Was curious on a couple of things here as I move forward:
How does Bash go about utilizing the BOSS Tags? Is there anything special that needs to be done for this to occur, or is it just part of running the creation of the Bashed Patch?
Also, just got done running through the first time here on making my Bashed Patch for FO, and just wanted to get some folks to take a look at my LO from Bash to see if it looks like I did things okay (obviously barring having the information of what exactly I selected in instance of each category while building it - to be fair, I basically just used the pictoral guide as reference when doing this and based things off its suggestions (as well as my knowledge of the mods I am using and the desired effect I want to shoot for). As such, if folks could take a peek at this LO and tell me any thoughts and suggestions:
Spoiler Active Mod Files:00 Fallout3.esm01 Anchorage.esm02 ThePitt.esm03 BrokenSteel.esm04 PointLookout.esm05 Zeta.esm06 FNNsys.esm07 Destruction.esm08 Phalanx-PointLookout-Navmesh.esm09 aHUD.esm0A iHUD.esm0B CRAFT.esm0C CALIBR.esm [Version 1.4]0D Mothership Crew.esm0E FO3 Wanderers Edition - Main File.esm0F Mart's Mutant Mod.esm10 FNNIguana.esm11 Enhanced Weather - Rain and Snow.esm12 Xepha's Dynamic Weather.esm13 DCInteriors_ComboEdition.esm14 FNNCQ.esm15 FNNCQ_DavidsLab.esm16 FireLightFix.esp17 BlackWidowBurkeFix.esp18 LessRocks.esp++ Reduced Dust Particles.esp19 DarNifiedUIF3.esp1A Selective Fire.esp1B DynamicCrosshair.esp1C Stimpak Counter.esp1D CASM.esp1E Princess Better Prompts v1pt1.esp1F Agatha Radio Enhanced.esp20 Enclave Radio Enhanced.esp21 GNR Enhanced.esp++ GeneratorSound.esp22 ReneersRadioMod.esp23 UPP - Pack 1.esp24 UPP - Pack 2.esp25 UPP - Experience Perks.esp26 UPP - Quest Perks.esp27 Ex Libris - PreWar Book Titles.esp28 implants.esp++ Tenpenny Tower true peace.esp29 Scavenger World.esp2A RZW_SimpleGrab.esp++ LittleLamplightDogs.esp2B ReciveLyonsPA.esp2C RZW_PortableLamps.esp2D MAXdog.esp2E MegatonHouseExtraStorageSG.esp2F loadingsc.esp30 Treasure Maps_Underground.esp31 Treasure Maps_Secrets of the Wasteland.esp32 Treasure Maps_Bobblehead Edition.esp33 Treasure Maps_A Fist Full of Caps.esp++ Destruction - Main.esp34 Destruction - Main - Statics.esp++ Destruction - DLC.esp35 Destruction - DLC - Statics.esp36 BusworldV1.05d.esp37 NoKnockedOverComments.esp38 SneakModeEffect.esp39 NPC Height Randomizer Less Variance.esp3A CrowdedCities_v2.esp3B MTC Wasteland Travellers.esp3C MTC MoreGuardsInBigTown.esp++ Clothed American Soldiers.esp3D Confessor Cromwell has a Break_EV.esp3E Clothed Sarah Lyons - Sleepwear.esp3F Outcast Scribes03.esp40 ThreeDogs 3 Dogs Alternative.esp41 NPC Response Expansion.esp42 FruitTrees.esp43 RandomExtraTraps.esp44 megalight.esp45 Riverboat Landing Merchant.esp46 FO3 Wanderers Edition - Main File.esp47 FO3 Wanderers Edition - DLC Anchorage.esp48 FO3 Wanderers Edition - DLC The Pitt.esp49 FO3 Wanderers Edition - DLC Broken Steel.esp4A FO3 Wanderers Edition - DLC Point Lookout.esp4B FO3 Wanderers Edition - DLC Mothership Zeta.esp4C FO3 Wanderers Edition - Alternate Travel.esp4D DLM_FWE Medic PA FWE+Zeta required.esp [Version 1.0]4E MZC-FWE_CP.esp4F BBBackpacks-v1-1.esp50 Refurbishes [ALL].esp51 WeaponModKits.esp52 WeaponModKits - FWE Master Release.esp53 WeaponModKits - OperationAnchorage.esp54 WeaponModKits - ThePitt.esp55 WeaponModKits - BrokenSteel.esp56 WeaponModKits - PointLookout.esp57 WeaponModKits - Zeta.esp++ Echo_UseBothGloves.esp58 Ammo Press Calibrified.esp59 AutoGates.esp5A Burnification.esp5B BuildableBots v0.3a.esp5C WSG Improved.esp5D ImmersiveHealth.esp5E FalloutFood.esp++ FalloutFoods - FWE Master Release.esp5F Mart's Mutant Mod.esp60 Mart's Mutant Mod - DLC Anchorage.esp61 Mart's Mutant Mod - DLC The Pitt.esp62 Mart's Mutant Mod - DLC Broken Steel.esp++ Mart's Mutant Mod - DLC Point Lookout.esp63 Mart's Mutant Mod - DLC Zeta.esp64 Mart's Mutant Mod - FWE Master Release.esp++ Mart's Mutant Mod - FWE Master Release + DLCs.esp65 WRWC - Classic Fallout.esp66 Attentater's Wasteland Economy.esp67 FleshBurningPlasma.esp68 Gifts4Kids.esp69 ShellRain.esp6A SunGlassesFX.esp6B yaDisguisesMod.esp6C yaDisguisesMod-DLC-Anchorage.esp6D yaDisguisesMod-DLC-BrokenSteel.esp6E yaDisguisesMod-DLC-ThePitt.esp6F yaDisguisesMod-MOD-FWE.esp70 Savage Wasteland - Fewer Gun Wielding Maniacs.esp71 Phalanx-MainFollowerModule.esp72 Phalanx-BrokenSteel-Integration.esp73 Phalanx-PointLookout-Integration.esp++ MrSlackPants-DecentPipBoyLight.esp74 Enhanced Weather - Weather Sounds in Interiors.esp75 Realistic Interior Lighting.esp76 Realistic Interior Lighting - BS.esp77 Realistic Interior Lighting - OA.esp78 Realistic Interior Lighting - PL.esp79 NColorDCInteriors.esp7A Xepha's Dynamic Weather - Main.esp7B Xepha's Dynamic Weather - Anchorage.esp7C Xepha's Dynamic Weather - The Pitt.esp7D Xepha's Dynamic Weather - Broken Steel.esp7E Xepha's Dynamic Weather - Point Lookout.esp7F Xepha's Dynamic Weather - Rain.esp80 Xepha's Dynamic Weather - Sandstorm.esp81 Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp82 Xepha's Dynamic Weather - Green Tint Remover.esp++ FNNIguana - FWE.esp83 FNNIguana - MMMRC6.esp++ FNNsys - FWE.esp84 FNNsys start inventory.esp++ Merged Patch.esp85 Bashed Patch, 0.esp
One thing I am curious about is that currently the Destruction files are loading before FWE (even after my BOSS run from Bash - seems that is just where they are being put), and when I was going through the Destruction Info portion of the patch build, one of the FWE files was listed below this, and I can only assume it means that will be overwriting some of the Destruction Data from the Destruction ESPs and that I should probably manually adjust the LO to get that corrected?
Also, should I have kept the old Merged Patch from FO3Edit in when I built it up like I did, or should I pull that out and remake the patch fresh?