Wrye Bash

Post » Tue Dec 29, 2009 9:24 pm

No. Checking every box isn't necessary. Some people may say different, but it's going to depend on what set of records you want to take precedence. For example, if you are running OOO and the UOP's, and you import Inventory, whichever mod is loaded first will lose their records, if they are the same. So if you want OOO stuff, I'd recommend not importing UOP stuff. See what I mean? My personal rule of thumb is to import stuff from mods you want to see the most. I never import anything from the UOP's. But that's just me, maybe.

Um, isn't the inventory tag one of those that always merges stuff? Maybe it sometimes overwrites, but everytime I look at the results in TES4Edit, it seems to combine rather than overwrite.
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Tue Dec 29, 2009 3:30 pm

Um, isn't the inventory tag one of those that always merges stuff? Maybe it sometimes overwrites, but everytime I look at the results in TES4Edit, it seems to combine rather than overwrite.


Each type of import has a different behavior, it's clearly explained in the Wrye Bash documentation.
And yes "Import Inventory" merge all the inventory you import, there is even an exemple for the import inventory in the documentation.

But the point of importing what you want most is true in certain imports where there is no merge :).
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Tue Dec 29, 2009 7:30 am

I'll tell you what to not import: Scripts. Weird things happen when you do.
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Tue Dec 29, 2009 9:51 pm

I'll tell you what to not import: Scripts. Weird things happen when you do.


Before you starting importing script you need to really look at your mods in tes4edit and see if there are any script's in conflict if so that is when you tag your mods with scripts..The Next Bash will have better script handling and some rules in places for script importing has well.

Best example: is 3.2.4x UOP is tagged with scripts and if you are importing script's from that , then you also need to tag OOO.esp has script has well and import those so that it works right..

Boss MasterList has best tags suggestion's for current mods..

And there will be a Whole new slew of tags coming out that will be put to use in next bash version..

Corepc
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Tue Dec 29, 2009 8:03 am

First thank you Wrye, PacificMorrowind and all others for continuing to keep this amazing, excellent, essential tool maintained and updated!

Just my 2c worth regarding possible new features: would it be possible to create a way to tag a mod with a colour or other indicator that serves no purpose other than it would be useful to see what mods I have deactivated when I am deactivating large chunks of my mod list in order to find a bug/crash? I deactivate my mods in stages and each time I copy my current modlist (at each stage) to a text document to keep track of what I have deactivated at each stage. Is there a more efficient method than mine though?

Also when I switch profiles the bashed patch (and this is more of a question) keeps the same bash settings as the old profile. Should I keep a separate bashed patch for each profile? Will that hold the individual profile's bashed patch settings?

Thanks again :D
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Tue Dec 29, 2009 7:14 am

Before you starting importing script you need to really look at your mods in tes4edit and see if there are any script's in conflict if so that is when you tag your mods with scripts..The Next Bash will have better script handling and some rules in places for script importing has well.

Best example: is 3.2.4x UOP is tagged with scripts and if you are importing script's from that , then you also need to tag OOO.esp has script has well and import those so that it works right..

Boss MasterList has best tags suggestion's for current mods..

And there will be a Whole new slew of tags coming out that will be put to use in next bash version..

Corepc

Well I tried importing scripts from OOO and OOO alone. It broke Harvest Containers. I did import scripts from Purse of Wonders and that worked okay. The auto-move ingredients worked. But it didn't get all the ingredients that had scripts attached to them. 75 out of about 125 (modified version of PoW).

New Bash Tags sounds cool though.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Tue Dec 29, 2009 6:53 pm

Ok I encountered a problem while doing the Leyawin recommendation quest for the mages guild.
Basically at the end of the dungeon in this quest Kalthar(ID:2D8C0) is supposed to have a key on him that permits to escape from the dungeon.
Only it wasn't there so I went to my faithful tes4edit and discovered this(a screenshot speaking better than 100 words): http://img519.imageshack.us/img519/1205/tesscreen1.png

I have "Import Inventory" set with all the mod tagged inventory set(see list at the end) so why didn't it take the "Death Item" part?
Also I see that OOO adds a silver dagger and it's not imported(it should at least replace the iron dagger if there is some kind of 1 weapon limit per NPC).

I have also another question, I see better stats to the npc in Obscuro's Oblivion Overhaul.esp(which is the last loading one in the ones that change this NPC), shouldn't those be imported in the bashed patch(instead of the oblivion.esp/uop ones)?

I'm quite confused, if anyone can give any explanation :).

addendum:
Source Mods for Import Inventory:•  Oscuro's_Oblivion_Overhaul.esm •  Unofficial Oblivion Patch.esp •  Unofficial Shivering Isles Patch.esp •  OOO 1.32-Cobl.esp •  Cobl Tweaks.esp •  Knights - Unofficial Patch.esp •  Item interchange - Placement.esp •  Item interchange - Placement for Frostcrag Reborn.esp


edit:
Ok Just realized that Obscuro's Oblivion Overhaul.esp is not tagged with Invent as it should according to BOSS...
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Tue Dec 29, 2009 5:29 pm

...snip...

Well, thanks for a sensible report: that TES4Edit screen certainly helps! :)

By the looks of it Bash could be pulling the death item (or lack thereof) from Oblivion.esm. As far as I remember death item is not affected by the Import Inventory function. Also, II doesn't edit Kalthar and never has done; perhaps you have another merged mod that's affecting him in a different way...? You'll notice he's not getting *any* of the changes from OOO... It's not just the inventory that's the problem.

Vac
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Tue Dec 29, 2009 7:10 pm

Thanks to your comment I just realized that just loading the BP wouldn't load all the mods(I thought it listed as masters all the source mods that weren't merged for some reason).

So loaded tes4edit, checked all(had to look through the list to remove the filters, why isn't the list alphabetical?).
And there it was, the damn culprit!
Mayu's Animation Overhaul!

Apparently I was confused by the BOSS comment: ? Highly recommended to use the MAO patcher in Wrye Bash version 275+
Which I did but of course you have to remove the .esp(or at least desactivate it). .

Thanks for pointing me in the right direction Vacuity :).
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Tue Dec 29, 2009 3:06 pm

Thanks to your comment I just realized that just loading the BP wouldn't load all the mods(I thought it listed as masters all the source mods that weren't merged for some reason).
Indeed, when looking for conflicts you should be loading with your entire load order. Glad you found it! :)

Vac
User avatar
Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Tue Dec 29, 2009 9:25 pm

First thank you Wrye, PacificMorrowind and all others for continuing to keep this amazing, excellent, essential tool maintained and updated!

Just my 2c worth regarding possible new features: would it be possible to create a way to tag a mod with a colour or other indicator that serves no purpose other than it would be useful to see what mods I have deactivated when I am deactivating large chunks of my mod list in order to find a bug/crash? I deactivate my mods in stages and each time I copy my current modlist (at each stage) to a text document to keep track of what I have deactivated at each stage. Is there a more efficient method than mine though?

What I use for this purpose:
- In the MODS tab: right-click the "File" column header -->Load --> Save List, for every stage where I need to remember the load order. Afterwards you come back to the same menu and just click the name of the saved list to load those mods.
- In the SAVES tab: right-click any save and choose Load Masters, It'll activate all the mods this save depends on - useful to restore your usual load order after doing all kinds of tests.
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Tue Dec 29, 2009 12:35 pm

@ DarklyDreaming: What about MAO was causing the conflict? I have that exect same bug but I have none of the mods you mention. I've always just console'd my way out of it but I'm curious as to what the culprit may be.

Load Order:
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.8]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Creatures Add-On.esm05  Qarls_Harvest.esm06  Kvatch Rebuilt.esm07  BathingMod_Base.esm08  beeratcompil_fishstick.esm09  CM Partners.esm0A  HorseCombatMaster.esm**  TNR - THE REDGUARDS.esp**  TNR - THE DUNMER.esp**  TNR - THE IMPERIALS.esp**  TNR - THE BRETONS.esp**  TNR - THE ALTMER.esp**  TNR - THE BOSMER.esp**  TNR - THE NORDS.esp0B  Unofficial Oblivion Patch.esp  [Version 3.2.4]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Natural_Habitat_by_Max_Tael.esp10  All Natural.esp  [Version 0.9.8]11  All Natural - SI.esp  [Version 0.9.8]++  All Natural - EW + NW.esp  [Version 0.9.8]++  Kvatch Rebuilt Weather Patch.esp12  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  ln.esp13  MIS.esp14  MIS New Sounds Optional Part.esp15  Distant Chapel Bells.esp16  weather inside [seasons] v1.2.esp17  Rainbows.esp18  WindowLightingSystem.esp19  MoreLive_AliveWatersRedone.esp1A  MoreLive_AliveWatersRedone_Koi.esp++  MoreLive_AliveWatersRedone_Slaughterfish.esp1B  Fish!.esp1C  New Potions by Tealpanda.esp1D  Ayleid Loot EXtension.esp1E  kuerteeAutoSaveAndTime.esp1F  Book Jackets Oblivion.esp20  ClocksOfCyrodiil.esp21  DaggerfallBooks.esp22  Elder Scrolls Book Club - Oblivion.esp23  movingpaintings.esp++  passive_horses.esp24  Qarls_Harvest.esp25  Qarls_Harvest addon.esp26  RAEVWD Cities.esp  [Version 1.7]27  RAEVWD New Sheoth.esp  [Version 1.5]++  VA_BetterGold.esp28  Harvest[Containers].esp29  Harvest[Containers] - Flat-Top Barrels Add-on.esp2A  Enhanced Economy.esp  [Version 3.3.4]2B  Map Marker Overhaul.esp  [Version 3.3.1]2C  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]2D  HouseMapMarkersOnlyBought.esp2E  DLCHorseArmor.esp2F  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]30  DLCOrrery.esp31  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]32  DLCVileLair.esp33  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]34  DLCMehrunesRazor.esp35  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]36  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp++  GrimbotsSpellTomes.esp++  MaleBodyReplacerV5Beta.esp++  TFF_Races_Base_RSM.esp37  Adonnays Classical Weaponry.esp38  Armor of the Dark Lord.esp39  BarbarianShop.esp3A  crusadercg.esp3B  DBShadowSet.esp3C  Nicos Dreadweave Armor_Light.esp3D  Nico's Dreadweave Bow and Arrows.esp3E  Echo_MysticShield.esp3F  Dread Knight Armor.esp40  Shop Items 1.esp41  DMMagesGloves.esp42  FrostAtronachArmor.esp43  Noviere's Gray Fox Armor.esp44  Hell'sixecutioner.esp45  HiddenSkulls.esp46  JQ-Amulets.esp47  JQ-EldarArmour.esp48  KDDwemerSpectacles.esp49  Nico's  Daes' Rakan Swords.esp4A  Nicos  Scimitars Back.esp  [Version 1.61]4B  Nicos Kynareth Archery.esp  [Version 1.0]4C  That's so Nico v1.1.esp4D  Reznod_Mannequin_HD[Eng].esp4E  Sauron_Armor_Chest.esp4F  Scoundrels Luck Armor.esp50  SentientWeapon.esp  [Version 3]51  tda_ScytheModv1.2.esp52  tda_WitchKingHelm.esp53  The Doomed King.esp54  Trolf's Junkyard.esp55  VA_UniqueKatana1.esp56  witchkingsword.esp57  Wyrmfang.esp58  RealSwords - Argonian LO-NPC.esp59  RealSwords - Bosmer LO-NPC.esp5A  RealSwords - Breton LO-NPC.esp5B  RealSwords - Goblin.esp5C  RealSwords - Khajiit LO-NPC v1.3.esp5D  RealSwords - Nord LO-NPC SI.esp5E  RealSwords - Orc LO-NPC v1.0.esp5F  RealSwords - Redguard LO-NPC.esp60  Frostleaf Leather Armor.esp61  TFF_Armor_Base.esp62  TFF_Clothing_Base.esp63  TFF_Clothing_SI.esp64  javbs.esp65  JB Catsuit Variants.esp  [Version 1.5.]66  Slof's Horses Base.esp67  DLCThievesDen.esp68  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]69  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]6A  Francesco's Optional Files.esp6B  Bob's Armory Oblivion.esp6C  Cats & Rats for Francescos.esp6D  Halcyon Island_lowconflict.esp6E  newsheoth.esp6F  palace lights.esp70  Along Came A Spider.esp71  AlchemistsCave.esp72  Amaterasu no Yume.esp73  BravilSeaDomes.esp74  Don't Forget Nirn!.esp75  Gift of Kynareth.esp++  Gift of Kynareth_delayer.esp76  Hammers of Thor.esp77  Harpsichords in Cyrodiil.esp78  HeartOftheDead.esp  [Version 6.0.1]++  HOD_delayer.esp79  ImpeREAL Empire - Unique Forts.esp7A  JQ-AssassinQuest.esp7B  coffeeshop.esp7C  Kvatch Rebuilt.esp7D  Lems Dimensions.esp7E  Lem - Sunken Fortress.esp7F  LetThePeopleDrink.esp  [Version 2.5]80  LostSwordOfTheAylied.esp++  LostSwordOfTheAylied_delayer.esp81  Mimics!.esp82  MrPwner's Ambient Churches.esp83  MrPwner's Ambient Inn's.esp84  Mr Siikas Better Port.esp85  MTCRiverShackv1.2.esp86  ThePaleAdventurer.esp++  ThePaleAdventurer_delayer.esp87  PeryitesLowestRealmofOblivion.esp88  Satu Ra - Lord of Beasts.esp89  SilentStonesCamp.esp8A  Skingrad_OpenRoad.esp8B  Slimy Mudhole.esp8C  snowglobe.esp8D  Spirit's Edge.esp8E  SwordOfTheEye.esp8F  TamrielSnacks11-EV.esp90  The Spirit Of The Wolf.esp91  TheForgottenShields.esp++  TheForgottenShields_delayer.esp92  TheStorytellersBrotherQuest.esp93  thievery.esp94  thievery - EE patch.esp  [Version 1.0]95  Tombstone Epitaphs - The Unveiling.esp96  za_bankmod.esp97  VaultsofCyrodiil.esp98  WOTFH_1.3.esp99  DLCBattlehornCastle.esp9A  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]9B  Z's Skeleton Horse.esp9C  DLCFrostcrag.esp9D  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]9E  Knights.esp**  Knights - Book Jackets.esp9F  Knights - Unofficial Patch.esp  [Version 1.0.9]A0  SM Plugin Refurbish(Merged).esp  [Version 1.21]A1  RTT.espA2  RTT-Weye Relocation Patch.esp  [Version 2.0]A3  Finishing Touches Bravil.espA4  The Lost Spires.espA5  LostSpiresImpeREALFortsPatch2.espA6  The Lost Spires_delayer.esp  [Version 1.1]A7  Lost Paladins of the Divines.espA8  WaterfrontMarket.espA9  MTCThievesGrottoV4.1.espAA  MTCExpandedVillages.espAB  NibenRiverFix.espAC  xuldarkforest.esp  [Version 1.0.4]AD  LostSpires-DarkForest patch.espAE  xulStendarrValley.esp  [Version 1.2.2]AF  xulTheHeath.espB0  XulEntiusGorge.espB1  xulFallenleafEverglade.esp  [Version 1.3.1]B2  LostSpires-Everglade patch.esp  [Version 1.2]B3  xulColovianHighlands_EV.esp  [Version 1.2.1]B4  ThievesGrotto-ColovianHighlands patch.espB5  xulChorrolHinterland.esp  [Version 1.2.2]B6  mythsandlegends.espB7  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]B8  xulBravilBarrowfields.esp  [Version 1.3.2]B9  MTCRiverShack-BravilBarrowfields patch.espBA  xulLushWoodlands.esp  [Version 1.3]BB  xulAncientYews.esp  [Version 1.4.2]BC  SentientWeaponII-AncientYews patch.espBD  ZSkeletonHorse-AncientYews patch.espBE  xulAncientRedwoods.esp  [Version 1.6]BF  xulCloudtopMountains.esp  [Version 1.0.3]C0  Mimics-CloudtopMountains patch.espC1  xulArriusCreek.esp  [Version 1.1.3]C2  xulPatch_AY_AC.esp  [Version 1.1]C3  Verwen Brewery UL_AY_AC Compatable.espC4  HeartoftheDead-ArriusCreek patch.espC5  LostSwordoftheAyleids-ArriusCreek patch.espC6  xulRollingHills_EV.esp  [Version 1.3.2]C7  xulPantherRiver.espC8  xulRiverEthe.esp  [Version 1.0.2]C9  xulBrenaRiverRavine.esp  [Version 1.0.2]CA  xulImperialIsle.esp  [Version 1.6.3]CB  xulBlackwoodForest.espCC  xulCheydinhalFalls.esp  [Version 1.0.1]CD  GiftOfKynareth-CheydinhalFalls patch.espCE  KvatchRebuilt-CheydinhalFalls patch.espCF  xulAspenWood.esp  [Version 1.0.1]D0  xulSkingradOutskirts.espD1  JTICTunnel.espD2  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]D3  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]D4  Bag of Holding.esp  [Version 1.5.0]D5  CDM-Dogs.espD6  Cliff_BetterLetters.esp  [Version 1.1]D7  Dousing The Flames.esp  [Version 1.10]D8  Dungeon Actors Have Torches 1.6 CT.espD9  Goblin Tribal Shields.espDA  JQ-Bandages.espDB  Leviathan Soulgems.espDC  Oblivion - Soulgems.esp++  Ohgma Infinium OverHaul.espDD  Potable Pastiche.espDE  Salmo The Baker v2.0.esp  [Version 2.06]DF  Enhanced Vegetation [110%].espE0  Skill Perk Descriptions Enhancement.espE1  tag_NaturalWildlife.espE2  Werewolf-Legends.espE3  RH1.6 Beta2 - Classic.espE4  BathingMod_Soap.espE5  BathingMod_Bathroom_Upgrades.espE6  BathingMod_Placeable_Bathtubs.espE7  RealSleepExtended.esp  [Version 2.3.4]E8  Telestone.espE9  RefScope.esp  [Version 1.3.0]EA  SSEE.espEB  StealthOverhaul.espEC  RenGuardOverhaul.espED  RenGuardOverhaulShiveringIsles.espEE  Enhanced Grabbing.esp  [Version 0.4]EF  DeadlyReflex 5 - Combat Moves.espF0  Francesco's level up mini mod - Slower skills x1.5.esp++  TFF_Races_Base.espF1  Beautiful People.espF2  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]F3  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]F4  bgMagicEVPaperChase.esp  [Version 1.68EV]F5  No More Annoying Messages.esp  [Version 1.3]F6  Francesco's 14 days respawn time - 1-24 day lenght rescale.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]F7  bgMagicLightningbolt.esp++  Visually Realistic Lava.espF8  Shining Creatures.esp++  Shining Creatures_DLCFrostcrag.esp++  Primate Rank Fix.espF9  Nine Divines Robes.esp++  lustyargonianrequest.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]FA  Bashed Patch, 0.espFB  Creeper.espFC  kuerteeCleanUp.esp

User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Tue Dec 29, 2009 9:26 pm

PacificMorrowind: I have a request - in the Rebuild Bash Patch option, where I can tweak settings, there is a setting for "Unlimited Amulets" and "Unlimited Rings". For realism, I would like this to be a selectable number like many other options that Wrye Bash provides (say, selectable using right-click to '2' (vanilla), 4, 6, 8, 10 or unlimited). That would allow me to do this without any special mods etc.

I can't imagine someone wearing more than 1 ring per finger, and even then, having 10 rings will make it difficult to hold anything like a mace etc. Amulets should also follow the same example, as one can easily wear 3-5 amulets without weighing their neck down due to the bling!!

Please incorporate in the next Wrye Bash version. May the monkey Gods smile upon you!
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Tue Dec 29, 2009 5:47 am

PacificMorrowind: I have a request - in the Rebuild Bash Patch option, where I can tweak settings, there is a setting for "Unlimited Amulets" and "Unlimited Rings". For realism, I would like this to be a selectable number like many other options that Wrye Bash provides (say, selectable using right-click to '2' (vanilla), 4, 6, 8, 10 or unlimited). That would allow me to do this without any special mods etc.

Unlikely.

Wrye Bash can do unlimited easily enough by removing the slot information from all the rings or amulets in the game (with the side effect of making them not display on your avatar). It cannot add extra slots to the player, nor can it do the complex scripting necessary to have a set limit without adding extra slots (mostly this involves using OBSE to selectively remove the slots from certain rings or amulets, while ensuring you don't go over the chosen limit).

This is not likely to be something Wrye Bash can do.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Tue Dec 29, 2009 3:05 pm

Um, isn't the inventory tag one of those that always merges stuff? Maybe it sometimes overwrites, but everytime I look at the results in TES4Edit, it seems to combine rather than overwrite.

Yes

I'll tell you what to not import: Scripts. Weird things happen when you do.

pretty much fixed in 278 (which should be up tomorrow)...

First thank you Wrye, PacificMorrowind and all others for continuing to keep this amazing, excellent, essential tool maintained and updated!

Just my 2c worth regarding possible new features: would it be possible to create a way to tag a mod with a colour or other indicator that serves no purpose other than it would be useful to see what mods I have deactivated when I am deactivating large chunks of my mod list in order to find a bug/crash? I deactivate my mods in stages and each time I copy my current modlist (at each stage) to a text document to keep track of what I have deactivated at each stage. Is there a more efficient method than mine though?

Also when I switch profiles the bashed patch (and this is more of a question) keeps the same bash settings as the old profile. Should I keep a separate bashed patch for each profile? Will that hold the individual profile's bashed patch settings?

Thanks again :D

there's the method that Gabba suggested (what I use)... I can look into a method for tagging mods fun colours next version, if you're still interested with knowing that method?

Well I tried importing scripts from OOO and OOO alone. It broke Harvest Containers. I did import scripts from Purse of Wonders and that worked okay. The auto-move ingredients worked. But it didn't get all the ingredients that had scripts attached to them. 75 out of about 125 (modified version of PoW).

New Bash Tags sounds cool though.

that is the same problem as with importing them from UOP - which is fixed in 278 (same fix applied to most of the other importers actually... and will apply that or similar fix to the rest for 279).
for PoW Bash will only copy the ingredients to the patch when importing scripts on them if another mod has a different subrecord entry for that... which isn't always the case... the real question is was all the script effects working and if not what was overriding them (ie a pic from tes4edit would help)

Ok I encountered a problem while doing the Leyawin recommendation quest for the mages guild.
Basically at the end of the dungeon in this quest Kalthar(ID:2D8C0) is supposed to have a key on him that permits to escape from the dungeon.
Only it wasn't there so I went to my faithful tes4edit and discovered this(a screenshot speaking better than 100 words): http://img519.imageshack.us/img519/1205/tesscreen1.png

I have "Import Inventory" set with all the mod tagged inventory set(see list at the end) so why didn't it take the "Death Item" part?
Also I see that OOO adds a silver dagger and it's not imported(it should at least replace the iron dagger if there is some kind of 1 weapon limit per NPC).

I have also another question, I see better stats to the npc in Obscuro's Oblivion Overhaul.esp(which is the last loading one in the ones that change this NPC), shouldn't those be imported in the bashed patch(instead of the oblivion.esp/uop ones)?

I'm quite confused, if anyone can give any explanation :).

Death Item... maybe UOP should also be tagged with Actors.DeathItem... will have to test (a new patcher in 278 that is)... that will fix that problem.
edit:
Ok Just realized that Obscuro's Oblivion Overhaul.esp is not tagged with Invent as it should according to BOSS...

thats fixed too in 278 (Bash was only grabbing the first set of tags found in the search locations and then stopping... now checking and merging all sources)

Thanks to your comment I just realized that just loading the BP wouldn't load all the mods(I thought it listed as masters all the source mods that weren't merged for some reason).

So loaded tes4edit, checked all(had to look through the list to remove the filters, why isn't the list alphabetical?).
And there it was, the damn culprit!
Mayu's Animation Overhaul!

Apparently I was confused by the BOSS comment: ? Highly recommended to use the MAO patcher in Wrye Bash version 275+
Which I did but of course you have to remove the .esp(or at least desactivate it). .

Thanks for pointing me in the right direction Vacuity :).

with the amount of changes and wanting to load late it is certainly better to use Bash and not use the esp... should change that in the masterlist the esp should also be deactivated, thanks for pointing that out.

@ DarklyDreaming: What about MAO was causing the conflict? I have that exect same bug but I have none of the mods you mention. I've always just console'd my way out of it but I'm curious as to what the culprit may be.

Load Order:

it is that any esp that changes a npc the last one will overwrite everything except what is being imported - now can also be Stats, AIData, AIPackages, ANimations or DeathItem (all new in 278).

PacificMorrowind: I have a request - in the Rebuild Bash Patch option, where I can tweak settings, there is a setting for "Unlimited Amulets" and "Unlimited Rings". For realism, I would like this to be a selectable number like many other options that Wrye Bash provides (say, selectable using right-click to '2' (vanilla), 4, 6, 8, 10 or unlimited). That would allow me to do this without any special mods etc.

I can't imagine someone wearing more than 1 ring per finger, and even then, having 10 rings will make it difficult to hold anything like a mace etc. Amulets should also follow the same example, as one can easily wear 3-5 amulets without weighing their neck down due to the bling!!

Please incorporate in the next Wrye Bash version. May the monkey Gods smile upon you!

impossible to do in Bash (for the reasons Showler said)... sorry.
Pacific Morrowind
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Tue Dec 29, 2009 7:10 am

Death Item... maybe UOP should also be tagged with Actors.DeathItem... will have to test (a new patcher in 278 that is)... that will fix that problem.


I will check it out..

edit: it will need to be added, just to be on safe side so that key get imported correctly, when used with another mod that modifies Kalthar..

The new bash tags once again are great
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Tue Dec 29, 2009 2:51 pm

What I use for this purpose:
- In the MODS tab: right-click the "File" column header -->Load --> Save List, for every stage where I need to remember the load order. Afterwards you come back to the same menu and just click the name of the saved list to load those mods.
- In the SAVES tab: right-click any save and choose Load Masters, It'll activate all the mods this save depends on - useful to restore your usual load order after doing all kinds of tests.


Thanks Gabba, I will give this a shot. It sounds like just what I need :D

EDIT: As per my own earlier post:

Also when I switch profiles the bashed patch (and this is more of a question) keeps the same bash settings as the old profile. Should I keep a separate bashed patch for each profile? Will that hold the individual profile's bashed patch settings?


Just wondering still about this. If I go to Saves tab and load a Save's Masters, the bash patch settings do not change to the ones I last used on that save. Note: specifically the bash settings, not the masters list.

Thanks for the help :D
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Tue Dec 29, 2009 12:36 pm

Just wondering still about this. If I go to Saves tab and load a Save's Masters, the bash patch settings do not change to the ones I last used on that save. Note: specifically the bash settings, not the masters list.

Thanks for the help :D

oops missed that in replying sorry.
The bashed Patch settings have zero interfacing with the save profiling... and even if it did it owuld still require a rebuild. Hence the thing to do is have a bashed patch for each save profile with differing mods.
They'll each remember their own settings and the right one will be loaded when you switch profiles with bash.
Pacific Morrowind
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Tue Dec 29, 2009 4:35 pm

^^ Thanks Pacific,

Sorry I missed your reply, only saw Gabba's ;)

Thanks for the update, I think funky colours aren't necessary so long as the suggested method works (probably will).

However I do have another suggestion, is it possible to include a notes column under the Mods tab for free-text entry? It would be useful to note any mod specifics without having to dive into the readme. At the moment I am using the Rating column for this purpose; I have "ratings" such as "Select, do not merge" and "Recent install (testing)" but this means my Ratings choices are as long as my arm and I'd like to place more details without having to add more ratings.

Anyway thank you for being so receptive to changes to this already fantastic tool :D
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Tue Dec 29, 2009 5:55 pm

it is that any esp that changes a npc the last one will overwrite everything except what is being imported - now can also be Stats, AIData, AIPackages, ANimations or DeathItem (all new in 278).


I think I understand this (woah :blink:). Bear with me here. So, the UOP loading first, removes Kalthar's vanilla key and adds it's own deathitem key(a fix of some sort I guess). The Bashed Patch (through tags) maintains the data on the vanilla key being removed but it doesn't know anything about the UOP's deathitem key. Later mods that modify Kalthar (Realswords Nord and Francesco's Optional Files, in my case) because of the "RULE OF ONE" overwrite the Kalthar entry and the UOP's deathitem key disappears . Thus , since the bashed batch maintains the vanilla key being removed, Kalthar's corpse contains neither it nor the UOP's key and you have to console your way out to finish the quest.
For reference http://img18.imageshack.us/i/tesivview.png/
Did I get it?

And then from what I read here the function to import the UOP's key is a feature of the new version. So, problem solved right?


Thanks for the Bash updates guys (and your patience, I'm getting better at this stuff I promise)
zedas
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Tue Dec 29, 2009 4:05 pm

I get this:
Traceback (most recent call last):  File "C:\OBLIVION\Mopy\basher.py", line 4356, in Execute	raise  File "C:\OBLIVION\Mopy\basher.py", line 4318, in Execute	patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "C:\OBLIVION\Mopy\bosh.py", line 13404, in buildPatch	patcher.buildPatch(log,SubProgress(subProgress,index))  File "C:\OBLIVION\Mopy\bosh.py", line 18134, in buildPatch	raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))bolt.StateError: Mesh undefined for eye (cmAbbeyAeryn.esp,0x006B6E) in race CuteElfCOPY0000DUPLICATE000


with this load order when trying to build the bashed.
Active Mod Files:00  Oblivion.esm01  underdark.esm02  IWRRetroFittedMaster.esm03  All Natural Base.esm  [Version 0.9.8]04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Kvatch Rebuilt.esm0A  Open Cities Resources.esm  [Version 3.3.2]0B  CM Partners.esm0C  Chocolate Elves.esm0D  HorseCombatMaster.esm0E  UnnecessaryViolence.esm0F  TRoN.esp++  TRoN 0-59-1b Vwalk.esp10  Unofficial Oblivion Patch.esp  [Version 3.2.0]11  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]12  Oblivion Citadel Door Fix.esp13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Oblivion_SI Vwalk Full UOS.esp15  All Natural - Real Lights.esp  [Version 0.9.8]16  All Natural.esp  [Version 0.9.8]17  All Natural - SI.esp  [Version 0.9.8]18  All Natural - EW + NW + AWS.esp  [Version 0.9.6]19  Kvatch Rebuilt Weather Patch.esp1A  IWRRetroFittedLights.esp1B  IWRRetroFittedShutters.esp1C  IWRRetroFittedWindows.esp1D  Enhanced Economy.esp  [Version 3.3.4]1E  moDem's City Life.esp1F  DLCHorseArmor.esp20  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]21  DLCOrrery.esp22  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]++  DLCOrrery Vwalk.esp23  DLCVileLair.esp24  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]25  DLCMehrunesRazor.esp26  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  DLCMehrunesRazor Vwalk UOP.esp27  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]28  It's A Wig!.esp29  DLCThievesDen.esp2A  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2B  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]++  DLCThievesDen Vwalk UOP.esp2C  Cobl Glue.esp  [Version 1.72]2D  Cobl Si.esp  [Version 1.63]++  FCOM_Cobl.esp  [Version 0.9.9]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  Oscuro's_Oblivion_Overhaul Vwalk.esp2F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]30  FCOM_Convergence.esp  [Version 0.9.9Mb3]31  FCOM_RealSwords.esp  [Version 0.9.9]32  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]33  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_NoWyverns.esp  [Version 0.9.9]34  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Increased.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]3C  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellers4OOO Vwalk.esp3D  TamrielTravellersItemsnpc.esp  [Version 1.39c]3E  TamrielTravellersItemsCobl.esp  [Version 1.39c]3F  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellers Vwalk.esp++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]40  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]41  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]42  OOO-WaterFish.esp  [Version 1.34]++  EVE_StockEquipmentReplacer4FCOM.esp43  ImpeREAL Empire - Unique Forts.esp44  Kragenir's Death Quest.esp45  KDQ - Rural Line Additions.esp46  Kvatch Rebuilt.esp47  OCC-KR-Patch.esp++  Kvatch Rebuilt - OOO Compatibility.esp++  Kvatch Rebuilt Vwalk.esp48  LetThePeopleDrink.esp  [Version 2.5]49  Lycanthrope.esp4A  Lycanthrope 2.esp4B  Side's Sailing Ships.esp4C  Tombstone Epitaphs - The Unveiling.esp4D  DLCBattlehornCastle.esp4E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]4F  DLCFrostcrag.esp50  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]++  DLCFrostcrag Vwalk.esp51  Knights.esp52  Knights - Unofficial Patch.esp  [Version 1.0.9]++  Knights Vwalk UOP.esp++  EVE_KnightsoftheNine.esp53  OCC-KOTN-Patch.esp  [Version 2.1]54  PONLights.esp55  PONWindows.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]56  ElsweyrAnequina.esp++  ElsweyrAnequina v2 Vwalk.esp57  xuldarkforest.esp  [Version 1.0.3]58  xulStendarrValley.esp  [Version 1.2.1]59  xulTheHeath.esp5A  XulEntiusGorge.esp5B  xulFallenleafEverglade.esp  [Version 1.3.1]5C  xulColovianHighlands_EV.esp  [Version 1.2.1]5D  xulChorrolHinterland.esp  [Version 1.2.2]++  xulChorrolHinterland Vwalk.esp5E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]5F  xulBravilBarrowfields.esp  [Version 1.3.2]++  xulBravilBarrowfields Vwalk.esp60  xulLushWoodlands.esp  [Version 1.3]61  xulAncientYews.esp  [Version 1.4.2]62  xulAncientRedwoods.esp  [Version 1.6]63  xulCloudtopMountains.esp  [Version 1.0.3]64  xulArriusCreek.esp  [Version 1.1.3]65  xulPatch_AY_AC.esp  [Version 1.1]66  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]67  xulPantherRiver.esp68  xulRiverEthe.esp  [Version 1.0.2]69  xulBrenaRiverRavine.esp  [Version 1.0.2]++  xulBrenaRiverRavine Vwalk.esp6A  xulImperialIsle.esp  [Version 1.6.3]++  xulImperialIsle Vwalk.esp6B  xulBlackwoodForest.esp6C  xulCheydinhalFalls.esp  [Version 1.0.1]6D  xulAspenWood.esp  [Version 1.0.1]++  xulAspenWood Vwalk.esp6E  xulSkingradOutskirts.esp++  xulSkingradOutskirts Vwalk.esp6F  bartholm.esp70  bartholm - EE patch.esp  [Version 1.0]71  Open Cities New Sheoth.esp  [Version 1.1]72  Open Cities Bartholm.esp  [Version 1.0.3]73  Open Cities Anvil.esp  [Version 3.3.3]74  Open Cities Bravil.esp  [Version 3.3.3]75  Open Cities Bruma.esp  [Version 3.3.3]76  Open Cities Cheydinhal.esp  [Version 3.3.3]77  Open Cities Chorrol.esp  [Version 3.3.3]78  Open Cities Leyawiin.esp  [Version 3.3.1]79  Open Cities Skingrad.esp  [Version 3.3.3]7A  Open Cities Outer Districts.esp  [Version 3.3.2]7B  OCC-ULCH-Patch.esp  [Version 2.2]++  OCC-COBL-Wells.esp7C  OCC-OOO-Patch.esp  [Version 2.3]7D  Clintmichs Beautiful Imperial City Arboretum.esp7E  Sylar_INNMergedCyrodillInnsRevised.esp7F  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]80  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]81  EVE_ShiveringIslesEasterEggs.esp82  P1DkeyChain.esp  [Version 5.00]83  sixdarkness_Eng_only_last.esp84  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.esp85  ANB_Dynamic_Regen.esp86  LeveledMagicka.esp87  RshAlchemy.esp88  RshAlchemyRecipes.esp89  RenGuardOverhaul.esp8A  RenGuardOverhaulShiveringIsles.esp8B  DeadlyReflex 5 - Combat Moves.esp8C  Duke Patricks - Actors Can Miss Now.esp8D  RetroHealth.esp8E  Ultimate 3rd Person Camera.esp++  OOO-Level_Stock.esp  [Version 1.33]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]8F  Nec-Character_Sonnet_Mature.esp90  CuteElf11.esp  [Version 1.2]91  Elves Of Lineage II.esp92  Chocolate Elves.esp93  CM Partners.esp++  CM Partners Vwalk.esp94  CM Partners NPC.esp++  CM Partners NPC Vwalk.esp95  CM Partners Extra NPCs.esp++  CM Partners Extra NPCs Vwalk.esp96  cm lula wild.esp97  A CM Partner - Caitlynn (Sonnet Remix).esp98  CM Jessica.esp99  CM Partner - Ace the Rottweiler.esp9A  CM Partner - Aries the Dalmation.esp9B  CM Partner - Blackjack the Mongrel.esp9C  CM Partner - Roscoe the Labrador.esp9D  cmAbbeyAeryn.esp9E  cmSashaSonja.esp9F  kgt_Aida.espA0  RavenCM2.espA1  Three CM Partners.espA2  Saerileth.espA3  sixycompanion.espA4  DAValeriaCuteElf.espA5  Cobl Races.esp  [Version 1.52]A6  Cobl Races TNR.esp  [Version 1.53]A7  Cobl Races TNR SI.esp  [Version 1.53]A8  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]A9  bgMagicEVPaperChase.esp  [Version 1.68EV]++  Cobl Races - Balanced.esp  [Version 1.52]++  EVE_KhajiitFix.espAA  UnnecessaryViolence.espAB  Viconia.espAC  Viconia Vwalk.espAD  sixyTops.espAE  Open Cities Road Record.espAF  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.8]B0  Bashed Patch, 0.espB1  Duke Patricks - Combat Archery.esp++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]


any help?
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Tue Dec 29, 2009 6:55 pm

Something with your Cute Elf mod. Hope this helps.
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Tue Dec 29, 2009 9:13 am

I've been having a problem with Wrye Bash not holding on to it's load order. Upon opening (277) I'm told that a varying number of mods have been reordered. Sometimes it is only two or three and sometimes it is over a hundred. Sometimes the patch is unhappy. Sometimes it is green. If it is unhappy, putting a few mods which had been moved to 'none' back in their groups fixes it. Problems started when I tried BOSS, but removing everything BOSS except the masterlist hasn't help. Also can't save the mod order. I can go through the motions. The new list with stay where it is supposed to be, but if I shutdown Bash it will disappear.
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Tue Dec 29, 2009 11:27 am

I want to thank PacificMorrowind and give an apology to the people involved with Wrye. I got my ancient version working. I still have a poor opinion about Python, hehe.
User avatar
Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Tue Dec 29, 2009 8:28 am

I've been having a problem with Wrye Bash not holding on to it's load order. Upon opening (277) I'm told that a varying number of mods have been reordered. Sometimes it is only two or three and sometimes it is over a hundred. Sometimes the patch is unhappy. Sometimes it is green. If it is unhappy, putting a few mods which had been moved to 'none' back in their groups fixes it. Problems started when I tried BOSS, but removing everything BOSS except the masterlist hasn't help. Also can't save the mod order. I can go through the motions. The new list with stay where it is supposed to be, but if I shutdown Bash it will disappear.


You don't mention lock times. Make sure it's turned off. With lock times on, Wrye Bash will reorder the mods after using BOSS.
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

PreviousNext

Return to IV - Oblivion