Imported Mods

Post » Wed Aug 18, 2010 2:57 pm

Hey, after installing TNR and reading that, after being imported in bash, the .esp was meant to be deactivated (the * symbol in Bash), I wondered if all imported mods should follow suit, or of it differs from mod to mod? For now I've left the others active. I've been playing this way for a while now (excepting TNR) and it's stable as a modded Oblivion can be. Load Order just to be safe (with all imported mods deactivated to show).

Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== Active Mod Files:* 00  Oblivion.esm* 01  All Natural Base.esm  [Version 0.9.9.5]* 02  Cobl Main.esm  [Version 1.72]* 03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]* 04  Enhanced Daedric Invasion.esm* 05  CyrodiilUpgradeResourcePack.esm* 06  Kvatch Rebuilt.esm* 07  Better Cities Resources.esm* 08  CURP_Controller.esm* **  TNR ALL RACES FINAL.esp* **  TNR - ShiveringIsles.esp* 09  Unofficial Oblivion Patch.esp  [Version 3.2.9]* 0A  Oblivion Citadel Door Fix.esp* 0B  DLCShiveringIsles.esp* 0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 0D  Better Cities .esp* **  All Natural - Real Lights.esp  [Version 0.9.9.5]* **  All Natural.esp  [Version 0.9.9.5]* **  All Natural - SI.esp  [Version 0.9.9.5]* 0E  Distant Chapel Bells.esp* 0F  WindowLightingSystem.esp* 10  ClocksOfCyrodiil.esp* 11  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp* ++  Item interchange - Extraction.esp  [Version 0.78]* 12  RAEVWD New Sheoth.esp  [Version 1.5]* 13  Living Economy.esp* 14  Living Economy - Items.esp* 15  Cutthroat Merchants.esp* 16  Crowded Roads.esp  [Version 2.0]* 17  DLCHorseArmor.esp* **  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]* 18  DLCOrrery.esp* **  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]* 19  DLCVileLair.esp* **  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]* 1A  DLCMehrunesRazor.esp* 1B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]* 1C  DLCSpellTomes.esp* ++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]* 1D  DLCThievesDen.esp* 1E  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]* **  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]* 1F  Cobl Glue.esp  [Version 1.72]* 20  Cobl Si.esp  [Version 1.63]* ++  Cobl Tweaks.esp  [Version 1.44]* **  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]* ++  OOO-Water_Weeds.esp  [Version 1.33]* **  OOO 1.32-Cobl.esp  [Version 1.72]* 21  Creatures Alive v1.3.esp* 22  kuerteeWanderingEncounters.esp* 23  DBSQR.esp  [Version 1.03]* 24  DBSQR - MehrunesRazor.esp  [Version 1.03]* ++  DBSQR - OOO.esp  [Version 1.03]* 25  DBSQR - Orrery.esp  [Version 1.03]* 26  DBSQR - Shivering Isles.esp  [Version 1.03]* **  DBSQR - Vile Lair.esp  [Version 1.03]* 27  hackdirtabyss.esp* 28  Imperial City Suburbs.esp* 29  Kvatch Rebuilt.esp* ++  Kvatch Rebuilt - OOO Compatibility.esp* 2A  Kvatch Rebuilt Weather Patch.esp* 2B  EiAmod.esp  [Version 1.1]* ++  EiAmod_ShiveringIsles.esp* 2C  LetThePeopleDrink.esp  [Version 2.5]* 2D  Malevolent.esp* 2E  TheElderCouncil.esp* 2F  TheElderCouncil_TempleOfTheOne.esp* 30  TEC_4ERA_Dialog_Filter.esp* 31  VaultsofCyrodiil.esp* 32  VaultsofCyrodiilBC.esp* 33  Cyrodiil Travel Services.esp  [Version 2.0.3]* 34  za_bankmod.esp* 35  DLCBattlehornCastle.esp* 36  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]* 37  DBSQR - Battlehorn Castle.esp  [Version 1.03]* 38  DLCFrostcrag.esp* **  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]* 39  Knights.esp* 3A  Knights - Unofficial Patch.esp  [Version 1.0.10]* 3B  SM Plugin Refurbish(Merged).esp  [Version 1.30]* **  DBSQR - Vile Lair SMPR Full.esp  [Version 1.03]* **  DBSQR - Knights of the Nine.esp  [Version 1.03]* 3C  RTT.esp* 3D  SoT_TheOrderofNibenay.esp* 3E  Origin of the Mages Guild.esp  [Version 7.3]* 3F  HoarfrostCastle.esp* 40  Enhanced Daedric Invasion.esp* 41  Feldscar.esp  [Version 1.0.4]* 42  Vergayun.esp  [Version 1.0.5]* 43  Faregyl.esp  [Version 1.0.10]* 44  Molapi.esp  [Version 1.0]* 45  xuldarkforest.esp  [Version 1.0.5]* 46  xulStendarrValley.esp  [Version 1.2.2]* 47  xulTheHeath.esp* 48  XulEntiusGorge.esp* 49  xulFallenleafEverglade.esp  [Version 1.3.1]* 4A  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]* 4B  xulColovianHighlands_EV.esp  [Version 1.2.1]* 4C  xulChorrolHinterland.esp  [Version 1.2.2]* 4D  TheOrderofNibenay-Chorrol Hinterland patch.esp* 4E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]* 4F  xulBravilBarrowfields.esp  [Version 1.3.2]* 50  xulLushWoodlands.esp  [Version 1.3]* 51  HoarfrostCastle-LushWoodlands patch.esp* 52  xulAncientYews.esp  [Version 1.4.3]* 53  xulAncientRedwoods.esp  [Version 1.6]* 54  xulCloudtopMountains.esp  [Version 1.0.3]* 55  xulArriusCreek.esp  [Version 1.1.3]* 56  xulPatch_AY_AC.esp  [Version 1.1]* 57  xulRollingHills_EV.esp  [Version 1.3.2]* 58  xulPantherRiver.esp* 59  xulRiverEthe.esp  [Version 1.0.2]* 5A  xulBrenaRiverRavine.esp  [Version 1.0.2]* 5B  xulImperialIsle.esp  [Version 1.6.5]* 5C  xulBlackwoodForest.esp  [Version 1.0.4]* 5D  xulCheydinhalFalls.esp  [Version 1.0.1]* 5E  KvatchRebuilt-CheydinhalFalls patch.esp* 5F  xulAspenWood.esp  [Version 1.0.2]* 60  xulSkingradOutskirts.esp* 61  xulSnowdale.esp  [Version 1.0]* 62  EtInArkay-UniqueLandscapes Merged patch.esp* 63  Harvest [Flora].esp  [Version 3.0.0]* ++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]* ++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]* 64  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]* 65  DS Less Predictable Respawn.esp  [Version 1.1]* 66  Dungeon Actors Have Torches 1.6 DT.esp* 67  Exterior Actors Have Torches 1.3 DT.esp* **  DBWGP.esp  [Version 1.14]* 68  Salmo the Baker, Cobl.esp  [Version 3.08]* 69  Enhanced Vegetation [125%].esp* 6A  Alternative Start by Robert Evrae.esp* 6B  nGCD.esp* 6C  nGCD Oghma Infinium.esp* **  Let There Be Darkness - Cyrodiil + SI.esp* **  Let There Be Darkness - Knights.esp* **  Let There Be Darkness - Mehrunes Razor.esp* ++  Item interchange - Placement.esp  [Version 0.78]* ++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]* ++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]* **  Better Redguard v2.esp* 6D  bgBalancingEVCore.esp  [Version 10.0EV-L]* 6E  Better Cities Full.esp* 6F  BCBravilFULL-Barrowfields patch.esp* 70  Better Cities - Unique Landscape Barrowfields.esp* 71  Better Cities - Ruined Tail's Tale.esp* **  BCChorrol-ChorrolHinterland fix.esp* 72  Better Cities - Unique Landscape Chorrol Hinterland.esp* **  BCCheydinhalFULL-CheydinhalFalls patch.esp* **  Better Cities - Unique Landscape Cheydinhal Falls.esp* **  BCSkingrad-SkingradOutskirts patch.esp* 73  Better Cities - Unique Landscape Skingrad Outskirts.esp* 74  Better Cities - VWD of the IC.esp* 75  Better Imperial City.esp* **  Better Imperial City FPS Patch.esp* 76  Better Imperial City - OMG.esp* 77  Better Cities - COBL.esp  [Version 2.1]* **  Better Cities Full FPS Patch.esp* **  Better Cities - No LEYAWIIN Flooding.esp* ++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]* 78  Bashed Patch, 0.esp* 79  kuerteeCleanUp.esp


Thanks for any input.
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Thu Aug 19, 2010 12:05 am

All import only mods should be deactivated (and Bash will designate them with *.) Not all mods tagged with "Import XX" are import-only. If they do not come with a NoMerge tag, you have to judge for yourself whether or not the mods should be deactivated. For example, if a plugin's purpose is only to change the visual appearance of some items, even if it is not mergeable, you might assume it can be deactivated because that is the sort of change that can be entirely imported. If a plugin, however, adds items in various locations or alters the physical world (positionally) in any way, it is probably better left activated.
User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Thu Aug 19, 2010 1:38 am

Alright, thanks for the help :)
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am


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