A couple of questions about modding my game

Post » Sat Jan 29, 2011 2:13 pm

So I have a few questions that popped up recently. Here's my load order for reference:

Spoiler

Oblivion.esm
All Natural Base.esm
Oscuro's_Oblivion_Overhaul.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
All Natural.esp
All Natural - SI.esp
Enhanced Water v2.0 HD.esp
Storms & Sound.esp
All Natural - Real Lights.esp
WindowLightingSystem.esp
Book Jackets Oblivion.esp
ChaseCameraMod.esp
ImprovedSigns.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-No_Guild_Ownership.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV_withoutWheat.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
xulSnowdale.esp
xulCliffsOfAnvil.esp
Oblivion XP.esp
IDKRRR_C_race_closed_mouth_version.esp
Chocolate Elves.esp
Bashed Patch, 0.esp
SWalk.esp


1. Does a mod .esp/.esm have to be "checked" in order for BOSS to recognize it? The reason I'm asking is because I'll check everything, do BOSS, then Bashed Patch, then BOSS again. Bashed Patch automatically unchecks a lot of mods, so when I do the second BOSS run it seems like they're not being re-ordered? I don't want to re-check them before running BOSS again because I won't remember which ones should be checked. Do I not need to run BOSS after doing my Bashed Patch?

(edit: after looking at the BOSS logs, it seems it does recognize un-checked mods, and it has placed swalk.esp after the Bashed Patch on purpose. Does that sound right?)

2. Related to the above, my Swalk.esp (sixy Walks for player char) doesn't work at all unless it's loaded AFTER the Bashed Patch. After I do the sequence above, it is indeed situated after the Bashed Patch, so I'm wondering if this is intentional by BOSS, or if it's a mistake? Why isn't the Bashed Patch importing the animation so that Swalk.esp can be loaded before it? Yes, I've run BOSS, done "mark mergeable" in WB and checked EVERY mod in EVERY import category in the bashed patch.

3. I'm using http://www.tesnexus.com/downloads/file.php?id=24194 and http://tesnexus.com/downloads/file.php?id=30623, since I like them more than EVE HGEC. They are recognized and tagged by BOSS and both of the .esp:s are unchecked and integrated into the Bashed Patch by Wrye Bash. Is this correct and functioning properly, or could they be messing with my OOO armor stats? I don't know much about stats and just play the game normally, but I'd still like to know if this is as it should be.
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naana
 
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Post » Sat Jan 29, 2011 5:58 am

1. As you figured out, they are sorted even when they are unchecked.
2. About that I have no idea as I never used that mod.
3. Bashed patch just imports graphics and inventory from mods like that and stats from OOO so it's working properly.
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Pumpkin
 
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Post » Sat Jan 29, 2011 3:58 am

Most clothing and armor replacers just change the meshes and textures, they do not usually adjust the armor ratings and weight of vanilla armor. A mod BOSS does not recognise will always be placed after the bashed patch. You can hand alter the load order using OBMM or a similiar utility. Try placing it before the IDKKR_C_race_closed_mouth_version.esp.
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Nicholas
 
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Post » Sat Jan 29, 2011 3:57 pm

Thanks guys! The problem with "Swalk.esp" is that BOSS doesn't put it under "unrecognized mods". It's in the same list in the BOSS log as all the other files.

The problem is... Swalk.esp is green (=can be merged) in Wrye Bash, but... it's not getting merged! After I build the patch, swalk.esp is NOT unchecked, and when I uncheck it, there's no plus or dot indicating it's been merged. Like I said earlier, it also doesn't work unless it's loaded after the patch. This is weird., maybe I should post in the WB thread.
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Emilie M
 
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Post » Sat Jan 29, 2011 8:00 am

Thanks guys! The problem with "Swalk.esp" is that BOSS doesn't put it under "unrecognized mods". It's in the same list in the BOSS log as all the other files.

The problem is... Swalk.esp is green (=can be merged) in Wrye Bash, but... it's not getting merged! After I build the patch, swalk.esp is NOT unchecked, and when I uncheck it, there's no plus or dot indicating it's been merged. Like I said earlier, it also doesn't work unless it's loaded after the patch. This is weird., maybe I should post in the WB thread.

if you want to merge a mod, it must be put before bashed patch.
I never used swalk, but I guess it's walk animation replacer for females. If you can't make it work there's: http://www.tesnexus.com/downloads/file.php?id=22951 which I tried before and it worked but it was very immersion breaking for me.
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Kit Marsden
 
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Post » Sat Jan 29, 2011 4:51 am

If BOSS recognises the mod and places it after the Bashed Patch, I would not change it unless I am pushing the limit on active mods.
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Sammykins
 
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Post » Sat Jan 29, 2011 5:55 am

if you want to merge a mod, it must be put before bashed patch.
I never used swalk, but I guess it's walk animation replacer for females. If you can't make it work there's: http://www.tesnexus.com/downloads/file.php?id=22951 which I tried before and it worked but it was very immersion breaking for me.


It was before Wrye Bash before I ran BOSS, but it didn't get merged for some reason... it's only an animation replacer for the player char, I don't want all the women in the game walking around like that...
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Cartoon
 
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Post » Sat Jan 29, 2011 6:51 pm

Some mods must go after the bashe dpatch and this seems the case with your sensual walks mod. Even if it shows mergable, as Chewu said, it would have to go before the bashed patch. Check the readme to see bash instructions and why this in the load order. Or search for a thread on this, seems popular enough to have one.
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Sierra Ritsuka
 
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