Ghost Plugin

Post » Thu Oct 14, 2010 8:37 am

hmmm, I heard mention of a "ghost plugin" (I may be wrong on the name of it) where essentially you assign specific .esp/.esms to save files - or something like that.

As you can obviously tell my knowledge of this is very limited, so ofcourse, please correct me when necessary on this. But, nonetheless, I do not like having bunches of plugins on my Oblivion, especially if half of them aren't even used on a saved file, so mind someone taking a moment to explain how to go about this...or...atleast correct me if I am wrong?
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Lou
 
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Post » Thu Oct 14, 2010 12:34 am

hmmm, I heard mention of a "ghost plugin" (I may be wrong on the name of it) where essentially you assign specific .esp/.esms to save files - or something like that.

As you can obviously tell my knowledge of this is very limited, so ofcourse, please correct me when necessary on this. But, nonetheless, I do not like having bunches of plugins on my Oblivion, especially if half of them aren't even used on a saved file, so mind someone taking a moment to explain how to go about this...or...atleast correct me if I am wrong?

Ghosting hides plugins. That's not the save file association feature. Bash automatically associates the most recent set of plugins saved with the respective save profile, not individual save file. Ghosting is useful when you want to leave a plugin in the Data folder, but you need to "get rid of it" because of the 300-400 total ESPs and BSAs limit.
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Steve Bates
 
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Post » Wed Oct 13, 2010 8:07 pm

ah, yes, well then I stand corrected, and I suppose this post is just wasting space :P

actually to prevent this topic from being a total waste, mind informing me a little about this "save association" feature?
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celebrity
 
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Post » Wed Oct 13, 2010 6:46 pm

I believe that what Tomlong (and you?) means by that is that Bash associates a certain plugin configuration with save profiles. So, I might not use all my magic mods for my paladin character, and I might not use all my heavy armor mods for my mage character. If those two characters are in two separate profiles within Bash, it loads the plugins that save files are dependent on as you switch between those profiles. The reason I don't make too much use of it (whether founded or not ) is because it seems I might have to rebuild my Bashed Patch every time I want to play the other character, and when that's a 5-10 minute affair, it's just not worth the plugin slots it'd save.

[EDIT] *has a heart attack* *comes back to life* *revels in the amazingness of, for the second time (in what, a week?), answering a question before Tomlong. And I'm sure she'll have some nifty excuse again, too. Riiiiiiight. XD

[EDIT again] Also, that bit about different Bashed Patches is informative, and it addresses my issue, so kewl :P
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naana
 
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Post » Thu Oct 14, 2010 4:19 am

By default, you have the default profile, which is just the My Games\Oblivion\Saves folder. With Wrye Bash, you can right-click on the "Saves" tab, and create a new profile. Let's say you create profile "Test" and profile "Beautified." After creating the new profiles, you right-click on "saves" again, and switch to profile "Test". Back in the mods tab, you uncheck everything but the Oblivion.esm (and DLCShiveringIsles.esp, if you have it) and a plugin you want to test. You then launch the game, save and exit. Now profile "test" is associated with those two (or three) plugins. Reopen Wrye Bash, click on the "saves" tab, and switch to rhe "Beautified" profile. Back in the mods tab, you uncheck the plugin you were testing and check all of your regular plugins. Again, you launch the game, save and exit. Now, "Beautified" is associated with your regular mod. When you switch back to "Test," Bash unchecks all of your regular mods and rechecks the all of the plugins associated with "Test" (Oblivion.esm, possible the SI esp, and the plugin you were testing.) If you, again, switch back to "Beautified", Bash loads all of those other plugins, and unchecks the plugin you were testing.

That is Bash's save association in a nutshell. If you remove plugins associated with a save file, Bash pops up a message about it when you switch to or load that profile. Remember to switch to an associated profile before (un)checking plugins in your load order; otherwise, you will find yourself having to make the changes all over again. Bash associates the set of plugins made with the most recent save. The plugin lists of other saves do not matter.


Edit: I was not going to mention this, but, anyway, if you use the bashed patch for multiple profiles, make a bashed patch for each profile. BOSS recognizes "bashed patch, #.esp", for #s 1-9. I think it also recognizes "bashed patch, FCOM.esp"...
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Emilie Joseph
 
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Post » Thu Oct 14, 2010 7:36 am

(in response to ishmealtheforsaken) oh...yeah, that really does sound like a pain. Well, atleast now I have been educated on this feature :P

EDIT:
oh well, that sounds usefull (in response to Tomlong) ofcourse, I have had a rather long day, and my mind is having difficulty grasping any more information as it is already filled with a TON of information fromafter my day today...so I will take a look at this post tomorrow when I am in a more capable state of understanding :P
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SamanthaLove
 
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Post » Wed Oct 13, 2010 7:45 pm

It is not a pain at all. Just make multiple bashed patches. I use multiple bashed patches for the same profile when I want to "try something out."
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Adam Porter
 
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Post » Thu Oct 14, 2010 1:34 am

sorry, I am running a bit slow today, I was typing that response before you had posted yours. I made an edit :P
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Steeeph
 
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