Wyre Bash - One quick question...

Post » Fri Nov 19, 2010 11:38 am

I am kinda new to Wyre Bash but I try to learn!

About the bashed patch:
I am using FCOM, OOO, MMM and other mods. When I rebuild a bashed patch, does that mean I can "turn off" all the mods which have been merged?
Wyre Bash doesn't allow more than 255 mod files, but I would like to use more.


My mods:
Spoiler
aaaBorsBedrolls.esp
Adonnays Elven Weaponry.esp
AliveWaters - Koi Addon.esp
AliveWaters - Slaughterfish Addon.esp
AliveWaters.esp
Alternative Start by Robert Evrae.esp
Amajor7 Imperial Furniture.esp
Armamentarium.esm
ArmamentariumLL.esp
ArmamentariumLL4OOO.esp
ArmamentariumLLArmaVendor.esp
ArmamentariumLLMagic.esp
ArmamentariumLLMagicOOO.esp
ArmamentariumLLVendors.esp
Armory of the Silver Dragon.esp
Artifacts - ArmaCompleteAddon.esp
Artifacts.esm
Artifacts.esp
ATakesAll.esp
Automagic Bags.esp
Bag of Alchemy.esp
Bag of Holding.esp
bartholm.esp
Bashed Patch, 0.esp
Better Benirus Manor.esp
BlackLuster.esp
Bob's Armory Oblivion.esp
Book Jackets Oblivion.esp
BravilSeaDomes.esp
CapesandCloaks.esp
Cheat Bob's Armory Oblivion.esp
CM Partners Extra NPCs.esp
CM Partners Marker NPCs.esp
CM Partners More NPCs.esp
CM Partners NPC.esp
CM Partners Special NPCs.esp
CM Partners.esm
CM Partners.esp
Cobl Glue.esp
Cobl Main.esm
Cobl Races.esp
Cobl Si.esp
Cobl Silent Equip Misc.esp
CT-Com's Torch Compendium.esp
CuteElf11.esp
Cutthroat Merchants.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCBattlehornCastle.esp
DLCFrostcrag - Unofficial Patch.esp
DLCFrostcrag.esp
DLCHorseArmor - Unofficial Patch.esp
DLCHorseArmor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCOrrery - Unofficial Patch.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes - Unofficial Patch.esp
DLCSpellTomes.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen.esp
DLCVileLair - Unofficial Patch.esp
DLCVileLair.esp
Dread Knight Armor.esp
ExnemRuneskulls.esp
FCOM_Archery.esp
FCOM_BobsArmory.esp
FCOM_BobsGuardUnity.esp
FCOM_Cobl.esp
FCOM_Convergence.esm
FCOM_Convergence.esp
FCOM_DiverseGuardUnity.esp
FCOM_DurabilityAndDamage.esp
FCOM_EntropicOrderRebalance.esp
FCOM_ExnemRuneskulls.esp
FCOM_Francescos.esp
FCOM_FrancescosItemsAddOn.esp
FCOM_FrancescosNamedBosses.esp
FCOM_FriendlierFactions.esp
FCOM_HungersUnitySI.esp
FCOM_Knights.esp
FCOM_LothsBluntWeapons.esp
FCOM_MightyUmbra.esp
FCOM_MoreRandomItems.esp
FCOM_MoreRandomSpawns.esp
FCOM_RealSwords.esp
FCOM_SaferRoads.esp
FCOM_TamrielTravelers.esp
FCOM_UnofficialFranArmorAddon.esp
FCOM_WarCry.esp
Fran Armor Add-on.esp
Fran_Lv30Item_Maltz.esp
Francesco's Dark Seducer Weapons Patch.esp
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional Chance of More Enemies.esp
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Leveled Guards.esp
Francesco's Optional Leveled Quests-SI only.esp
Francesco's Optional New Items Add-On.esm
FrbitPotionReplacer.esp
GlenvarCastle.esp
GoldnSilverBars.esp
GTAesgaard.esp
Harvest [Flora] - DLCFrostcrag.esp
Harvest [Flora] - DLCVileLair.esp
Harvest [Flora] - Patch.esp
Harvest [Flora] - Shivering Isles.esp
Harvest [Flora].esp
HoarfrostCastle-LushWoodlands patch.esp
HoarfrostCastle.esp
ImpeREAL City Unique Districts - Arboretum.esp
ImpeREAL City Unique Districts - Arena.esp
ImpeREAL City Unique Districts - Elven Gardens.esp
ImpeREAL City Unique Districts - Green Emperor Way.esp
ImpeREAL City Unique Districts - Market.esp
ImpeREAL City Unique Districts - Prison.esp
ImpeREAL City Unique Districts - Talos Plaza.esp
ImpeREAL City Unique Districts - Temple.esp
ImpeREAL City Unique Districts - The Arcane University.esp
ImpeREAL City Unique Districts - Waterfront.esp
ImprovedSoulgems.esp
Knights - Unofficial Patch.esp
Knights.esp
Kvatch Rebuilt - Leveled Guards - FCOM.esp
Kvatch Rebuilt - OOO Compatibility.esp
Kvatch Rebuilt.esm
Kvatch Rebuilt.esp
KvatchRebuilt-CheydinhalFalls patch.esp
Lich King's Helm v1_0.esp
Living Economy - Items.esp
Living Economy.esp
Lost Paladins of the Divines.esp
LostSpires-Everglade patch.esp
Loth's Blunt Weapons for Npcs.esp
Malevolent.esp
Map Marker Overhaul - SI additions.esp
Map Marker Overhaul.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Shivering Isles.esp
Mart's Monster Mod.esm
MidasSpells.esp
Mighty Umbra.esp
MMM-Cobl.esp
MOBS SI Optional Combat Settings.esp
MOBS SI.esp
MountainTower.esp
New Frostmourne Sword by Jojjo v1_0.esp
NRB4 Standard Road Record.esp
NRB4+UL-II Patch.esp
Oblivion WarCry EV.esp
Oblivion.esm
OC+Midas Magic Patch.esp
OCC-COBL-Wells.esp
OCC-KOTN-Patch.esp
OCC-KR-Patch.esp
OCC-Malevolent-Patch.esp
OCC-OOO-Patch.esp
OCC-RTTv3 Patch.esp
OCC-TOTF-Patch.esp
OCC-ULCH-Patch.esp
OCC-Verona-Patch.esp
OCOD+FrostcragSpire Patch.esp
OMOBS Optional Combat Settings.esp
OMOBS_SI.esp
OOO 1.32-Cobl.esp
OOO-Water_Weeds.esp
OOO-WaterFish.esp
Open Cities Full.esp
Open Cities Outer Districts.esp
Open Cities Resources.esm
Oscuro's_Oblivion_Overhaul.esm
Oscuro's_Oblivion_Overhaul.esp
P1DkeyChain.esp
PTArtifacts.esp
Quest Award Leveller - Battlehorn Castle.esp
Quest Award Leveller - Knights of the Nine.esp
Quest Award Leveller - Mehrunes Razor.esp
Quest Award Leveller - Vile Lair.esp
Quest Award Leveller.esp
RenGuardOverhaul.esp
RenGuardOverhaulShiveringIsles.esp
road+bridges.esp
RTT.esp
Salmo the Baker, Cobl.esp
Sauron_Armor_Chest.esp
Servant of the Dawn.esp
Shadowcrest_Vineyard_COBL.esp
Shadowcrest_Vineyard_GuardCOBL.esp
sr_super_hotkeys.esp
Storms & Sound.esp
Streamline 3.1.esp
TamrielTravellerAdvscript.esp
TamrielTravellers.esm
TamrielTravellers4OOO.esp
TamrielTravellersItemsCobl.esp
TearsOfTheFiend-CheydinhalFalls patch.esp
Thieves Arsenal.esp
TIE In - BobsGuardUnity.esp
TIE In - Cobl.esp
TIE In - DiverseGuardUnity.esp
TIE In - DLCFrostcrag.esp
TIE In - DLCOrrery.esp
TIE In - DLCThievesDen.esp
TIE In - ExnemRuneskulls.esp
TIE In - FCOM Convergence.esp
TIE In - Knights.esp
TIE In - Kvatch Rebuilt.esp
TIE In - Malevolent.esp
TIE In - RealSwords.esp
TIE In - Salmo, Cobl.esp
TIE In - TOTF.esp
TIE In - VHBloodlines 1.2.esp
TIE In.esp
Toggleable Quantity Prompt.esp
TOTF.esp
Tyrael Armor.esp
Underworld Armor.esp
Unofficial Oblivion Patch.esp
Unofficial Shivering Isles Patch.esp
VHBloodlines 1.2.esp
Viconia.esp
XiaNewAmuletsV1.esp
xulAncientRedwoods.esp
xulAncientYews.esp
xulArriusCreek.esp
xulAspenWood.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBlackwoodForest.esp
xulBravilBarrowfields.esp
xulBrenaRiverRavine.esp
xulCheydinhalFalls.esp
xulChorrolHinterland.esp
xulCloudtopMountains.esp
xulColovianHighlands_EV.esp
xuldarkforest.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulImperialIsle.esp
xulLushWoodlands.esp
xulPantherRiver.esp
xulPatch_AY_AC.esp
xulRiverEthe.esp
xulRollingHills_EV_withoutWheat.esp
xulSkingradOutskirts.esp
xulStendarrValley.esp
xulTheHeath.esp

User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Fri Nov 19, 2010 7:27 pm

About the bashed patch:
I am using FCOM, OOO, MMM and other mods. When I rebuild a bashed patch, does that mean I can "turn off" all the mods which have been merged?
Wyre Bash doesn't allow more than 255 mod files, but I would like to use more.

Basically yes. Merged mods (green text) can be disabled. their check boxes unchecked, and merged into the bashed patch, when this is done the check box will have a plus (+) sign instead of a tick. And you will note that there is no longer a 2 digit hexadecimal number in the Load Order column next to them. This means those mods are not counted to the 255 (FF in hexadecimal) load limit (even though everything in them is included in your game.)

On top of this you should also run your load order through BOSS, it might suggest some files in your list are not needed (I am not sure, I haven't used FCOM myself.)
And then there is the option of merging files with TES4 Gecko. For example I merged Alive waters and the Koi and Slaughterfish addons into one esp file, and a number of the Unofficial DLC patches into their respective DLC mod esps, to save a few slots.

Oh, and with that many mods in play, you might want to then "auto-Ghost" your load order (In Wrye Bash,) in order to avoid the 400 (or less) Data folder limit as well. ;)
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Fri Nov 19, 2010 9:33 am

Basically yes. Merged mods (green text) can be disabled. their check boxes unchecked, and merged into the bashed patch, when this is done the check box will have a plus (+) sign instead of a tick. And you will note that there is no longer a 2 digit hexadecimal number in the Load Order column next to them. This means those mods are not counted to the 255 (FF in hexadecimal) load limit (even though everything in them is included in your game.)

On top of this you should also run your load order through BOSS, it might suggest some files in your list are not needed (I am not sure, I haven't used FCOM myself.)
And then there is the option of merging files with TES4 Gecko. For example I merged Alive waters and the Koi and Slaughterfish addons into one esp file, and a number of the Unofficial DLC patches into their respective DLC mod esps, to save a few slots.

Oh, and with that many mods in play, you might want to then "auto-Ghost" your load order (In Wrye Bash,) in order to avoid the 400 (or less) Data folder limit as well. ;)


Thank you!

Now when I unchecked all the light files I noticed that OBSE0018 won't load anymore. I don't know if this problem is associated with the Bashed Patch and unchecked files, I will try again.

And I just allowed "auto-ghost" for all the files. :)
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Fri Nov 19, 2010 11:02 pm

Thank you!

Now when I unchecked all the light files I noticed that OBSE0018 won't load anymore. I don't know if this problem is associated with the Bashed Patch and unchecked files, I will try again.

And I just allowed "auto-ghost" for all the files. :)

OBSE has nothing to do with Wrye Bash. What do you mean by it is not loading?
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Fri Nov 19, 2010 9:26 am

Thank you!

Now when I unchecked all the light files I noticed that OBSE0018 won't load anymore. I don't know if this problem is associated with the Bashed Patch and unchecked files, I will try again.

And I just allowed "auto-ghost" for all the files. :)

As Tomlong has already stated the http://obse.silverlock.org/ has noting to do with http://www.tesnexus.com/downloads/file.php?id=22368, but for Wrye Bash you should http://www.gamesas.com/index.php?/topic/1102179-relz-wrye-bash-thread-46/page__view__findpost__p__16146753 this before you begin to rebuild the bashed patch. :read:

If you're using the *major* overhauls you will definitely need the http://www.tesnexus.com/downloads/file.php?id=20516 utility to sort your LO before you begin the next step.

The Wrye Bash has the feature "Mod Checker" to reorder your LO at any time, so if you want to post the LO just use the mod checker feature and press the copy button and paste it to your post. It's very simple.

Just right click on the bashed patch.esp to select the "Rebuild Patch..." and you will be asked if you want to manually or Wrye Bash automatically deactivate these suggested mods.

Once you have finish the rebuilding process without any error, only then you can now activate the bashed patch.esp (for best performance), the rest of the mods should put back in place in the correct loadorder.

I hope this will help you. :)
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am


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