaul are at.

Spartan Diverse City Guards - this is adding new Armor to guards themselves. So it may need to be tagged has invent in order to not mess with other mods that do the same MMM and OOO in particular. Loading after MMM/OOO/FCOM would break those, so it should load before and use invent tag once again.

Creature Diversity - adding new creature to leveledlist so should be place where other creature mods that do the same.

Hope that helps.
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Bethany Short
 
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Post » Fri May 27, 2011 3:37 am

OK, I don't know anything about these, and can't seem to find any info on them. If someone else wants to take a stab at them, here they are:

sure, done everything except (will probably edit when I get more of these located/located):

CaiusCosades.espApple Tree - Simple v.01.espREBetterLHF1.2.espEarnYourEquipment.espTerimer.espLightSpellTorch.espbrzSeducersBeta.espRandom Welkynd and Varla Stones and Stone Bricks.espArmorer's Advantage.espKTVH - Walking In The Shoes.espArgonianBeautification-RaceSettings.espnewsheogorath.esp



Hope that helps.

yep that it does, thanks.
Pacific Morrowind
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RUby DIaz
 
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Post » Thu May 26, 2011 10:40 pm

One more...

Unknown mod file: http://tesnexus.com/downloads/file.php?id=26612
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butterfly
 
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Post » Thu May 26, 2011 8:54 pm

got some more for ya.


Francesco's Mage Equipment.esp
? Use either this or Mage Equipment, but not both. Requires Franseco's leveled creatures/items mod.
Dschinni.esp -???
ROHJ - Basic Set.esp - ???
ROHJ - Wing Sword.esp - ???

(note: the below are part of a project I'm working on, and will soon release. thought i'd submit these as a bit of a "heads up")
Midas PowDur1.5x.esp
? Use only one PowDur modifier at a time. Load after midasspells.esp
Midas PowDur2x.esp
? Use only one PowDur modifier at a time. Load after midasspells.esp
Midas PowDur3x.esp
? Use only one PowDur modifier at a time. Load after midasspells.esp
Midas PowDur4x.esp
? Use only one PowDur modifier at a time. Load after midasspells.esp
Midas Eldrich Power 2x.esp
? Use only one Eldrich Power modifier at a time. Load after PowDur modifiers.
Midas Eldrich Power 2.5x.esp
? Use only one Eldrich Power modifier at a time. Load after PowDur modifiers.
Midas Eldrich Power 3x.esp
? Use only one Eldrich Power modifier at a time. Load after PowDur modifiers.
Midas Eldrich Power 4x.esp
? Use only one Eldrich Power modifier at a time. Load after PowDur modifiers.
Midas Eldrich Power 6x.esp
? Use only one Eldrich Power modifier at a time. Load after PowDur modifiers.
Midas Tigernolevel NoOBSE.esp
? Pick either the OBSE version or this one. But not both.
Midas Tigernolevel OBSE.esp
? Pick either the Non OBSE version or this one. But not both. Do not run without Oblivion Script Extender.
Midas BeastFortify Fix NONOBSE.esp
? Pick either the OBSE version or this one. But not both.
Midas BeastFortify Fix OBSE.esp
? Pick either the Non OBSE version or this one. But not both. Do not run without Oblivion Script Extender.
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Jennifer Munroe
 
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Post » Fri May 27, 2011 7:36 am

OK, thanks for the heads-up. :)

Just as a side note, you know you could combine the OBSE/non-OBSE plugins using an OBSE script check? It would make things simpler for people installing, and in my experience, simpler is always better. Just a suggestion. :)
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xemmybx
 
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