[REL] BOSS - Better Oblivion Sorting Software

Post » Wed Apr 06, 2011 12:52 am

With v2173
alluring Potion bottles v3.esp
alluring Wine bottles.esp
are tagged "deaktivate;NoMerge;Graphics"

With these settings I have neither icons nor meshes ingame only big yellows.
I left the Graphics tag but removed the others and activated both esp, like before. Now everything is fine again, no missing meshes or icons.

Maybe it occurs only if you have OOO installed and are using
Alluring_Potion_Bottles_v3_-_OOO
Alluring_Wine_Bottles_v3_-_OOO
which replace the original esp.

Thought to let you know about it.


Thank you for the hint.

I have non of the big overhauls installed but the very same problem.

Wth "NoMerge, Deactivate" removed all is fine.

I guess this is something that should be changed in the masterlist.

As a temporary solution I created an overwrite with BOMM.

Crash
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Annika Marziniak
 
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Post » Wed Apr 06, 2011 12:48 am

For the record, for the non-OOO versions of alluring potion and wine bottles, the tags work perfectly fine, atleast for me. I use it with my WAC-install.
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Cameron Garrod
 
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Post » Wed Apr 06, 2011 7:52 am

For the record, for the non-OOO versions of alluring potion and wine bottles, the tags work perfectly fine, atleast for me. I use it with my WAC-install.


Thank you for letting me know.
Strange that it did not in my game; guess I have to look into it.

Crash
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Victoria Vasileva
 
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Post » Tue Apr 05, 2011 6:25 pm

Three unrecognized mods from my latest LO:

Unrecogised Mod Files

Reorder these by hand using your favourite mod ordering utility.

Unknown mod file: Temple District Repaired.esp

Unknown mod file: Treleths_Pitchable_Tent.esp

Unknown mod file: DarkSaintUFF.esp


http://www.tesnexus.com/downloads/file.php?id=35429
(Note: readme notes that this mod isn't compatible with Better Cities, but is compatible with ImpeREAL City - Unique Districts.)

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1449
(Note: comes with three .esp files. As far as I can tell, two are basically identical (Treleths_Pitchable_Tent.esp and Pitchable_Tent.esp), and I assume users should only use one for obvious reasons. The other, Pitchable_Tent_anywhere.esp, is also identical except that it allows players to pitch the tent anywhere, including in cities. Only one .esp of the three should be active at any given time.)

http://www.tesnexus.com/downloads/file.php?id=31258

Thanks! :)
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An Lor
 
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Post » Wed Apr 06, 2011 7:56 am

9 unrecognized mods in my recent installation. I also included some short mod summaries below with links to where the mods can be found in case that helps.

Unrecogised Mod Files
Reorder these by hand using your favourite mod ordering utility.

Unknown mod file: NirnrootPlants.esp

Unknown mod file: DMRA Stock Clothing Replacer.esp

Unknown mod file: DMRA Stock Robe Replacer.esp

Unknown mod file: (TLB)ElderCouncilsChambers v1.0.esp

Unknown mod file: Better Hunting for OOO.esp

Unknown mod file: 1em_Vilja_Neck_Seam_Concealer.esp

Unknown mod file: BIE.esp

Unknown mod file: More Effective Enchantments.esp

Unknown mod file: RedHeadedGang-CheydinhalFalls patch.esp


http://www.tesnexus.com/downloads/file.php?id=30617 - Changes the ground mesh for Nirnroot.

http://www.tesnexus.com/downloads/file.php?id=27931 - Replaces stock clothing.

http://www.tesnexus.com/downloads/file.php?id=28607 - Replaces stock robes.

http://www.tesnexus.com/downloads/file.php?id=11422 - Adds npc's to the Elder Councils Chambers in the Imperial City.

http://www.tesnexus.com/downloads/file.php?id=35223 - "Increases the value of all vanilla Oblivion and OOO animal related loot and food items to make hunting more worthwhile."

http://www.tesnexus.com/downloads/file.php?id=28977 - The readme for this states where this should be placed in your load order.

http://www.tesnexus.com/downloads/file.php?id=33767 - The same mod as "Blood Is Everything.esp" but was just changed to "BIE.esp" for the most recent version of the mod.

http://www.tesnexus.com/downloads/file.php?id=33266 - Fixes the extremely limited amount of uses on enchanted weapons.

http://www.tesnexus.com/downloads/file.php?id=13834 - The RedHeadedGang-CheydinhalFalls patch.esp is a patch avalable here and also from the UL patches compatibility omod download.
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Rob Smith
 
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Post » Wed Apr 06, 2011 4:05 am

Kinda of a strange request but I'm kinda strange as it is. Is there a way to set the BOSS output file in ver. 1.65 back to good plain old Notepad instead of to the .html output? It's just something of personal preference. I like to run it and then possibly open the masterlist and alt tab back and forth between the two to tweak my load order and also search for LO problems. Hopefully it is something that can be done easily. Any assistance or education would be greatly appreciated.
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John N
 
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Post » Tue Apr 05, 2011 8:56 pm

## 29-30 added in R2183
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Tanika O'Connell
 
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Post » Wed Apr 06, 2011 8:54 am

Kinda of a strange request but I'm kinda strange as it is. Is there a way to set the BOSS output file in ver. 1.65 back to good plain old Notepad instead of to the .html output? It's just something of personal preference. I like to run it and then possibly open the masterlist and alt tab back and forth between the two to tweak my load order and also search for LO problems. Hopefully it is something that can be done easily. Any assistance or education would be greatly appreciated.

Not without a great deal of rewriting currently. However, I have had an idea recently to move all the formatting output into an output function, so if I do that I suppose that it wouldn't be too difficult to allow specification of whether the output is plain text or HTML. It would cut down on the code required a lot compared to if I were to add an option at the moment.

So: It might be possible in 1.7, but there's not much you can do ATM. You can open the masterlist in your web browser too though, and you can still alt-tab between the web browser and Notepad anyway.
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Lory Da Costa
 
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Post » Wed Apr 06, 2011 4:04 am

Unknown mods:

added, thanks.

I found a mod that is unrecognized by BOSS http://www.tesnexus.com/downloads/file.php?id=36561. It needs to load before Uniquie Landscapes Arrius Creek otherwise water will be missing around the area of the mill.

already got it :) (and no worries it is very much before ULs on the masterlist)

Just noticed this BOSS message in another thread:

This is not the case. OOO-Map_Markers_Stock.esp [Version 1.33] should be used for those that don't like OOO's changes to map markers and rather want it as in vanilla:

http://devnull.sweetdanger.net/oscuroinstalloptions.html

sometimes some of us can be blind... I've ran BOSS with that file in there probably on the line of hundreds of times but never noticed that erronious comment :headbang:... fixed, thanks.

Unrecognized Mod Files

Reorder these by hand using your favourite mod ordering utility.
Unknown mod file: “Colourwheels sixy Oblivion OverHaul.esp”

More information can be found here: http://www.tesnexus.com/downloads/file.php?id=36387
Colourwheel wants the mod to load at the very end of the load list, unfortunately that spot is getting crowded since a number of MODs want to be there.

I guess with your expertise you are able to find the right place for it.
Crash

ooh that is a rather massive overhaul... well I'll place it in a somewhat reasonable place at least for now... we'll see if it needs to move later (won't be suprised), thanks.

Had a brief experience with the one posted by Crash above, might be an awkward one to place in the masterlist - with a lot of notes needed for the load order. As it says its an overhaul and quite wide sweeping, changes a lot of guards to be female, uses idle and walk anims, I believe it will conflict with a lot of beast changers (include orcs in that), aswell as anything TNR based (faces on Khajiit NPC's placed by TIE for example become deformed) Cobl races? ..... CW has put a lot of work into trying to de-conflict it but its a tough nut for a mod like this to be compatible with everything - I didnt have it installed long enough to look into it further, put me off having Vilja threatening me with her animated waggling 'idles' when stood still (and no I had not given her one too many mead). Robertmale needs to install after it at least (even though resources are stated as removed there are still conflicts).

Anyway on to another ....

Unrecogised Mod Files
Reorder these by hand using your favourite mod ordering utility.

Unknown mod file: http://www.tesnexus.com/downloads/file.php?id=36618

No bash tags, not required I dont think... The mod comprises of the above esp and associated BSA

added, thanks. (and htanks for those further commments on Colourwheel's)
Pacific Morrowind
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Steve Smith
 
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Post » Wed Apr 06, 2011 4:45 am

already got it :) (and no worries it is very much before ULs on the masterlist)

awesome thanks. I have one or two other unrecognized mods but this was the only one that I noticed a problem with the game. I'm not sure where the others should be placed though since they haven't caused any huge mistakes like Autumn leaves did.
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Ash
 
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Post » Wed Apr 06, 2011 8:25 am

Unknown mod file: http://www.tesnexus.com/downloads/file.php?id=36679

Pertinent info:
4.The load order should be:

Oblivion.esm
...
FCOM_Convergence.esp
FCOM_SlofsHorses.esp
...
Bash Patch,0.esp


5.Rebuild the Bash Patch,0.esp, previusly activating the mod in "Merge patches" and "Import Graphics".
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hannah sillery
 
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Post » Wed Apr 06, 2011 4:05 am

Just figured I'd let you know about these. :3

Unrecognised Mod Files

Unknown mod file: http://tesnexus.com/downloads/file.php?id=21243
Unknown mod file: http://tesnexus.com/downloads/file.php?id=22297
These two are *pocket dimension* mods, though I have no idea where they should be in the load order.

Unknown mod file: http://tesnexus.com/downloads/file.php?id=36563
Just some fancy armour that gets added to your inventory as you start the game.

Hope this is helpful enough. :x
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Natasha Callaghan
 
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Joined: Sat Dec 09, 2006 7:44 pm

Post » Wed Apr 06, 2011 5:50 am

With v2173
alluring Potion bottles v3.esp
alluring Wine bottles.esp
are tagged "deaktivate;NoMerge;Graphics"

With these settings I have neither icons nor meshes ingame only big yellows.
I left the Graphics tag but removed the others and activated both esp, like before. Now everything is fine again, no missing meshes or icons.

Maybe it occurs only if you have OOO installed and are using
Alluring_Potion_Bottles_v3_-_OOO
Alluring_Wine_Bottles_v3_-_OOO
which replace the original esp.

Thought to let you know about it.


I do not use OOO and had the same problem. The cause is that deactivate tag causes the esp not to load which in turn does not load the bsa file of the same name, which needs the esp to be loaded. Workaround for me was to rename the bsa file to load via another esp - in my case I use DLCshiveringisles.esp to load the bsa files.
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Rebecca Clare Smith
 
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Post » Wed Apr 06, 2011 2:51 am

Yeah. Or you can unpack those pesky BSAs (along with heaps of others... hehe) and just not worry about all that rubbish. :D

Just my preferred method - not necessarily going to appeal to everyone, I know. ;)
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Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Wed Apr 06, 2011 9:03 am

Yeah. Or you can unpack those pesky BSAs (along with heaps of others... hehe) and just not worry about all that rubbish. :D

Just my preferred method - not necessarily going to appeal to everyone, I know. ;)


Whatever works brother. :)
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Epul Kedah
 
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Post » Tue Apr 05, 2011 8:52 pm

I do not use OOO and had the same problem. The cause is that deactivate tag causes the esp not to load which in turn does not load the bsa file of the same name, which needs the esp to be loaded. Workaround for me was to rename the bsa file to load via another esp - in my case I use DLCshiveringisles.esp to load the bsa files.


So that many others has problems with the actual tags (OOO-users as well as Not-OOO-users), I would like to suggest, that maybe it could be add a note for the BOSSlog.txt file like e.g.:

"Alluring Potion Bottles v3.esp
. Bashed Patch tag suggestion: {{BASH:Graphics, NoMerge, Deactivate}}
. Note: When using OOO, ...rename bsa file...
Alluring Wine Bottles.esp
. Bashed Patch tag suggestion: {{BASH:Graphics, NoMerge, Deactivate}}
. Note: When using OOO, ...rename bsa file..."


Besides this:
-----------------------------------------------------------------
Unrecognised mod files:
Reorder these by hand using your favourite mod ordering utility.
-----------------------------------------------------------------
Unknown mod file: SM_DeadlyReflex5.esp
-----------------------------------------------------------

from Supreme Magicka update 0.90
(http://www.tesnexus.com/downloads/file.php?id=12466#fileanchor)
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Mandi Norton
 
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Post » Tue Apr 05, 2011 9:01 pm

So that many others has problems with the actual tags (OOO-users as well as Not-OOO-users), I would like to suggest, that maybe it could be add a note for the BOSSlog.txt file like e.g.:

"Alluring Potion Bottles v3.esp
. Bashed Patch tag suggestion: {{BASH:Graphics, NoMerge, Deactivate}}
. Note: When using OOO, ...rename bsa file...
Alluring Wine Bottles.esp
. Bashed Patch tag suggestion: {{BASH:Graphics, NoMerge, Deactivate}}
. Note: When using OOO, ...rename bsa file..."



I would rather know why the NoMerge and Deactivate are there in the first place, rather than messing on with renaming files -- clearly not what was intended by the author.
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Nikki Morse
 
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Post » Tue Apr 05, 2011 10:35 pm

Unrecogised Mod Files

Reorder these by hand using your favourite mod ordering utility.

Unknown mod file: Valenwood Improved - Fallenleaf Everglade EV - Patch.esp

Unknown mod file: Valenwood Improved - River Ethe EV - Patch.esp



Both of the esp's are contained in the main download here -> http://www.tesnexus.com/downloads/file.php?id=22555. I would also assume that BOSS doesn't have the DV versions of these patches in the database yet either.
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Lew.p
 
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Post » Tue Apr 05, 2011 10:57 pm

I would rather know why the NoMerge and Deactivate are there in the first place, rather than messing on with renaming files -- clearly not what was intended by the author.



Well, I am really not versed enough to answer that completely correctly :whistling: , but it has to do with combination with other mods and overwriting in respect of loadorder, how Bashed Patch work and of course you will get two more free esp slots.
:thumbsup:

Furthermore I think that at least as many people there are having problems, there are as many which have no problem with tagging the files like this.

Also my remark in respect of renaming of the files is only a vague suggestion and I am sure the BOSS Team has maybe a much better idea.
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Mrs Pooh
 
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Post » Wed Apr 06, 2011 3:42 am

I would rather know why the NoMerge and Deactivate are there in the first place, rather than messing on with renaming files -- clearly not what was intended by the author.


The graphics tag imports the model and texture changes to the bottles and allows other mods to change e.g. its weight and effect. :3 Without Wrye Bash you could either have vanilla stats on the bottle with fancy looks or e.g. Mighty Magick stats and vanilla looks.
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Fam Mughal
 
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Post » Wed Apr 06, 2011 10:24 am

The graphics tag imports the model and texture changes to the bottles and allows other mods to change e.g. its weight and effect. :3 Without Wrye Bash you could either have vanilla stats on the bottle with fancy looks or e.g. Mighty Magick stats and vanilla looks.


I understand that, and my remark was not about the Graphics tag.
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Trevor Bostwick
 
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Post » Wed Apr 06, 2011 8:04 am

I understand that, and my remark was not about the Graphics tag.


Oh, sorry. If it's not deactivated then it will still overwrite mods that change the stats of the potions.

Edit: I could be wrong though. :x Maybe it shouldn't be there, and in that case, I apologise. D:
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carly mcdonough
 
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Post » Wed Apr 06, 2011 10:47 am

I would rather know why the NoMerge and Deactivate are there in the first place, rather than messing on with renaming files -- clearly not what was intended by the author.

IMHO from what's been posted, it looks like Deactivate shouldn't be there. NoMerge is fine, because otherwise the plugin might get merged, in which case it could be deactivated, leading again to the problem of the BSA not loading.

I don't think renaming the BSA is appropriate, since that's obviously not how the mod's supposed to work. It looks like the Deactivate tag needs to be removed.

As for the mod overwriting the changes of other mods, that's why those other mods should be tagged with Import Stats. Unless I'm missing something...

Though I do think that it's bad design for something that purely replaces graphics to be dependent on a plugin loading a BSA. That's the sort of case where loose files are more appropriate, so changes can be imported and a plugin slot freed.
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Arrogant SId
 
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Post » Wed Apr 06, 2011 7:39 am

IMHO from what's been posted, it looks like Deactivate shouldn't be there. NoMerge is fine, because otherwise the plugin might get merged, in which case it could be deactivated, leading again to the problem of the BSA not loading.

I don't think renaming the BSA is appropriate, since that's obviously not how the mod's supposed to work. It looks like the Deactivate tag needs to be removed.

As for the mod overwriting the changes of other mods, that's why those other mods should be tagged with Import Stats. Unless I'm missing something...

Though I do think that it's bad design for something that purely replaces graphics to be dependent on a plugin loading a BSA. That's the sort of case where loose files are more appropriate, so changes can be imported and a plugin slot freed.


Oops. D: My mistake. It won't overwrite any properly tagged mods. I apologise. :x
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Robert Jr
 
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Post » Wed Apr 06, 2011 12:39 pm

IMHO from what's been posted, it looks like Deactivate shouldn't be there. NoMerge is fine, because otherwise the plugin might get merged, in which case it could be deactivated, leading again to the problem of the BSA not loading.

I don't think renaming the BSA is appropriate, since that's obviously not how the mod's supposed to work. It looks like the Deactivate tag needs to be removed.

As for the mod overwriting the changes of other mods, that's why those other mods should be tagged with Import Stats. Unless I'm missing something...

Though I do think that it's bad design for something that purely replaces graphics to be dependent on a plugin loading a BSA. That's the sort of case where loose files are more appropriate, so changes can be imported and a plugin slot freed.


I agree. Though I'm not sure why the NoMerge would be there either, because the esp is non-mergable anyway -- at least the OOO version is not. Unless I'm misunderstanding what is mergable and what is not. :shrug:
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Stephanie Valentine
 
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