[LIST] Integrated Items

Post » Mon May 02, 2011 10:58 pm

I'm trying to compile a list of mods that add balanced items to the game that are actually well-integrated and not just placed in a single chest or in a few shops. Usually that means items added to leveled lists so they show up in containers and on NPCs. Weapons, armor, clutter, clothes--pretty much any object a mod can add, in numbers large and small--are all welcome, as long as they adhere to a standard of balance and are well-integrated for maximum adventurer satisfaction. The idea is to expand the equipment found in the game in a modular way and to add diversity while maintaining the same game balance.

The list so far:

Weapons/Armor
  • http://www.tesnexus.com/downloads/file.php?id=35369
  • http://www.tesnexus.com/downloads/file.php?id=18417 + http://www.tesnexus.com/downloads/file.php?id=25309 (~2000 items)
  • http://www.tesnexus.com/downloads/file.php?id=35560 (625 items)
  • http://waalx.com/RealSwordsForum/viewtopic.php?t=249&postdays=0&postorder=asc&start=0&sid=25c378661129b8754cc3acd931205088 / RealSwords - http://www.tesnexus.com/downloads/file.php?id=11208, http://www.tesnexus.com/downloads/file.php?id=11056, http://www.tesnexus.com/downloads/file.php?id=23150, http://www.tesnexus.com/downloads/file.php?id=11107, http://www.tesnexus.com/downloads/file.php?id=11698, http://www.tesnexus.com/downloads/file.php?id=12365, http://www.tesnexus.com/downloads/file.php?id=13370, http://www.tesnexus.com/downloads/file.php?id=15708. And... http://www.tesnexus.com/downloads/file.php?id=28469. http://www.tesnexus.com/downloads/file.php?id=35724, http://www.tesnexus.com/downloads/file.php?id=22906
  • http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860 (113 items)
  • http://www.tesnexus.com/downloads/file.php?id=18875 (~100 items)
  • http://www.tesnexus.com/downloads/file.php?id=4804 ...http://www.tesnexus.com/downloads/file.php?id=35746 (~80? items)
  • http://www.tesnexus.com/downloads/file.php?id=9185 (12 items)
  • http://tesalliance.org/forums/index.php?/files/file/580-the-arsenal/ (28 items)
  • http://www.tesnexus.com/downloads/file.php?id=14911 (16 items)
  • http://www.tesnexus.com/downloads/file.php?id=12939 (~13 items)
  • http://www.tesnexus.com/downloads/file.php?id=6396 (included in WEPON and John's)
  • http://www.tesnexus.com/downloads/file.php?id=5647 (included in John's)
  • http://www.tesnexus.com/downloads/file.php?id=5521
  • http://www.tesnexus.com/downloads/file.php?id=33170
  • http://www.tesnexus.com/downloads/file.php?id=3150
  • http://www.tesnexus.com/downloads/file.php?id=9068
  • http://www.tesnexus.com/downloads/file.php?id=21863
  • http://www.tesnexus.com/downloads/file.php?id=5045
  • http://www.tesnexus.com/downloads/file.php?id=29082
  • http://www.tesnexus.com/downloads/file.php?id=34586
  • http://www.tesnexus.com/downloads/file.php?id=10670
  • http://www.tesnexus.com/downloads/file.php?id=11871
  • http://www.tesnexus.com/downloads/file.php?id=34077

Miscellaneous
  • http://www.tesnexus.com/downloads/file.php?id=21104 (includes 123 http://www.tesnexus.com/downloads/file.php?id=11084, http://www.tesnexus.com/downloads/file.php?id=8532, more food, more lore books) / http://www.tesnexus.com/downloads/file.php?id=17557 (spreads mod-added items among other mods)
  • http://tesnexus.com/downloads/file.php?id=28010 (meta)
  • http://www.tesnexus.com/downloads/file.php?id=29931 (26 items with unique effects)
  • http://www.tesnexus.com/downloads/file.php?id=4480 (140 new stones)
  • http://www.tesnexus.com/downloads/file.php?id=7341 (even more stones)
  • http://www.tesnexus.com/downloads/file.php?id=28070 (random stones)
  • http://www.tesnexus.com/downloads/file.php?id=8662 (provide buffs/spells)
  • http://www.tesnexus.com/downloads/file.php?id=24432 (30 new amulet designs)
  • http://www.tesnexus.com/downloads/file.php?id=22795 (clutter)
  • http://www.tesnexus.com/downloads/file.php?id=7693 (clutter)
  • http://www.tesnexus.com/downloads/file.php?id=15383 (clutter)
  • http://www.tesnexus.com/downloads/file.php?id=12985 (shiny clutter)
  • http://www.tesnexus.com/downloads/file.php?id=10671
  • http://www.tesnexus.com/downloads/file.php?id=29012 (240 unique designs)
  • http://www.tesnexus.com/downloads/file.php?id=28643 (26 clothes variations)
  • http://www.tesnexus.com/downloads/file.php?id=28012 (scripted to match robes)
  • http://www.tesnexus.com/downloads/file.php?id=9237 (clothes)
  • http://www.tesnexus.com/downloads/file.php?id=11677 (clothes bandit-style)
  • http://www.tesnexus.com/downloads/file.php?id=10870 (style)
  • http://www.tesnexus.com/downloads/file.php?id=12463 (strong poison - anyone try this?)


Remember, the best way to get mods that alter the same leveled lists to work well together is by using Wrye Bash.

This can't be all there is, though. So if you know of mods that qualify--mods that add any amount of well-balanced equipment or other various items to leveled lists, or otherwise integrated into dungeons or on NPCs, and not just in a chest or on vendors--please share. I'm specifically curious if there are any more mods like this covering clothes, and especially clutter, in addition to the typical weapons and armor. But of course all suggestions are welcome. I hope this list is helpful--I'm sure there are at least a few people out there who want to expand and diversify the selection of items in their game without committing to a serious overhaul. If anything, maybe this sentiment can encourage more modders to integrate their great work more thoroughly into the game, should they have the resources. But hopefully this list will grow enough I won't be asking for that for a while ;)

Thanks!
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DAVId MArtInez
 
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Post » Mon May 02, 2011 10:19 pm

http://www.tesnexus.com/downloads/file.php?id=35746

Takes the base resources for Adonnay's weapons (which are normally sold through a shop) and adds them to the leveled lists. You will need to download the base pack, as the above file is ESP only.

It is mostly designed to be used with Armamentarium, but it can be used without, too.
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Elena Alina
 
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Post » Tue May 03, 2011 2:28 am

good timing, your topic reminded me to save http://www.gamesas.com/index.php?/topic/1043692-the-demonic-list-of-leveled-list-mods/ which should help you.
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Scared humanity
 
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Post » Mon May 02, 2011 8:17 pm

I don't think that Ayleid Loot EXtended counts as it places chests and does not (to my knowledge) alter existing lists.

The overhauls OOO, Frans, Warcry (old and ND), and WAC all offer new stuff via lists. Your point about balance is arguable - many would claim that vanilla is not balanced (I would) and hence the need for and creation of overhauls.

There are many many weapon and armor mods that are small in scope that also add the items to lists - they are just not collections.

I'd again advocate for http://tesnexus.com/downloads/file.php?id=28010 - and though it does add things like household items and tools as weapons it does not attempt to scale weapon damage and so on. It comes in a leveled and unleveled variety.

If you want this to be a true list - change the tone of the list to be less about what you want in your game and a review of what mods do cover. Then contact a moderator and have them add the prefix [List] and get it included http://www.gamesas.com/index.php?/topic/1010109-list-list-of-mod-lists/.
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Mrs. Patton
 
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Post » Tue May 03, 2011 6:21 am

@Psymon: Ah, thanks for reminding me about MALO once again. I'll include that when I edit the original post with additions later on. As for balance, well, yes many arguments can be made that the vanilla balance isn't ideal. But I very specifically want this to be about items alone, modular implementation, and if they're not available outside of an overhaul that affects balance, well. that's not very modular, heh. You're right that ALEX adds its items to new containers, I didn't notice that, but I think it's integrated well enough to be included here. And if you want to suggest mods that are smaller in scope, that would be nice, all that matters is that they're integrated. I'd like to be as thorough as possible.

But I was hesitant to make this an ~official list thread~ because...

good timing, your topic reminded me to save http://www.gamesas.com/index.php?/topic/1043692-the-demonic-list-of-leveled-list-mods/ which should help you.

This is the kind of thing I was looking for before I made this post! I must be blind, heh. I'm going to hesitate saying it makes my post irrelevant at this point, though, as it's sort of out of date. But when I edit the original post to add things in a bit I'll incorporate the stuff on the list. I'm very happy you linked this! I was wondering how to include the RealSwords stuff, I didn't realize they were all on tesnexus and not just part of the whole WAC overhaul you have to register for.

Anyway, we'll see about getting that list tag, I want to make sure the post is more thorough than the Demonic list first, otherwise it might as well be deleted. But if it's going to stick around I'll take your suggestion, Psymon, and change the tone of my original post.
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Elisha KIng
 
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Post » Tue May 03, 2011 12:53 am

I don't think that Ayleid Loot EXtended counts as it places chests and does not (to my knowledge) alter existing lists.
That depends whether you emphasise the first or second part of this line:
-mods that add a decent amount of well-balanced equipment or other various items to leveled lists, not just a chest or vendors--

And whether he's meaning this as the "I've put them in a chest in the Market District"-system that so very many mod makers follow. ALEX uses its own lists and its own containers, but spreads them around the vanilla ruins (and a few other places), so they can be found by playing and exploring, much as if they were in the loot lists, but in prettier chests that need more careful searching for.

Anyway, in the sctrictest sense of lists described above, ALEX doesn't count, but if it's more an issue of items that are integrated into the game world rather than dropped in a chest in a shop/city district then it does. But that's a far more nebulous and troublesome definition.

Vac
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El Khatiri
 
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Post » Tue May 03, 2011 6:28 am

The original post has been expanded with appropriate mods from the demonic thread and the tone was adjusted to be more appropriate. Since the author of that original list thread hasn't been here since the end of 2009 I figure this can serve as a more focused, expanded version of that list.

As for ALEX, I'm going to keep it but only on the grounds that it shares my name. ...Actually, I think it's obvious that whether or not it's implemented in the same way as most of the other mods listed, it was done in the same spirit and the end result is the same--you'll find the items while exploring many dungeons. It's well-integrated.

Anyway, I'd love to see some smaller stuff included, and I'm hoping the collective knowledge of the community will help expand the list greatly.
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CYCO JO-NATE
 
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Post » Tue May 03, 2011 7:58 am

As for ALEX, I'm going to keep it but only on the grounds that it shares my name. ...Actually, I think it's obvious that whether or not it's implemented in the same way as most of the other mods listed, it was done in the same spirit and the end result is the same--you'll find the items while exploring many dungeons. It's well-integrated.

Anyway, I'd love to see some smaller stuff included, and I'm hoping the collective knowledge of the community will help expand the list greatly.


If ALEX fits the bill, you might want to add http://www.tesnexus.com/downloads/file.php?id=29931?
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Siobhan Wallis-McRobert
 
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Post » Mon May 02, 2011 10:38 pm

If ALEX fits the bill, you might want to add http://www.tesnexus.com/downloads/file.php?id=29931?


Good suggestion! Apparently it was hiding in my unsorted mods folder so I forgot all about that mod. I think it deserves attention just for the level of creativity and thought that went into it. I was expecting "Legendary Rocket Launcher of +10 Everyone Dies" kind of stuff and it's all actually reasonable stuff that's still unique and interesting. And yeah it's another example of integrating into the game in a non-standard way.

Anyway, I added it and a whole bunch of other stuff to the list. I'm hoping there's still some hidden, undiscovered niche of obscure weapon and armor sets that are integrated into the game, strange items you might see once in an entire playthrough when taking into consideration the mass of leveled list additions cataloged so far. Stuff you can't find when searching the obvious categories of tesnexus for descriptions containing "leveled list" which is what I did. A lot of the newer things on the list I found that way, reading the description thoroughly to make sure the item(s) in question were well-integrated. If anyone notices something on the list that they've tried and isn't appropriate for whatever reason, let me know.

I guess there are four levels of [non-quest based] item integration the way I see it - and it's all about the adventure, man!
1. Added to vendor(s) or a chest somewhere - no integration
2. Added to vendor(s) via leveled list to scale with character - minimal integration
3. Added to NPC and/or loot leveled lists - adventurer-friendly integration
4. Added independently in dungeons - adventurer-ideal integration

The list covers the latter two types, and I'm hoping there are more waiting to be found.
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Heather Dawson
 
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Post » Mon May 02, 2011 8:41 pm

4. Added independently in dungeons - adventurer-ideal integration


Then both the original http://www.tesnexus.com/downloads/file.php?id=4804 and http://www.tesnexus.com/downloads/file.php?id=9185 should be added. Both have swords hand placed in dungeons/outdoors, some guarded/wielded by bosses. If added, Vacuity's http://www.tesnexus.com/downloads/file.php?id=35746 should be renamed to avoid confusion.
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BRAD MONTGOMERY
 
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Post » Mon May 02, 2011 7:21 pm

There is a problem with each of those in that they're seriously not balanced for most games. Even turning down the chance of critical effects, the swords are better than anything else in the game. Not that they aren't worth having and searching for though.

Vac
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Charlotte Lloyd-Jones
 
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Post » Mon May 02, 2011 8:12 pm

There is a problem with each of those in that they're seriously not balanced for most games. Even turning down the chance of critical effects, the swords are better than anything else in the game. Not that they aren't worth having and searching for though.

Vac


True for vanilla but they match up rather nicely with OMOBS stats, i.e. with OOO/FCOM. Beside their effects of course, but the chance of those can be lowered with the menu. Ithildin isn't stronger than, say, Fang and both are pretty hard to get so I'd say the risk vs. reward ratio is fine.
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Unstoppable Judge
 
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Post » Tue May 03, 2011 9:08 am

Then both the original http://www.tesnexus.com/downloads/file.php?id=4804 and http://www.tesnexus.com/downloads/file.php?id=9185 should be added. Both have swords hand placed in dungeons/outdoors, some guarded/wielded by bosses. If added, Vacuity's http://www.tesnexus.com/downloads/file.php?id=35746 should be renamed to avoid confusion.


Nice, thanks. I overlooked the Elven Weapons' integration when I reviewed it before, didn't see that they're found in Ayleid ruins. Heh, I've found that the descriptions for things on tesnexus are often lacking in details, so if something's interesting I'll download it and check out the readme before I decide if it's appropriate. Anyway I edited the list to include Addonay's mods, though they drew my attention to a certain issue--balance. Since they both add weapons that are capable of scripted one-hit kills in certain circumstances, it's very questionable whether they conform to whatever notion of "vanilla" balance the mods on this list are informed by. But I'm sure they aren't the only mods like that on the list, in fact I know there's one that's balanced for OOO I believe (OMOBS?). It's better to be inclusive, though, and anyone who can read a readme can decide whether or not to use a mod, anyway. Of course if any of the mods on the list just adds a dozen Apocalypse Staff of +10 Kill Everything Right Now Instantly to leveled lists I'd rather remove it if it doesn't add anything reasonable to the game.

I'm glad this list was able to improve and expand on the earlier one and hopefully become uniquely useful after starting out as a list of mods I had sitting in my sorted downloaded mods folder. It's probably about time I actually start using this stuff; at the moment I have nothing on the list installed, heh. All because I want to have my first playthrough retain the balance of the vanilla game, and as one of the conditions of that I wanted to wait until I saw most of the vanilla equipment before adding new stuff. I'm now at level 16 (http://i54.tinypic.com/3493rt1.jpg) and I think I've pretty much had the One True Bethesda Experience, haha. Hmm, do you think maybe I should finally install these new items?

An important question, though--if I want to use a lot of these mods that add items to leveled lists, is there a sure-fire way of getting them to work together? Should everything be merged and leveled lists imported in Bash? I had success using TES4Gecko to merge many NPC clothing mods (and TNR) together so they all worked well together simultaneously, is there any use for that kind of merging here? Is it best just to go esp by esp, trying them out, then trying Bash or something after encountering a conflict? If there's a useful way to make sure everything works together as much as possible, it would be a good thing for me to add to the original post. I'm going to make every last mod on that list work, dammit.
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Amy Siebenhaar
 
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Post » Tue May 03, 2011 2:22 am

The original purpose of bash is to merge leveled lists - it is preferred to Gecko in just about all cases because it can do it without altering esp. The only thing that would change is the bashed patch.esp - hence no need to do much other than install the source mods and then bash them. Gecko is better for all kinds other merging, but why complicate things when bash does what it does very very well. All this stuff about leveled lists and not using bash???

As far as making everything work together - expect to suddenly have a 2-3 year work load in you lap. Especially if you have little to no modding experience. That said there are things you can do and it mostly has to do with exploring and learning tes4edit. One way is to have the original mod loaded then bash the patch then examine the bashed patch against the original mod in edit. But even then that will not address examining scripts and/or how things will show in game once combined.

You strike me as a completest collector - best of luck with that. Expect a lot of work ahead.

Also the scope of balance - ehh not gonna happen. Any introduced armor or weapon that has made up stats is capable of throwing balance off. I think the question of balance is silly and arbitrary. I despise the leveling and scaling in vanilla Oblivion as well. I've been getting a kick out of Borderlands lately - yea enemies scale but you can find gems of valuable loot amongst a ton of lousy weapons.

Earache42 - the creator of a favorite Fallout mod said - "Weapons balance can best be defined as half the people whining about weak-ass guns and the other half muttering God Weapon." It is all perspective and there are holes and inconsistencies within the vanilla system.
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Oscar Vazquez
 
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Post » Tue May 03, 2011 2:28 am

I was just curious if there were any general rules when approaching making this kind of stuff work together, I can assure you I don't expect to get everything working via some magic solution, and would never dismiss the need for Bash, and was just curious about TES4Gecko's utility in this context. Also, the last sentence of my previous post was just a silly comment, it's not necessary that I add everything just for the sake of adding it, or something. If I'm a collector it's only because I want a thorough list, both so I and anyone reading has as many options as are available.

As for balance, the whole point is that I enjoy the vanilla game. I'm distinctly not whining about weak-ass guns or god weapons, heh. If I don't want to change the experience I have going right now, I think it's important to consider how things are balanced, I don't really find it arbitrary at all. If added weapons have similar stats to vanilla weapons, at similar levels, they're "balanced" in this context, and though minor variations are unavoidable I don't see them messing with the experience in any subtantial way. Again, the whole point is to maintain what I already enjoy while adding diversity to it. I'll have plenty of time to try the FCOM overhauls and anything that changes the balance of the game in the future.
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kevin ball
 
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Post » Tue May 03, 2011 11:00 am

Sorry was not meaning to offend with the quote.

Well there seems to be two main paths toward balance - the rules and the feel. Those who like the rules may be stat watchers and those that like the feel may be immersionists. It seems to me the balance you are talking about is all a question of rules. What I'm about to write is not to attack that, but to offer a perspective.

The rules is what the developer of WEPON is going for. Finding the regimented scale of stats on weapons and noticing the holes and then filling them with lore friendly weapons. Nothing wrong with that at all and is very much building upon what the game is anyway. All games have rules so they are very important -the math is important. MOBS/OMOBS extends this idea too.

The feel is more like what Duke Patrick does. It just doesn't feel right that you can hit a bandit with 5-10 arrows before they die - they run around with 5-10 arrows sticking out of their chest and head and fight tooth and nail till they are finally dead. That is immesion breaking. So removing the restriction on the regimented hierarchy of bow damage and upping the damage to realistic levels and adding realistic bow behavior - it strikes a new balance. Against the game balance as it is now? Well Bethesda liked his archery mod enough to cite it as inspiration in Skyrim.

Now to turn this over one more time - I've read quite a bit about the rpg differences between Morrowind and Oblivion. This I will characterize as character skill versus player skill. In Morrowind (vanilla) you the player could swing your sword all you like but what determined contact and damage was character stats and weapon stats. This is very much along the lines of the Rules approach and very much appeals to the hard core rpg types who want to have the character development as central and could care less for the fps action style of a game like Oblivion. On the other hand, Oblivion is an action game with leanings toward rpg (and this is seen in a lot in the quests and their lack of choices or consequences). With Oblivion player skill does matter a lot and so it begins to dismantle the rpg/rules as some can play better than others. I love the sword fighting, but hate the lockpicking. So I lean more towards liking immersive game play. And I use mods to remove lockpicking and add an rpg approach where player skill is not involved.

To drive the point home - there are many areas where Oblivion does not have a balance between player and character skill - your damage on sword hit is based on the damage formula and stats galore. Your ability to hit - player skill. Lockpicking on the other hand in vanilla it is far more leaning toward player skill with character skill only partially influencing it. There are other areas too that just don't, to my mind, strike a balance. I certainly don't like always being slightly stronger than every opponent I meet as if game balance means that I'm only confronted with a modicum of danger - all the time.

Or it could just be that I don't like their balance. I suppose I can hope that Skyrim will have a better balance between player skill and character skill than the previous games. Anyway just some ideas to roll around.

Oh and then it might be helpful to note the category you place each mod under in your legend above. Either by noting next to the name or in separate lists. Another thing to look at is if a list mod is included does it matter how it disburses the goods? Levelled, Scaled differently, Unleveled.

Take for instance Sigil Stones
This mod: http://www.tesnexus.com/downloads/file.php?id=7341 offers new stones, revamps stones, and offers variety in either vanilla leveling or OOO/FCOM style.
The mod: http://www.tesnexus.com/downloads/file.php?id=28070 offers unleveled variation on disbursemant.

Speaking of Da Mage here is one you will likely want to add: http://www.tesnexus.com/downloads/file.php?id=28012
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Alister Scott
 
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Post » Tue May 03, 2011 4:32 am

The very first mod I ever downloaded for Oblivion, Sin's Expanded Light Armor Kit. should be added to the list
They are re-textures of Elven, Mithril, and crystal armors, but they are very well done, and you can only get them after level 20, off NPCs or as loot in random chests around the world
http://www.tesnexus.com/downloads/file.php?id=2960
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Valerie Marie
 
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Post » Tue May 03, 2011 1:17 am

My personal favorite, http://tesalliance.org/forums/index.php?/files/file/580-the-arsenal/, adds a ton of new weapons and some offhands to the leveled lists. Must say, was quite surprised to see my mod at the top of the list! :) Very nice list by the way!

Edit: never mind its there already :blush: How did I miss that?
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Blackdrak
 
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Post » Mon May 02, 2011 6:29 pm

Planning to add a few more mods and reply to Psymon with my thoughts on balance, but I wanted to clear up something I'm wondering about in advance of trying these mods.

I know I joked about making everything work together, and I assumed anyone trying to install, like, everything on this list will have problems, but ideally shouldn't mods that add new items to levelled lists be able to all coexist, as long as they're implemented correctly? Perhaps I don't understand how leveled lists work, but I assume it's a matter of, when spawning an NPC or chest, looking up the list appropriate for your character's level and randomly (taking into account whatever weighting) selecting an item to use. So my thinking, having not added anything to the game really, is that a mod that adds items would simply add more entries to each list, so that when it comes time to randomly select an item, there will be more of a selection to choose from. So in an ideal world, each mod would just be adding more and more to the lists without modifying what's already there, allowing for an indefinite number of items to be added to leveled lists.

So my questions are basically-- 1) Is my understanding correct and 2) if I'm right, what prevents these mods from working together?

I just want to make sure I know what's going on under the hood when I start to install some stuff later, so if I encounter some problems I'm not troubleshooting blindly and can make good use of Bash and TES4Edit. I'm hoping when all's said and done I can include advice in the original post for getting things to work together, since I'd like this thread to be as useful as possible.

Also, Johnn123, do you have an exact figure or estimate for how many items JLLO adds to the game? I included yours first because it's a lot of work done in the spirit of what I'm trying to include in this list--you took things that would otherwise not be integrated into the game and integrated them. Diversity! But it's also first because I have no idea how many items it adds, and didn't know where to place it in that descending order I have going, haha.
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His Bella
 
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Post » Tue May 03, 2011 2:22 am

What prevents them from working together is the rule of one. Read the opening posts of the pinned thread called http://www.gamesas.com/index.php?/topic/775917-compatibility-and-you/ by bg2408.

If two mods alter leveled lists then without a bashed patch the later loading mod will override the leveled list of the earlier loading mod. Yes if the lists aren't the same list then they could work together - but that isn't going to be possible with loot lists and merchant lists. Think about two mods that alter the sword Umbra to be different types of swords - can't be done one will block the other. (you could though have a mod that alters appearance then a mod that alters stats). The lists themselves can be items that conflict.

The main focus of Wry Bash is to merge leveled lists so that both mods can populate the same lists. It does this dynamically so that the merged results are contained in the bashed patch and it overrides the earlier mods (in a good way). No need to merge mods and worry about Gecko type merging at all. This is great because if you decide you don't want a mod to add certain things. Remove it and rebash your patch and the items are gone from the lists.

Make sense? Read that thread above.

It is where the term bash came from - to bash them together.
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Sarah Kim
 
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Post » Tue May 03, 2011 1:30 am

Thanks, that makes sense. My assumption was that it was possible for a mod to simply add to the leveled lists without overwriting any previous additions. It seems like that should be simple enough, shouldn't it?

But thank god for Wrye Bash. Or thank Wrye for Wrye Bash, haha

EDIT: Reading that thread you pointed me to, it seems my assumption comes from the fact that cells can have multiple additions in that manner.

EDIT 2: Thinking about how I used TES4Gecko to merge TNR and multiple clothing mods together, giving them all the same priority when I did it--does TES4Gecko automatically merge different mods' changes to the same entry if the mods are given the same priority? ie. for an NPC having TNR's modified faces and a clothing mod's modified inventory. I assume if I had given them different priorities the higher priority one would win out over the other one.

Though I'm still not sure how, with Comprehensive Style Collection loading after that merged mod in my load order, it's able to give NPCs eyelashes/whiskers and I think different eyes without overwriting the face and clothing changes. Or for that matter why I couldn't get TNR and NPC New Clothes to work together using Bash but was successful with TES4Gecko. I suppose I'll figure it all out eventually, heh.
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Brooke Turner
 
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Post » Tue May 03, 2011 10:06 am

http://www.gamesas.com/?showtopic=1068317 the opening posts is a readme of sorts. Actually you can see Arthmoor and Vorians giving mad advice all through http://www.gamesas.com/index.php?/topic/898653-a-guide-to-merging-with-tesivgecko/

As I understand it the merge priority has to do with mods that do contain conflicts. So that the priority sets which entries win.

I'm no expert on Gecko though but as I understand it it can (but not always) change formIDs and so on from mods which can invalidate patches and all kinds of other stuff. This is not always bad.

It is safe to merge mods that don't already conflict. So I made a merger of a bunch of dungeon mods - totally different cells with entrances in different parts of the world. I made a mod that merged unique weapons found in cells (not lists). You could do the same with clothes and so on. So TNR is face data which won't conflict with clothes. But then again with Wrye Bash you can 100% import TNR without activating the esp and therefore not need to merge it into anything (other than the bashed patch).

Now above all the stuff about lists conflicting - as I understand it (and I'm not an expert) yes some mods can add to lists and play fairly safe. But mods that alter lists definitely will conflict. Play it safe with Wrye Bash which with tags will resolve most of those issues.
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sally R
 
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Post » Tue May 03, 2011 4:44 am

Thanks for all your help getting my brain up to speed. If you look at my joined date for the forum, it's only maybe a month or two after I got the game, so I've been stuffing my head full of five years worth of mod info in six months, heh (still too intimidated to author my own mods yet). And unlike those weirdos who are terrified of any added complexity and ask for help while simultaneously announcing they won't use Wrye Bash under any circumstances, I like learning how things work, heh. Added complexity is good when it means resolving issues that otherwise couldn't be fixed. But up until this point I was only using Bash for AN and its various tweaks, like giving pretty much every item name prefixes so they sort well in my inventory.

The thing about TES4Gecko that seemed magical to me--two of the mods I merged are NPC New Clothes and Cyrodiil NPC Remodeling Project. The former modifies NPCs everywhere to give them new clothes. The latter modifies NPCs in only a few cities. After merging them, both with a priority of 1, somehow I ended up with what I wanted, with the CNRP NPCs taking priority if a particular NPC was also changed by NNC. Maybe since they were both given the same priority, it used alphabetical or load order to determine which one ultimately won out, and it just happened to be what I wanted. I should actually mess with it more in depth to see how I got the result I did.

I'm still puzzled why I couldn't get TNR and NNC to work together using Bash, though.. I might have done something incorrectly.
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Myles
 
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Post » Tue May 03, 2011 3:38 am

Hard to say what went wrong - Unless your are talking about using Gecko to merge them then use bash.

Hard to say without more details. I use CNRP, NNC, TNR, RBP, Classy Clothes, Hems capes ... all that without issue and bash.
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Bek Rideout
 
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Post » Tue May 03, 2011 12:02 am

That's weird, I tried merging TNR/NNC/CNRP/ClassyClothing with Bash and it works. Man, first OBGEv2/AA and now this, what was I smoking when I first tried this stuff out and determined it didn't work? Though I'm having issues with Hemingwey's Capes--when I go to rebuild my bashed patch, its mods are nowhere to be found under import inventory, or anywhere for that matter. It's tagged and marked as mergeable, so I'm not sure what the deal is.

Also, what does RBP do in terms of aesthetics? I always thought it was mostly balance changes. Oh, yeah, I really need to reply to your post about balance at some point, hehe.

EDIT: Okay, so I went to rebuild my patch again after playing, and Hemingwey's Capes mods showed up. Weird. Any idea why they didn't show up until now?

EDIT 2: So, I rebuilt my patch with Capes and ended up with a bunch of naked NPCs. I rebuild it again, this time without capes, and NPCs are still naked and appear to have none of the clothes from the clothes mods. So confused. Bonus: Better Redguards still doesn't work on faces.

EDIT 3: Even if I disable my bashed patch I still have a bunch of naked NPCs. Whatisgoingonnn

I went to rebuild the patch again and this time Hemingwey's Capes was unavailable to merge once again. But still when I rebuild the patch I get naked NPCs / no clothing changes even though I have it importing inventory from all the clothing mods and IT WORKED AN HOUR AGO. I am so confused, how can the exact same configuration produce different results? As far as I can tell Bash broke itself or something, I have no idea.
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My blood
 
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