Brand New Oblivion Mod User

Post » Tue Aug 24, 2010 12:55 pm

Yeah it looks cool as hell, but I'm trying to keep things as simple as possible. I'm not looking to use OBSE yet. Just wanna get used to Oblivion modding before I move to the more complex stuff.
Just wanted to make sure that you don't confuse OBSE with complexity. OBSE is as simple as copying three files to your Oblivion folder (not Oblivion/data), and then using one of those three files (obse_loader.exe) to start Oblivion instead of the normal program. That's all - but it opens up a ton of new mods that do things one couldn't do without OBSE.

If you look at my sig, you'll find the link to my mods. Some of them are very simple mods while some are really complex, but they all require OBSE.


Edit: Ninja'd - and I agree that it is wise to take a step or two at a time. It is way too common that a newcomer (to modding) goes wild, installs 50+ mods at the same time and then don't get the game to start at all. I am running more than 200 esp files, but it took a good time to build that list :)
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Kate Schofield
 
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Post » Tue Aug 24, 2010 9:50 pm

Yeah, I use MWSE, but I wanna hold on OBSE for now. :P No offense to the creators but I wanna reduce my chances of problems until I become more experienced with Oblivion.

Ah ok :) so how's modded oblivion treating you so far?
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Michelle davies
 
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Post » Wed Aug 25, 2010 12:35 am

Just wanted to make sure that you don't confuse OBSE with complexity. OBSE is as simple as copying three files to your Oblivion folder (not Oblivion/data), and then using one of those three files (obse_loader.exe) to start Oblivion instead of the normal program. That's all - but it opens up a ton of new mods that do things one couldn't do without OBSE.

If you look at my sig, you'll find the link to my mods. Some of them are very simple mods while some are really complex, but they all require OBSE.

You sir have been ninja'd :P
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Ben sutton
 
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Post » Tue Aug 24, 2010 2:25 pm

Just wanted to make sure that you don't confuse OBSE with complexity. OBSE is as simple as copying three files to your Oblivion folder (not Oblivion/data), and then using one of those three files (obse_loader.exe) to start Oblivion instead of the normal program. That's all - but it opens up a ton of new mods that do things one couldn't do without OBSE.

If you look at my sig, you'll find the link to my mods. Some of them are very simple mods while some are really complex, but they all require OBSE.

I'll give it a shot next time around. Honestly it sounds great, but I'm gonna hold for now.

Ah ok :) so how's modded oblivion treating you so far?

Well I have all the mods in my OP installed, along with the Race Balancing Project, Better Redguards, HGEC, Newer Face Textures, Book Jackets and the Unofficial Patches. I'm still looking for a darken windows at night and interior sound mod. But if I have to I'll bite the bullet and work on All Natural Weather.

The only other two mods I'm looking for is a good castle house mod, along with something to match the vanilla clothes with the body mod I downloaded.

Also, obviously once I have my mods together, I should use BOSS to sort my load order, then what? Do I have to create like merged objects and mashed lists like in MW?

Oh yeah and once I think everythings together, can I post my mod list so you guys can make sure it's gonna work fine? I'm super paranoid and cautious.
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STEVI INQUE
 
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Post » Wed Aug 25, 2010 2:11 am

Unfortunately, I don't know anything about darkened windows at night. I use All Natural so I'm sorry I can't be of a help there.

Now castles, even though I don't use them, my hubby does so here's the ones he likes.

http://www.tesnexus.com/downloads/file.php?id=25574

http://www.tesnexus.com/downloads/file.php?id=32738 <~My personal favorite! Even though I don't use them, I think this one is really neat

http://www.tesnexus.com/downloads/file.php?id=8235 <~This one is suppose to be good but I don't have personal experience with it.

For armors for your body mod, just got to TESNexus and type in HGEC for search and you will get I swear, a BILLION armors for it. Pick what you like!


Um ... about the mashing/bashing. I didn't start using WryeBash until I had like, 30 mods installed and I started doing the more complex mods in my load order. So as long as you BOSS it up, you should be fine without bashing until you start using overhaul mods, large dugeon mods, etc. At least that's IMO.
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CHANONE
 
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Post » Tue Aug 24, 2010 7:49 pm

Unfortunately, I don't know anything about darkened windows at night. I use All Natural so I'm sorry I can't be of a help there.

Now castles, even though I don't use them, my hubby does so here's the ones he likes.

http://www.tesnexus.com/downloads/file.php?id=25574

http://www.tesnexus.com/downloads/file.php?id=32738 <~My personal favorite! Even though I don't use them, I think this one is really neat

http://www.tesnexus.com/downloads/file.php?id=8235 <~This one is suppose to be good but I don't have personal experience with it.

For armors for your body mod, just got to TESNexus and type in HGEC for search and you will get I swear, a BILLION armors for it. Pick what you like!


Um ... about the mashing/bashing. I didn't start using WryeBash until I had like, 30 mods installed and I started doing the more complex mods in my load order. So as long as you BOSS it up, you should be fine without bashing until you start using overhaul mods, large dugeon mods, etc. At least that's IMO.

Thank you, I like the look of Castle West Weald as well!

Also, does TIE work with Reeners Guard Overhaul, they both edit the guards? And does TIE unlevel quest rewards too? Or do I need a separate mod for that?
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Star Dunkels Macmillan
 
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Post » Tue Aug 24, 2010 1:32 pm

a good castle house mod

Centurion (you may recognize that name from Morrowind) has made some incredible castle mods.

http://www.tesnexus.com/downloads/file.php?id=14834

http://www.tesnexus.com/downloads/file.php?id=7676

http://www.tesnexus.com/downloads/file.php?id=6507

http://www.tesnexus.com/downloads/file.php?id=9363

http://www.tesnexus.com/downloads/file.php?id=11998

http://www.tesnexus.com/downloads/file.php?id=34320



...once I have my mods together, I should use BOSS to sort my load order, then what? Do I have to create like merged objects and mashed lists like in MW?

That's correct. I typically do some manual re-arranging myself though after BOSS has arranged my mods. After 8 years of working with mod I've become kind of picky about my load order. Also, I use a lot of my own mods, which BOSS does not recognize.



once I think everythings together, can I post my mod list so you guys can make sure it's gonna work fine?

You bet, folks do it every day. ;)
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Danny Warner
 
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Post » Tue Aug 24, 2010 5:16 pm

The only other two mods I'm looking for is a good castle house mod, along with something to match the vanilla clothes with the body mod I downloaded.
If you (like me) don't want castles for free, but want involving quests to earn them, Hoarfrost Castle and Glenvar Castle is the two to look for.

To get the vanilla clothes/armor to match the HGEC body, http://www.tesnexus.com/downloads/file.php?id=24078 is the one to use.

Also, obviously once I have my mods together, I should use BOSS to sort my load order, then what? Do I have to create like merged objects and mashed lists like in MW?
The Bashed Patch (not Mashed like in Morrowind) is probably the next step if you intend to install much more mods, but for now I think your mod list is safe without - though IIRC one or two of RBP's files (which you use) need the Bashed Patch, but those files are optional.

Btw, have you instaleld RBP yet? I have an omod installer for it (see the link in my sig), which vastly simplifies the process - though it requires OBMM.
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Matthew Barrows
 
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Post » Tue Aug 24, 2010 3:51 pm

Centurion (you may recognize that name from Morrowind) has made some incredible castle mods.

http://www.tesnexus.com/downloads/file.php?id=14834

http://www.tesnexus.com/downloads/file.php?id=7676

http://www.tesnexus.com/downloads/file.php?id=6507

http://www.tesnexus.com/downloads/file.php?id=9363

http://www.tesnexus.com/downloads/file.php?id=11998

http://www.tesnexus.com/downloads/file.php?id=34320




That's correct. I typically do some manual re-arranging myself though after BOSS has arranged my mods. After 8 years of working with mod I've become kind of picky about my load order. Also, I use a lot of my own mods, which BOSS does not recognize.




You bet, folks do it every day. ;)

Alright, gosh I'll have to try all those castles Centurions work is amazing.

If you (like me) don't want castles for free, but want involving quests to earn them, Hoarfrost Castle and Glenvar Castle is the two to look for.

To get the vanilla clothes/armor to match the HGEC body, http://www.tesnexus.com/downloads/file.php?id=24078 is the one to use.

The Bashed Patch (not Mashed like in Morrowind) is probably the next step if you intend to install much more mods, but for now I think your mod list is safe without - though IIRC one or two of RBP's files (which you use) need the Bashed Patch, but those files are optional.

Btw, have you instaleld RBP yet? I have an omod installer for it (see the link in my sig), which vastly simplifies the process - though it requires OBMM.

Yeah, I just got EVE :laugh: And yeah I installed RBP manually. But thanks though! I also added Midas Magic and Alive Waters. Once I find a good quest item de-leveler, I think I'll be all set! :celebration:
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Nicholas
 
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Post » Tue Aug 24, 2010 7:16 pm

Hi Sir-Stabs-Alot!

I'm just like you, an experienced Morrowind modder but relatively new to Oblivion modding. I started creating a heavily modded Oblivion setup 3 weeks ago. I can easily say that installing mods for Oblivion is easier than it is for Morrowind. We have Wyre Mash but Wyre Bash is incomparably superior to it, and makes installing mods immensely easier. Here are the guides I used for modding Oblivion, they helped me greatly and I think they will help you too.

1) http://www.gamesas.com/index.php?/topic/1090232-50-steps-to-stable-fcom/ (I'm at step 31 :) )

2) http://www.gamesas.com/index.php?/topic/1106994-tesivpositive-installation-guides/ (Tomlong's site provides extremely useful tips and guides for beginners in Oblivion modding)

3) If you are going to install FCOM or MMM, be sure to grab these: http://www.gamesas.com/?showtopic=995334 , and visit these pages: http://www.gamesas.com/index.php?/topic/1105942-relz-fcom-convergence-and-ufcom/ , http://www.uesp.net/wiki/Tes4Mod:FCOM

4) http://devnull.sweetdanger.net/fcominstall.html (It is a little bit outdated but still very useful)

5) The only thing in Oblivion modding that is entirely new for a Morrowind player: Bashed Patch (Think of Merged Objects, Merged Dialogs and Mashed Lists put together, apart from many, many useful tweaks. It is impossible even to start the game without this if you're going to install a large number of mods) http://tesivpositive.animolious.com/index.php?page=bashed_patch

http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash/Bashed_Patch

6) BOSS is an essential tool for both load order and Bash tagging (it tags your mods automatically and most of the time it is reliable) : http://www.gamesas.com/index.php?/topic/1111761-boss-better-oblivion-sorting-software/

7) http://www.gamesas.com/index.php?/topic/1082438-inforelz-pyffi-python-file-format-interface/ (This tool gives a considerable FPS boost by optimizing your meshes. You should also consider unpacking your Textures.bsa and repack it without compressing it, using OBMM. This gives a little FPS boost).

8) http://sites.google.com/site/oblivionpoinfo/installmods/aestheticoverhaulinstallorder

9) http://knol.google.com/k/toql-the-oblivion-quest-list#

10) http://www.gamesas.com/index.php?showtopic=960829

12) http://devnull.sweetdanger.net/other.html (This website is invaluable)

13) http://tesnexus.com/articles/article.php?id=318 (If you want to andd non-sixy armors and clothes to your game)

14) If you're like me and have problems in creating pretty / handsome faces, this site might help you : http://www.zyworld.com/redwoodtreesprite/Oblivion/Heads/OblivionFacesHome.htm
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Tamara Dost
 
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Post » Wed Aug 25, 2010 5:00 am

Hi Sir-Stabs-Alot!

I'm just like you, an experienced Morrowind modder but relatively new to Oblivion modding. I started creating a heavily modded Oblivion setup 3 weeks ago. I can easily say that installing mods for Oblivion is easier than it is for Morrowind. We have Wyre Mash but Wyre Bash is incomparably superior to it, and makes installing mods immensely easier. Here are the guides I used for modding Oblivion, they helped me greatly and I think they will help you too.

1) http://www.gamesas.com/index.php?/topic/1090232-50-steps-to-stable-fcom/ (I'm at step 31 :) )

2) http://www.gamesas.com/index.php?/topic/1106994-tesivpositive-installation-guides/ (Tomlong's site provides extremely useful tips and guides for beginners in Oblivion modding)

3) If you are going to install FCOM or MMM, be sure to grab these: http://www.gamesas.com/?showtopic=995334 , and visit these pages: http://www.gamesas.com/index.php?/topic/1105942-relz-fcom-convergence-and-ufcom/ , http://www.uesp.net/wiki/Tes4Mod:FCOM

4) http://devnull.sweetdanger.net/fcominstall.html (It is a little bit outdated but still very useful)

5) The only thing in Oblivion modding that is entirely new for a Morrowind player: Bashed Patch (Think of Merged Objects, Merged Dialogs and Mashed Lists put together, apart from many, many useful tweaks. It is impossible even to start the game without this if you're going to install a large number of mods) http://tesivpositive.animolious.com/index.php?page=bashed_patch

http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash/Bashed_Patch

6) BOSS is an essential tool for both load order and Bash tagging (it tags your mods automatically and most of the time it is reliable) : http://www.gamesas.com/index.php?/topic/1111761-boss-better-oblivion-sorting-software/

7) http://www.gamesas.com/index.php?/topic/1082438-inforelz-pyffi-python-file-format-interface/ (This tool gives a considerable FPS boost by optimizing your meshes. You should also consider unpacking your Textures.bsa and repack it without compressing it, using OBMM. This gives a little FPS boost).

8) http://sites.google.com/site/oblivionpoinfo/installmods/aestheticoverhaulinstallorder

9) http://knol.google.com/k/toql-the-oblivion-quest-list#

10) http://www.gamesas.com/index.php?showtopic=960829

12) http://devnull.sweetdanger.net/other.html (This website is invaluable)

13) http://tesnexus.com/articles/article.php?id=318 (If you want to andd non-sixy armors and clothes to your game)

14) If you're like me and have problems in creating pretty / handsome faces, this site might help you : http://www.zyworld.com/redwoodtreesprite/Oblivion/Heads/OblivionFacesHome.htm

Thanks! That will take awhile to digest! Is there any tutorial to getting me started with my Bashed Patch? Like how do I know which components to use? And I have a mod that is packaged with weird directories, like with 10, 20, 30. I assume these are for use with installers, how do I get them to install properly with OBMM/BAIN?
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Claire Lynham
 
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Post » Tue Aug 24, 2010 9:33 pm

Oh and here is my load order. BOSS didn't get the bottom five I believe so they're there and it also recommended I use some Batch Patches so idk what to do?
Oblivion.esm
Enhanced Daedric Invasion.esm
Kvatch Rebuilt.esm
Open Cities Resources.esm
bookplacing.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
AliveWaters.esp
AliveWaters - Koi Addon.esp
AliveWaters - Slaughterfish Addon.esp
Book Jackets Oblivion - BP.esp
EVE_StockEquipmentReplacer.esp
Hemingweys NPC Capes.esp
TIE.esp
(DC) Sutch Reborn.esp
Kvatch Rebuilt.esp
Cyrodiil Travel Services.esp
Knights.esp
EVE_KnightsoftheNine.esp
Enhanced Daedric Invasion.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
SutchReborn-LostCoast patch.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
KvatchRebuilt-CheydinhalFalls patch.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
OCLR+ULBWForest Patch.esp
EVE_ShiveringIslesEasterEggs.esp
quickstart.esp
MidasSpells.esp
RenGuardOverhaul.esp
bgBalancingEVCore.esp
bgBalancingEVOptionalClasses.esp
bgBalancingEVOptionalFangs.esp
bgBalancingEVOptionalMoreEyes.esp
bgBalancingEVOptionalBetterRedguards.esp
EVE_KhajiitFix.esp
Hemingweys Capes.esp
Open Cities Reborn Road Record.esp
Open Cities Reborn - Full Merge.esp
xulSnowdale.esp
CastleWestWeald.esp
SutchReborn-TheHeath patch.esp


I still wanna add AWLS too, as soon as I figure out how to install it with an installer
It also appears my spell effects aren't showing anymore, like auras and the like.

oh, and regarding RGO, the guards seem to still be chasing me forever, and certain ones don't follow me if I'm sneaking, is this because of TIE?

Also, the waters don't seem to have any fish, despite my using of Alive Waters...
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FITTAS
 
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Post » Tue Aug 24, 2010 3:23 pm

Thanks! That will take awhile to digest! Is there any tutorial to getting me started with my Bashed Patch? Like how do I know which components to use? And I have a mod that is packaged with weird directories, like with 10, 20, 30. I assume these are for use with installers, how do I get them to install properly with OBMM/BAIN?



I don't have any idea which tags you should use with your mods. And I don't think I'll be able to comprehend it soon, it seems quite complicated. I let BOSS add tags for my mods automatically.

Those numbers are for use with BAIN only. When you first setup Wyre Mash, it creates an "Oblivion Mods" folder somewhere (In my case, it was in the same folder where Oblivion,as a folder, was). In that folder, you'll see "Bash Installers." Put mods with 00, 01, 02, etc. packaging there. When you click on "Installers" tab in Wyre Bash, it will search for mods in "Bash Installers" directory. When you click on a mod, you'll see "Sub-packages" in the lower-left of the screen. Select which components to install, then right click on the mod on the list on the left, select install. BAIN will install the mod with the selected components.
Just like in Wyre Mash, you can install any mod you like through the Installers tab, as long as the the Data Files part of the mods is not more than two steps ahead in the .rar folder. For example, BAIN cannot install a .rar package like this:
awesomemod.rar/ awesomemod/ Oblivion/ Data Files/ meshes, texture, etc.
In order for BAIN to install, the package should be converted into this structure:
awesomemod.rar/ Data Files/ meshes, texture etc. (Note that meshes, textures, etc. can be placed in the first step directly. BAIN searches for the first two steps for the .esp file, the meshes folder, etc. in a .rar file)
OBMM is another thing altogether. It makes mod installing easier, as it has scripts that let you choose you options on the fly, but very rarely there are script errors in an OMOD and the mod is not installed correctly. I've never encountered that though. OBMM can only install OMODs. But some mods come with a folder named "omod conversion data." Open up OBMM, click create, click "add archive" in the next step, select a mod with "omod conversion data" in it. It sometimes asks that there are sub-packages to that mod and if you want to continue. Click yes. It'll now ask "There is an omod conversion data available. Convert it?" (or something along these lines). Click yes. It will arrange the folders. After OBMM is responsive again (with big mods it doesn't respond while arranging the sub-packages), click create at the right-bottom. It will compress the mod into an OMOD file, and when it's finished, the mod will show up in the OMOD screen (the starting screen of OBMM). Click on the file and just select "activate." The mod will probably ask you questions during the installation, refer to the readme for detailed information about the mod's options.

For mods that BOSS doesn't recognize, post a comment in BOSS thread and say that those mods are not recognized by BOSS. Guys there are very helpful, they'll probably add proper tag recommendations to BOSS in a short time.
After you run BOSS, it'll add tags for all your mods that it recognizes. After that, right click on your Bashed Patch.esp (if it isn't there, you can find it at Oblivion/ Mopy/ Extras) and select "Rebuild Patch" (It may tell you that some mods should, and some mods may, be deactivated. Click OK ). In the next window, select components that are recommended here: http://tesivpositive.animolious.com/index.php?page=bashed_patch . When you're good to go, click on "Create" (I don't remember the exact word). Wyre Bash will now compile scripts, merge leveled lists, merge objects, etc. In other words, it will make your game playable :) After it's done, just activate the Bashed Patch.esp .


Now for other questions.
AWLS includes an OMOD conversion file, and it is also BAIN ready. It's very, very easy to install it through OBMM. Just be sure to download both textures and meshes part of the mod.
Have you installed DarN'ified UI, or any other UI mod? It sounds like it is related to a wrong install of a UI mod.
I have no idea about RGO, I haven't installed it yet. But Reneer still provides support for her mod in its thread.
The problem with Alive Waters is probably related to a problem in your Bashed Patch.
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Fluffer
 
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Post » Tue Aug 24, 2010 8:13 pm

Thanks! That will take awhile to digest! Is there any tutorial to getting me started with my Bashed Patch? Like how do I know which components to use?

Quite simple really: Check all merges and imports that are available when rebuilding the bashed patch. BOSS has correct tags, and only add an import tag to a mod for Wrye Bash to use if there is a good reason.

Then uncheck all merged (green) esp files in WB - you should see a "+" arrow in the checkbox. The tricky part is to know which of the Imported esp files that should be unchecked (a dot in the checkbox). Some of them should and some of them should not.

And I have a mod that is packaged with weird directories, like with 10, 20, 30. I assume these are for use with installers, how do I get them to install properly with OBMM/BAIN?
That means that it is packed to be BAIN-ready, so for BAIN it just means that you must learn how to use basic BAIN features. For OBMM - if such a mod is omod-ready (all my mods are, and some of them have this special BAIN-structure), installing it with OBMM is just as simple as normal, with the omod installation script handling the optional folders for you :)
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Sophie Morrell
 
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Post » Tue Aug 24, 2010 9:00 pm

So what do I do regarding the mods that were not recognized by BOSS, how do I know where to put them in the load order?

Also, it seems that fireballs I shoot and magic spells won't appear, my character will just do the hand motions and nothing happens.

Can someone give me a step by step for creating my bashed patch? And should I make sure my plugins are in the right order before I create the patch.

Alright, so if I'm using OBMM to install AWLS, do I create the omod with both the meshes and textures?
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Red Sauce
 
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Post » Wed Aug 25, 2010 3:28 am

1) Report them in BOSS' thread, and ask for help there. The readme of such mods generally tells where you should put it. If not, ask the author. Btw, be sure to grab and install BOMM. It enables you to update BOSS from its source page. The BOSS masterlist on TESNexus isn't updated very frequently, whereas the source page is updated almost daily.

2) I don't have any idea about this. And your loading list does not include any magic overhauls. Weird. Maybe the bashed patch would remedy it.

3) I think you skipped this part of my last comment:

After you run BOSS, it'll add tags for all your mods that it recognizes. After that, right click on your Bashed Patch.esp (if it isn't there, you can find it at Oblivion/ Mopy/ Extras. Just copy it to your "Data" folder) and select "Rebuild Patch" (It may tell you that some mods should, and some mods may, be deactivated. Click OK ). In the next window, select components that are recommended here: http://tesivpositive.animolious.com/index.php?page=bashed_patch . When you're good to go, click on "Create" (I don't remember the exact word). Wyre Bash will now compile scripts, merge leveled lists, merge objects, etc. In other words, it will make your game playable :) After it's done, just activate the Bashed Patch.esp .


So, there are only steps:

1) Open up BOSS (click on the .bat file). It'll automatically arrange your load order and add tags for your mods.
2) Right-click Bashed Patch.esp and select "Rebuild Patch."
3) Bash may ask you whether it should automatically de-activate mods that can be merged, or must be de-activated during the creation of the bashed patch. Click, obviously, on "Yes."
4) This is the part where a Morrowind user would be confused. I just followed the guide at the link I gave you above. It tells you which components you should tick, and which ones to leave out.
5) That's all. Select "Create," and let Bash will take its time creating the bashed patch.

4) Yeah. Both the meshes and the textures part of AWLS include an omod conversion data. Convert them into OMODS. First install the mesh part, and then the texture part.
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RAww DInsaww
 
Posts: 3439
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Post » Wed Aug 25, 2010 12:41 am

1) Report them in BOSS' thread, and ask for help there. The readme of such mods generally tells where you should put it. If not, ask the author. Btw, be sure to grab and install BOMM. It enables you to update BOSS from its source page. The BOSS masterlist on TESNexus isn't updated very frequently, whereas the source page is updated almost daily.

2) I don't have any idea about this. And your loading list does not include any magic overhauls. Weird. Maybe the bashed patch would remedy it.

3) I think you skipped this part of my last comment:



So, there are only steps:

1) Open up BOSS (click on the .bat file). It'll automatically arrange your load order and add tags for your mods.
2) Right-click Bashed Patch.esp and select "Rebuild Patch."
3) Bash may ask you whether it should automatically de-activate mods that can be merged, or must be de-activated during the creation of the bashed patch. Click, obviously, on "Yes."
4) This is the part where a Morrowind user would be confused. I just followed the guide at the link I gave you above. It tells you which components you should tick, and which ones to leave out.
5) That's all. Select "Create," and let Bash will take its time creating the bashed patch.

4) Yeah. Both the meshes and the textures part of AWLS include an omod conversion data. Convert them into OMODS. First install the mesh part, and then the texture part.

Yeah sorry I skimmed your comment too fast. I'll give it a shot. Hopefully the bashed patch will correct the magic problem and the fish problem. And hopefully I can figure out my load order I wanna play already!
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Gwen
 
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Post » Tue Aug 24, 2010 10:31 pm

Erm, BOMM requires MSWord and I don't have it on my computer, perhaps there is an alternative, or I will maybe just have to sort my load order manually.
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I love YOu
 
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Post » Tue Aug 24, 2010 10:35 pm

Erm, BOMM requires MSWord and I don't have it on my computer, perhaps there is an alternative, or I will maybe just have to sort my load order manually.


Erm, who said anything about using BOMM to sort your load order? You use BOSS to do that, BOMM is simply an extension utility that people can use to add a number of very useful features that aren't currently part of BOSS.
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Prohibited
 
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Post » Tue Aug 24, 2010 6:02 pm

I know but someone said I should install BOMM as a supplement to to BOSS. I have a couple mods BOSS doesn't recognize...
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Bird
 
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Post » Wed Aug 25, 2010 2:55 am

If you have unrecognized mods copy them from the txt file after they've been sorted and report them to the BOSS thread with a link so that they can be added for everyone. They're pretty quick about it to so you probably won't have to wait too long in the mean time just move them above the bashed patch manually by redating them.
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Ashley Campos
 
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Post » Wed Aug 25, 2010 2:13 am

:wacko: I didn't have the most recent master list installed.

Hmm, I've decided to use OBSE and All natural weathers, should I reinstall AWLS after I install OBSE and All Natural?

Fish also appeared so thats one less problem I'm having. :)

Ummm, is there a mod that changes NPC behavior so that when you fight guards, every unarmed civilian doesn't attack you with their fists?
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Danel
 
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Post » Tue Aug 24, 2010 5:17 pm

Also, if you have any idea where they should go, just copy them from that same text file, and paste them into "masterlist.txt" in a sensible spot. That will make BOSS recognize them. I

In your case, it should be pretty safe to paste CastleWestWeald.esp together with other castle mods (search for "castle") in the masterlist, etc.
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Monika Fiolek
 
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Post » Wed Aug 25, 2010 2:40 am

Yeah I figured it out, masterlist wasn't updated. :P

Two more questions:

Ummm, is there a mod that changes NPC behavior so that when you fight guards, every unarmed civilian doesn't attack you with their fists?
Hmm, I've decided to use OBSE and All natural weathers, should I reinstall AWLS after I install OBSE and All Natural?
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Charlie Ramsden
 
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Post » Tue Aug 24, 2010 10:45 pm


Two more questions:

Ummm, is there a mod that changes NPC behavior so that when you fight guards, every unarmed civilian doesn't attack you with their fists?
Hmm, I've decided to use OBSE and All natural weathers, should I reinstall AWLS after I install OBSE and All Natural?


It would be easier for you to update BOSS' masterlist if you installed BOMM, but it won't be a major issue, so don't worry about it. Just closely follow the BOSS thread and report your unrecognized mods therei so they get updated in the next masterlist update, as wrinklyninja said.

I can't answer your first question. I mean, there must be a mod that does that, but I don't know any.
IIRC, All Natural asks you whether you use AWLS or another window illumination mod and arranges the setup according to it. Even if it doesn't I don't think it would conflict with AWLS. If I were you, I would install OBSE first, then re-install AWLS, and finally install All Natural. There shouldn't be any problems as long as you use BAIN/OBMM to install them.
Be sure to run BOSS after you install them (so that they get proper tags), and rebuild your bashed patch. This is a must for All Natural to work.
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Dale Johnson
 
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