Questions about importing things in Bashed patch

Post » Tue May 17, 2011 3:49 pm

So it's been about half a year since playing, and I decided to dust off my Oblivion folder and rebuild and repair. All my mods are tagged correctly thanks for BOSS' suggestions, but when I rebuild the patch, should I check the boxes for Import Cells through Import sounds? There are mods listed in most all of those, but if they're tagged already is it a requirement the check these boxes or will it mess something up? Scoured the Wrye Musings site but couldn't quite find a definite answer. Having some missing meshes and was wondering if that would be the reason. Thanks for reading, modlist is as follows.

Active Mod Files:00  Oblivion.esm01  Windfall.esm02  Jog_X_Mod.esm03  You Are Here.esm04  All Natural Base.esm  [Version 0.9.3]05  Francesco's Leveled Creatures-Items Mod.esm06  Francesco's Optional New Items Add-On.esm07  Cobl Main.esm  [Version 1.39]08  Qarls_Harvest.esm09  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34Beta3]0A  Mart's Monster Mod.esm  [Version 3.7b1]0B  TamrielTravellers.esm  [Version 1.39c]0C  FCOM_Convergence.esm  [Version 0.9.9a7]0D  Armamentarium.esm0E  CM Partners.esm0F  HorseCombatMaster.esm10  Unofficial Oblivion Patch.esp  [Version 3.2.3a]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Guards.esp17  FCOM_Francescos.esp  [Version 0.9.9]18  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  All Natural - Real Lights.esp  [Version 0.9.2]1B  All Natural.esp  [Version 0.9.3]1C  All Natural - EW + NW + AWS.esp  [Version 0.9.2]1D  PowerAttack Voicemod - The Shivering Isles.esp1E  ClocksOfCyrodiil.esp1F  Damsels In Distress.esp20  Qarls_Harvest.esp21  SoT_Holiday.esp22  Living Economy.esp23  Living Economy - Items.esp24  Cutthroat Merchants.esp25  Landmarks, w Wells.esp  [Version 1.10]26  Guild Map Markers.esp27  MapMarkers.esp28  DLCHorseArmor.esp29  DLCOrrery.esp2A  DLCVileLair.esp2B  DLCMehrunesRazor.esp2C  DLCSpellTomes.esp2D  HiddenSkulls.esp2E  PersuasionOverhaul.esp  [Version 1.2]2F  PersuasionSI.esp  [Version 1.2]30  Thieves Arsenal.esp31  StockClothingArmor-forExnems.esp32  DLCThievesDen.esp33  ExnemRuneskulls.esp34  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]35  Slof's Oblivion Robe Trader.esp36  Cobl Glue.esp  [Version 1.39]37  Cobl Si.esp  [Version 1.32]38  OOO 1.32-Cobl.esp  [Version 1.38]39  FCOM_Cobl.esp  [Version 0.9.9]3A  Bob's Armory Oblivion.esp3B  FCOM_BobsArmory.esp  [Version 0.9.9]3C  Loth's Blunt Weapons for Npcs.esp3D  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3E  Oblivion WarCry EV.esp3F  FCOM_WarCry.esp  [Version 0.9.9]40  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34Beta3]41  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]42  FCOM_Convergence.esp  [Version 0.9.9]43  FCOM_RealSwords.esp  [Version 0.9.9]44  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]45  TamrielTravellers4OOO.esp  [Version 1.39c]46  TamrielTravellersItemsNPC.esp  [Version 1.39c]47  TamrielTravellersItemsCobl.esp  [Version 1.39c]48  FCOM_TamrielTravelers.esp  [Version 0.9.9]49  PersuasionOverhaul_OOO.esp  [Version 1.2]4A  ArmoryLab.esp4B  BravilSeaDomes.esp4C  GB_Oblivion Tournament.esp4D  JQ-AssassinQuest.esp4E  JQ-Return_of_Dagoth_Ur.esp4F  DBContinuedBeta 0.7.esp50  The Ayleid Steps.esp  [Version 2.5.2]51  thievery.esp52  VaultsofCyrodiil.esp53  Windfall.esp54  Cyrodill Travel Services.esp  [Version 1.0]55  za_bankmod.esp56  Knights.esp57  TOTF.esp58  The Lost Spires.esp59  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]5A  bartholm.esp5B  Harvest [Flora].esp  [Version 3.0.0]5C  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]5D  DZ_Auto_Harvest.esp5E  Auto Repair.esp5F  Bag of Holding.esp  [Version 1.5.0]60  Bullettimemod.esp61  Cliff_BetterLetters.esp  [Version 1.1]62  DecoratorAssistant with OBSE v1.1.esp63  HideHelms.esp64  Kyoma's Journal Mod.esp  [Version 3.2.0]65  P1DKeychain for COBL.esp  [Version 4.21]66  Short Grass V3.esp67  talkwithyourhands2.esp68  Toggleable Quantity Prompt.esp  [Version 3.1.1]69  Mighty Magick - Settings.esp6A  Mighty Magick - Spells and Creatures.esp++  Mighty Magick - Skills.esp6B  MidasSpells.esp6C  Enchantment Enhanced.esp6D  Multiple Enchantments.esp6E  attack and hide medium v2.1.esp6F  RenGuardOverhaul.esp70  RenGuardOverhaulShiveringIsles.esp71  Deadly Reflex 5 - Timed Block and 250% damage.esp72  DeadlyReflex 5 - Combat Moves.esp73  CDM-Character Generation Overhaul.esp74  CDM-CGO Thieves Den Compatibility.esp75  CDM-CGO Shivering Isles Compatibility.esp76  CLS-OldFriends-OBSE.esp77  Oblivion XP.esp  [Version 3.0.1]78  Oblivion XP - DLCFrostcrag.esp  [Version 1.0]79  Oblivion XP - DLCThievesDen.esp  [Version 1.0]7A  Let There Be Darkness - Shivering Isles.esp7B  Let There Be Darkness - Mehrunes Razor.esp7C  Beautiful People.esp7D  bgMagicEV.esp  [Version 1.69EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]7E  MRP - Autosaving.esp7F  MRP - Cant Equip Item.esp80  MRP - Fast travel unavailable.esp81  MRP - Horse stabled outside gate.esp82  MRP - Loading area.esp83  MRP - Not enough charge.esp84  MRP - Quickloading.esp85  MRP - Quicksaving.esp86  MRP - You find nothing of use.esp87  MRP - You successfully harvest.esp++  bgMagicShaderLifeDetect.esp  [Version 1.68]88  Bashed Patch, 0.esp89  Streamline 3.1.esp8A  MM_TextCalendar.esp8B  LoadingScreenQuotes.esp8C  newlifedetect.esp8D  Spells Be Effective.esp8E  ForbiddenLands.esp8F  1DeadlyShadows.esp90  CleanQuitAlternative.esp91  Aensland - The Bank Mod - OOO Patch.esp----> Delinquent MASTER: Aensland - The Bank Mod.esp92  Aensland - The Bank Mod - Weightless Coins.esp----> Delinquent MASTER: Aensland - The Bank Mod.esp93  Aensland - The Bank Mod.esp

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Syaza Ramali
 
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Post » Tue May 17, 2011 3:54 am

When the files are in green text you can click on the check mark and it will turn into a + sign. This means the mod is virtually active. This can only be done with mods in green text and directly after a bash patch.
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Georgia Fullalove
 
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Post » Tue May 17, 2011 3:47 am

Yes, check the boxes for the options you wish to enable.

gothemasticator
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Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Tue May 17, 2011 12:53 pm

When the files are in green text you can click on the check mark and it will turn into a + sign. This means the mod is virtually active. This can only be done with mods in green text and directly after a bash patch.

That's a little confusing because mods won't be virtually active until you merge them, and if the merge option has not been checked off in the bashed patch, no mods can be merged/virtually active.

About the tags...The options "Import Script Contents" through "Import Spell Stats" are new, so I don't know how well they work or if any mods are using them. As for the other options, you can check any of them. BOSS is updated constantly, so you should be fairly safe. Just make sure the UOP doesn't have a C.Water tag, if BOSS hasn't somehow managed to take care of that. To modify tags, right-click in the "Bash Tags" section and un/check tags. Note: not all mods that are merge-able should be merged. Checking off any of the top level options is fine, but you should go through each mod/option list to make sure that the checks at that lower level are correct. Mods that are mergeable but you don't need to merge are usually those that you will see in some of the "Import XXX" lists in the Bashed Patch (i.e., stat changing mods or retexturing mods.) Those mods just need to be checked off in the import section and not the merge section. Merging them shouldn't hurt, however. The bashed patch will just be a little bigger than it needs to be, I suppose. Lastly, when you uncheck "green" mods, some of them will have dots instead of "+." All of the mods that only have records imported and are not merged will have the dot.

There are a ton of convenient tweaks offered in the bashed patch. Have fun!
- Tomlong75210
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Stefanny Cardona
 
Posts: 3352
Joined: Tue Dec 19, 2006 8:08 pm

Post » Tue May 17, 2011 3:36 am

That's a little confusing because mods won't be virtually active until you merge them, and if the merge option has not been checked off in the bashed patch, no mods can be merged/virtually active.

About the tags...The options "Import Script Contents" through "Import Spell Stats" are new, so I don't know how well they work or if any mods are using them. As for the other options, you can check any of them. BOSS is updated constantly, so you should be fairly safe. Just make sure the UOP doesn't have a C.Water tag, if BOSS hasn't somehow managed to take care of that. To modify tags, right-click in the "Bash Tags" section and un/check tags. Note: not all mods that are merge-able should be merged. Checking off any of the top level options is fine, but you should go through each mod/option list to make sure that the checks at that lower level are correct. Mods that are mergeable but you don't need to merge are usually those that you will see in some of the "Import XXX" lists in the Bashed Patch (i.e., stat changing mods or retexturing mods.) Those mods just need to be checked off in the import section and not the merge section. Merging them shouldn't hurt, however. The bashed patch will just be a little bigger than it needs to be, I suppose. Lastly, when you uncheck "green" mods, some of them will have dots instead of "+." All of the mods that only have records imported and are not merged will have the dot.

There are a ton of convenient tweaks offered in the bashed patch. Have fun!
- Tomlong75210


I'm confused, I thought he said he merged the mods via bash patch.
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luke trodden
 
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Joined: Sun Jun 24, 2007 12:48 am

Post » Tue May 17, 2011 6:39 am

I'm confused, I thought he said he merged the mods via bash patch.

He asked about the other options in the bashed patch. Oh well...On a different note, missing meshes shouldn't be caused by any bashed patch configuration. Get a mod such as http://www.tesnexus.com/downloads/file.php?id=16704 finder to determine which mod is missing meshes. It requires the Oblivion Script Extender (OBSE.) Google it if you don't already have it. If you haven't read about the problem with loading BSAs, I'd guess either the MMM BSA or the Francesco BSA isn't loading. A way to get around this is to rename the BSAs "DLCShiveringIsles - BSA_name.bsa" That forces them to load.
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Tiffany Carter
 
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Post » Tue May 17, 2011 11:06 am

Thanks for the replies all, let me clear up some confusion. On the mods tab, in the lower right corner, I've added all the Bash tags as BOSS advises. When I go to build/rebuild the bashed patch, in the popup window, I'm looking right under Merge Patches. (Import Cells, Factions, and so on through import stats) There are mods that show here under each category, but since I've added the tags in the mod window, do these boxes here need or NOT need to be checked? This all probably would be much easier to explain through pictures but I'm limited to a clunky hotel-wifi connection right now which my old 33.6 modem puts to shame.

EDIT: Tomlong posted while I was, I will check into that, thanks for the info again everyone!
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Danger Mouse
 
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Joined: Sat Oct 07, 2006 9:55 am

Post » Tue May 17, 2011 2:21 pm

Thanks for the replies all, let me clear up some confusion. On the mods tab, in the lower right corner, I've added all the Bash tags as BOSS advises. When I go to build/rebuild the bashed patch, in the popup window, I'm looking right under Merge Patches. (Import Cells, Factions, and so on through import stats) There are mods that show here under each category, but since I've added the tags in the mod window, do these boxes here need or NOT need to be checked? This all probably would be much easier to explain through pictures but I'm limited to a clunky hotel-wifi connection right now which my old 33.6 modem puts to shame.

EDIT: Tomlong posted while I was, I will check into that, thanks for the info again everyone!

Bash tags make mods show up in the respective lists, but their having tags is meaningless if you don't check those mods off in the lists. Most of the time, it is safe to check them. Also, Bash automatically picks up BOSS's bash tag suggestions, so don't bother manually tagging unless it is a tweak that you want that differs from BOSS's recommendations.

FCOM: Although TTItemsNPC is only a releveler and is displayed in green, do not deactivate (uncheck) it or merge it. Fix that delinquent master too. It looks like you just need to move that last mod in front of the one loading before it.
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Niisha
 
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Joined: Fri Sep 15, 2006 2:54 am

Post » Tue May 17, 2011 5:27 am

Got it :D Forcing the load of BSAs and all is good. I've set a record of play time w/o crashes now at 9 hours, which on my ancient machine is something I never thought possible. Thanks for all the help!
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Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Tue May 17, 2011 3:08 pm

Got it :D Forcing the load of BSAs and all is good. I've set a record of play time w/o crashes now at 9 hours, which on my ancient machine is something I never thought possible. Thanks for all the help!

Oh, wow. Congrats!
- Tomlong75210

Edit: Update to the latest version of COBL. If you notice crashes, you'll know what the problem is.
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Jordyn Youngman
 
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Post » Tue May 17, 2011 3:49 pm

A good reference to keep around for a while...
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Zoe Ratcliffe
 
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