After reinstalling oblivion I used the guide "[censored] just got real: oblivion modding guide" instead of wading through all mods http://knotstheinane.blogspot.com/p/oblivion-modding-guide.html
I have a couple of questions though, and would be very thankful to get some answers to them
1. This is step 6 in the guide :
B. Rusty & Fine iron weapons
Note: Make sure to merge these in with Wrye Bash or they'll [censored] FCOM up.
Note: Make sure to merge these in with Wrye Bash or they'll [censored] FCOM up.
I activated the mods in wrye bash, and rebuilt my bashed patch with the mods checked under "merge mods" and that′s it. Do you think this is what he/she means in the guide, or is there maybe something more to it? Should I have them unchecked in the modlist?
2. Immersive interiors. In the readme it sais:
Immersive Interiors.esp now needs to be tagged with the C.Water tag and imported under “Cells” in your bashed patch, as well as importing All Natural as normal.
I′ve understood that the C.Water tag is already automatically there, and I checked it under cells. My question is: Should I uncheck the mod after doing this, so that it doesn′t run but only import the cells, or should I have it running too?
3. Open cities classic. I′ve tried to find info but I can′t really get how this affect other mods. I take it that any mod that adds stuff to the original cities are broken by this, correct? Does this also apply to mods that add npcs to cities? I downloaded a lot of quest mods and a few that I want to play (Like a big pirate mod) adds npcs in cities, will these be broken?
4. If anyone has gone through this guide before (I don′t expect you to read all of it ), do you have any additional mods to recommend that will play nicely with this?
Thanks for answers!