Sorry for being vague - a little over my head what I'm asking. Craft and Calibr - I'm not sure how a mod like FOOK2 or even 20th century uses them so - yeah that was a stab in the dark. I guess I thought that craft was working with lists.
CRAFT and CALIBR are modder ressources. Other mods just depend on them as masters, they aren't modified by other mods..
Also then is it that the weapons that were affected by FWE from previous versions (up to 4.11) as in increased damage stats that 5.01+ still has those changes? If so then when I choose menu option for 2.0 damage does that mean 2.0 from vanilla or 2.0 from the baseline of FWE?
If you select x2 it doubles the damage of whatever base damage the weapon has in the GECK/FO3Edit
As for the utility of bash - it is already tried and tested and very much used in Morrowind and Oblivion. There is much that can be done if the willingness is there. Much of how it is used in Oblivion depends upon the mods are constructed (with bash in mind) ... so I can totally understand how it is that thinking of Bash in this late hour is perhaps annoying - you all have worked around it. And your not the first. I know of a modder for Oblivion ... Duke Patrick/SpookyFX who also uses scripts to adjust weapon stats in his latest http://www.gamesas.com/bgsforums/index.php?showtopic=1074534 but his does affect even mod added weapons and does not have (any more) weapon stats pre-adjusted that then get further adjusted by scripts.
FOSE lacks several functions from OBSE to allow full control over weapon stats via scripts.
As for merged patch versus bashed patch - I made a bashed patch in 2 minutes that, as far as I can tell is identical to Mez's merged patch (except for 2 records) for FWE. How long did it take to make the FWE merged patch? With pre-planning such things can become automated and if a person wanted to use only parts of the regular formula (such as FWE+MMM and not WMK) or maybe even in the future more mods (FWE+MMM+WMK+FOOK2) then by creating the patches for bashing ahead of time, as I understand it - that could all be automated for the user.
Creating the merged patch took about 20 seconds. Load up mods in FO3Edit, hit Create Merged patch, done.
The mod in Oblivion most like FWE is Oscuro's Ovehual and because that mod (I think much like this one) set the standard many many mods came along afterward that were made compatible with it and this was greatly facilitated by Wrye Bash where OOO/FCOM and many other germane overhauls were designed or tweaked in such a way that additions to these overhauls could be done via Wrye bash. After that initial work was implemented by the overhaul caretakers of those Oblivion overhauls many mods were made to be compatible with them instead of it being constant questions about how to make those overhauls compatible to every wayward mod that added something.
But this may all by moot with this overhaul being FOSE powered.
In any case I'm just trying to increase my understanding and hope that I don't sound like a broken record.
Thanks again - I'll try and not ask anymore questions for a while.
Well the only FOIP patch that could be made obsolete by a Bash patch are the Project Beauty patches. All other FOIP patches would still be required(similar to how the FCOM files are required for running OOO, Fran's, MMM, etc together).
I still think GaryBash has appeared a bit too late in the FO3 lifecycle to make any big impact. Since New Vegas is around the corner, the Fallout modding community will change quite a bit within a few months, with many modders shifting their focus to the new game. That's where GaryBash has the chance to make an impact, since it could be introduced very early in New Vegas' lifecycle.