Congrats for the new release :celebration:
A few remarks based on svn 843 (which is the same as Bash v291 except for maybe the changelog date bump):
- Compared to Bash v290, installing and uninstalling BAIN packages has become significantly slower with the exact same settings (I haven't enabled obse plugin install for now, and I have added a few more packages to the list, but nothing significant compared to the current total of 738).
- I was looking at my (CBash) bashed patch in TES4Edit and I came across this, which I didn't like much:
http://imagebin.org/133966
Apparently with the mods I have installed, Julienne Fanis is supposed to sell lights and offer alchemy training, but (as the readme confirms) the Actors.AIData patcher works by overwriting not by merging. Just to make sure I understand, does this mean she'll never sell the torches (i.e. Lights) added by the Torch Compendium? I was wondering if it was possible to modify this patcher so it merges instead of overwriting; contrary to other patchers here merging always seems to be a clear benefit with little chance of stupid results.
I'm also a bit surprise that the "Teaches" and "Maximum training level" are carried through from Universitum Arcanorum.esp, even though the last mod tagged with Actors.AIData in my list is Mart's Monsters Mod for OOO. Or maybe they are managed by a different patcher?
All in all this makes me question the wisdom of adding all these Actors.* tags to huge mods like OOO and MMM. It kind of forces every other mod loading later to have the proper tags enabled unless they want to suffer a big messup such as an essential quest vendor not selling the right stuff.
- Also, I have ideas for:
-- a new tweak patcher: "Remove loading screen quotes" (keep the pictures of course).
-- a new patcher for applying some loading screen quotes from a .csv file
-- a new tag to remove loading screens from specific mods. I think that a "remover" tag would be a novelty, but the point of the idea is to clear any mod-added loading screens that don't fit your theme. For instance you're using DarkUI loading screens and then a Unique Lanscapes one comes up with the vanilla colors... very jarring. You can always hand-edit the esp, but I'm looking for a less intrusive solution.
-- a new DontTweakME tag or something of the sort. The reason being that some utility mods such as StatCleaner or Kuertee's Clean Up end up as masters to the bashed patch (probably because their quest didn't have an icon and I activated the missing icon tweak), and not only is that useless, it's pretty annoying since those are utility mods I like to enable/disable at will. My current solution is a custom BOSS userlist.txt to move them after the bashed patch, but it's getting a bit long.
- Wrye Bash has this to say if you don't deactivate a NoMerge tagged mod:
Following mods are tagged NoMerge and should be deactivated and imported into the bashed patch but are currently active.
I think this is wrong, since the NoMerge tag actually has a valid use to indicate that a mod should stay active and not be merged: when a bsa depends on it for loading. This happens in particular with Alluring potion bottles, a graphical replacer with assets compressed in a bsa.
For mods that really should be deactivated and imported, I suggest we use the NoMerge + Deactivate +
. It's much more explicit. Actually I'm in the process of adding the Deactivate tag to a few pure graphical replacers in the BOSS masterlist. I reverted those BOSS changes until we can come to an agreement on these tags and update the documentation.