[RELZ] Wrye Bash -- Thread 69

Post » Sat Jun 18, 2011 5:54 am

Continuing from the http://www.gamesas.com/index.php?showtopic=1200323...

Wrye Bash is a mod management tool for Oblivion. It has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has.

Download: http://tesnexus.com/downloads/file.php?id=22368

Documentation:
  • http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/Wrye%20Bash.html (also included in the download as "Wrye Bash.html" in the Mopy folder)
  • http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
  • alt3rn1ty's http://www.tesnexus.com/downloads/file.php?id=35230
  • Waruddar's Bashed Patch option reference (see bottom of this post)
  • Metallicow's BAIN http://www.tesnexus.com/downloads/file.php?id=38857

Screenshots:
  • http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/building_bashed_patch_1.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/building_bashed_patch_2.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/building_bashed_patch_3.png
  • http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/installers_tab.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/installers_tab_conflicts.png
  • http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/mods_tab.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/saves_tab.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/ini_edits_tab.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/screenshots_tab.png

Requirements:
  • It's easiest to just download the WryePython04 package, or the older WryePython03a: http://tesnexus.com/downloads/file.php?id=22368 | http://www.fliggerty.com/phpBB3/viewtopic.php?f=54&t=4233
  • If you want to do things manually:
    Spoiler
    • Python 2.5:
      • http://www.python.org/ftp/python/2.5.4/python-2.5.4.msi
      • http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.11.0-py25.exe
      • http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download *included in Wrye Python 03a/04
      • http://sourceforge.net/projects/psyco/files/psyco/1.6/psyco-1.6.win32-py25.exe/download (optional)
      • http://sourceforge.net/projects/pywin32/files/pywin32/Build216/pywin32-216.win32-py2.5.exe/download
    • Python 2.6: *included in Wrye Python 03a (With the exception of wxPython 2.8.12.0 ansi - 03a includes 2.8.11.0)
      • http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi
      • http://sourceforge.net/projects/wxpython/files/wxPython/2.8.12.0/wxPython2.8-win32-ansi-2.8.12.0-py26.exe
      • http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download
      • http://www.voidspace.org.uk/downloads/psyco-1.6.win32-py2.6.zip (optional)
      • http://sourceforge.net/projects/pywin32/files/pywin32/Build216/pywin32-216.win32-py2.6.exe/download
    • Python 2.7: *included in Wrye Python 04
      • http://www.python.org/ftp/python/2.7.1/python-2.7.1.msi
      • http://sourceforge.net/projects/wxpython/files/wxPython/2.8.12.0/wxPython2.8-win32-ansi-2.8.12.0-py27.exe *unicode version included in Wrye Python 04
      • http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download
      • http://sourceforge.net/projects/pywin32/files/pywin32/Build216/pywin32-216.win32-py2.7.exe/download
    • Python 3.x: NOT Supported
    • Other setups _may_work_, but these are probably the most widely used and tested.
  • If you're using the Standalone version, you don't need any of the Python components, however you may need the http://www.microsoft.com/downloads/en/confirmation.aspx?familyid=ba9257ca-337f-4b40-8c14-157cfdffee4e&displaylang=en.

Development: The project is hosted at https://sourceforge.net/projects/oblivionworks/develop. Want a feature? Request it https://sourceforge.net/tracker/?group_id=284958&atid=1207904! Want to get involved? Patches are welcome https://sourceforge.net/tracker/?group_id=284958&atid=1207903! Feeling brave? SVN versions are often half working, have serious problems, or Just Don't Work™! If you know what you're doing and still want to help us test new features and track down bugs, download the SVN http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/?view=tar!

Installation:
  • If you are installing for the first time, make sure you have installed WryePython04 package from http://tesnexus.com/downloads/file.php?id=22368, unless you plan on using the Standalone version.
  • Then just download and run the installer for the most recent release. You can upgrade this way too.
  • For manual installations/upgrades, download the archive version and extract in your Oblivion game folder (so that the Mopy directory appears in the Oblivion directory)
  • For WBSA (Wrye Bash StandAlone) versions, no Python components are required, but remember it is a beta and there are currently issues (see the section under Reporting Bugs.)

Reporting Bugs:
  • Try to give us enough information to diagnose your problem. The following is useful information for us:
    Spoiler
    • What are all the symptoms? Be sure to include what you did (step-by-step is helpful), what you expected, and what happened.
    • If Oblivion isn't installed in the default location, where is it installed?
    • What version of the python components are installed?
      • Python
      • wxPython
      • ComTypes
      • psyco
      • PyWin32
    • What version of Windows are you using? Is UAC enabled?
    • Is CBash enabled? If so, what version is displayed? Does the problem exist if you disable CBash (rename CBash.dll to any other name)?
    • What version of Wrye Bash are you using? If you're using the SVN, be sure to include the revision number.
    • Are you using a bash.ini? If so, include its contents (in spoiler tags, please!)
    • Is the problem related to the Bashed Patch? If so include the following:
      • Your Load Order (in spoiler tags). Get this by right clicking on a column header in the Mods tab, and selecting 'List Mods...'
      • Your Bashed Tags (in spoiler tags). Get this by right clicking on a column header in the Mods tab, and selecting 'List Bash Tags...'
      • Your Bashed Patch config (in spoiler tags). Get this by right clicking on the Bashed Patch and selecting 'List Patch Config...'
  • If you're using the WBSA, things are a bit trickier. There are currently a few known issues:
    • Wrye Bash wont work correctly if you launch it from the command line (DOS). Always launch by double clicking the exe or a shortcut to it.
    • Due to issue #1, no debug mode is available. Some errors that happen will still be printed either to a "Wrye Bash.exe.txt" file, or to the "stdout/stderr" window that shows up with errors sometimes.
    • There may be plenty more...just think of them as "undocumented features"
  • If you think you've found an error in the WBSA, be sure to uninstall ALL python components and test it again first, to be sure we get an accurate report. Having python installed can sometimes trick the WBSA into thinking that it has all of the files it requires, even if it really doesn't.

Linking:
  • If you'd like to link to Bash from somewhere else, please do! But be sure to link to either http://tesnexus.com/downloads/file.php?id=22368 or http://sourceforge.net/projects/oblivionworks/. Don't link to the actual Bash zip file, since that changes fairly frequently.

Bain
  • Install/uninstall mods from zip, 7z, rar, etc., or just from a directory of uncompressed files. No OMODs required!

Bashed Patches
Get more mods working together than you ever thought possible! Customize the game to your liking!
  • Merge leveled lists
  • Merge TNR faces over other changes to npcs
  • Merge race eye/hair/body/voice changes over other changes to races
  • Merge entire mods into the bashed patch, allowing mods beyond the 255 plugin limit
  • Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
  • Tweak global settings

Repair/Edit Stuff
  • Repair frozen animations
  • Repair missing hair CTD bug
  • Remove spells from spell list
  • Rename created spells and enchanted items
  • Remove savegame bloating (one use of this reduced a 158 Mb save to 2.5 Mb)
  • Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
  • Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
  • Easily generate html readmes using wiki-like syntax.

Mod, Savegame, and Screenshot Management
  • Auto-Ghost mods to reduce http://www.gamesas.com/index.php?showtopic=941296.
  • View, delete, batch rename, duplicate, open, etc.
  • Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
  • Readme Browser: Quickly view readme of currently selected mod.
  • Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.
  • Launch Oblivion and TESCS (with or without OBSE).

You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
  • Accurately and quickly managing your load order (correctly sorts ESMs)
  • Locking your load order (so updated mods automatically load in the exact same spot as the old version)
  • Checking your load list for problems (missing mod dependencies)
  • Checking savegames against load list and syncing load list to savegame
  • Archive Invalidation (now supports BSA-alteration BSA-redirection method)
  • Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)

For mod-makers:
  • Add a master to a plugin (for mod de-isolation)
  • Change master entry in plugin (for mod de-isolation)
  • Locking your load order (so changes you make don't move the plugin to the end of your load list)
  • Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)


Fallout 3:
  • TheLORDofDOOM has taken on making a FO3 version, Wrye4Fallout3... and
    here's the first little bit of it (not all translated to account for FO3 but it's showing promise). And another, a bit further along, by Valda called http://www.gamesas.com/index.php?showtopic=1102449.

Other news:
  • There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers. You can also use it for support requests/questions if you desire.

Latest Version:
=== 292 [10/6/2011] [Gratis_monsta,Leandro Conde,myk002,PacificMorrowind,Lojack,VadersApp,valda]
Spoiler
  • CBash is live! The default install now uses CBash.
  • Bashed Patch:
    • Race Patcher
      • Fixed error with setting race eyes for some uncommon races.
      • eyes with undefined meshes now skipped and removed from races rather than causing fatal warning.
      • CBash random eye setting fixed (was choosing only one eye per race).
    • Fix for typos in CBash SpellStats Patcher
    • Tweak Actors patcher:
      • Added note to MAO patcher that it requires MAO.
      • Added a VORB patcher (requires VORB).
      • Added Bigger Nords and Orcs tweaker
      • sixy Walk and Real Walk tweakers finally fixed to not replace the current animations but add the Swalk/Rwalk animation. (and CBash version of each added)
    • Tweak Settings (GMST) patcher:
      • Now handles deleted GMSTs correctly (skips) instead of choking to death on them. (contributed by Leandro Conde)
      • AI: Max Smile Distance tweak added.
      • Combat: Max Ally Hits tweak added.
    • Import Names:
      • Merged Random NPC Names csvs (deleted old single csvs). (Contributed by Gratis_monsta)
      • Added OOO Potion Names.csv - reverts OOO's alcoholic beverage naming to vanilla. (Contributed by Gratis_monsta)
      • Updated Guard_Names.csv to support more mods. (Contributed by Gratis_monsta)
    • Mark mergeable detection of other mods requiring current mod fixed.
    • Tweak Assorted patcher:
      • Added Set Sound Attenuation Levels tweaker.
      • Added 'Set Sound Attenuation Levels: Nirnroot only' tweaker.
      • Added 'Faction crime Gold Multiplier Fix' tweaker.
      • Added 'No Light Fade Value Fix' tweaker.
    • Added a cancel button to the build progress bar.
    • New keyboard shortcuts: Ctrl+A and Ctrl+Shift+A in the patcher list box will SelectAll or DeselectAll suboptions, respectively.
    • Deleted references in the Bashed Patch will automatically be undeleted and disabled.
  • BAIN:
    • Speed improvement for package uninstallation (moved data folder readonly setting clearing to a do once each launch of Bash instead of on each uninstall operation)
    • Size of comments section saved between launches (contributed by myk002)
    • Wizards:
      • New functions:
        • GetEspmStatus: Find the status of an installed mod (Missing, Inactive, Imported, Active, Merged)
        • EditINI: Create ini tweaks progmatically, which will can be automatically applied to either Oblivion.ini or an INI from the current installer.
        • Exec: Execute wizard lines stored in a string. Useful for dynamically creating menus.
        • endswith: Test what a string ends with.
        • startswith: Test what a string starts with.
        • lower: Convert a string to lower case.
        • find: Find the first occurrence of a substring within a string.
        • rfind: Find the last occurrence of a substring within a string.
        • GetFilename: For getting a filename from a path string.
        • GetFolder: For getting a folder name from a path string.
      • Improved For loops, for iterating over files in an installer:
        • For subpackage in Subpackages
        • For file in subpackage
      • Case Insensitive Operators: Operators that ignore the case of a string when comparing.
      • The Dot Operator
      • Bugfix RequireVersions: The version page will now show correctly if the Wrye Bash version is incorrect.
      • A new icon will indicate that an installer contains a wizard.
      • The Wizard window is now resizable, with automatic scaling images.
      • Wizards now have a back button. Be sure to note if there are any errors with this and report them.
      • Improved responsiveness of pages by extracting all images at the start of the Wizard, rather than as needed.
      • To better improve the language, Keywords that take multiple arguments must have their arguments separated by commas. Keywords that this affects:
        • SelectOne
        • SelectMany
        • RenameEspm
        • RequireVersions
        • This enables the use of expressions as arguments to Keywords. For example, previously the following was impossible:
          • name = "00 Base "
          • SelectSubPackage(name+"Textures")
      • Function DataFileExists extended to allow testing of multiple files with one function call. It will return True if all of the files exist, and False if one or more of the files does not exist. Additionally, DataFileExists will also detect ghosted ESPs and ESMs now.
      • Changed the default for Auto-Anneal/Install Wizards to be checked. Be sure to check this setting, and set it to your preference.
    • Added a cancel button to the Refresh Data progress bar.
    • New option 'Auto-Refresh gamesas Content' will tell BAIN to also scan Vanilla Oblivion BSAs, ESMs, and ESPs.
    • Extracting OMODs to projects: If you drag and drop omod(s) into the BAIN window, they will be extracted into projects.
    • new ini option bClearRO to enable/disable automatic clearing of readOnly flags from mods directory - will speed things up to disable but risk error on uninstalling in older installs/non-BAIN installed installations
    • new ini option sOblivionTexturesBSAName in case you've for some reason renamed you oblivion - textures - compressed.bsa to something else.
  • Saves Tab:
    • Yes to All option for overwrite on Move/Copy Saves
    • 'Move To behaves identical to Copy To for savegame files' bug fixed (at looong last).
    • Statistics report now properly displays the Hexadecimal Mod Index instead of decimal.
  • General:
    • Fixed s7zExtraCompressionArguments to actually get the value from the ini (typo in ini which meant the value wasn't getting recognized as present).
    • Fixed packing arguments to properly non fatally use 7zExtraCompressionArguments.
    • Import Scripts CBash and non-CBash modes fixed to maintain Python 2.5 compatibility.
    • Now automatically removes bad tags from mods as per BOSS/BOSS userlist tagging suggestions.
    • updated Wrye Text->Html Function to write valid xhtml 1.0 Strict.
      • updated html snippets in wizards.txt to turn into valid xhtml 1.0 Strict when ran through Wrye Text->Html converter.
      • updated html snippets in Wrye bash.txt to turn into valid xhtml 1.0 Strict when ran through Wrye Text->Html converter.
    • Improved INI Edits tab UI:
      • Column width is remembered now.
      • Shows the contents of an INI tweak, including status of each line in it compared to the master INI.
      • Shows the contents of the master INI
      • Clicking on a highlighted line will also show the applicable line in the master INI or INI tweak
      • New INI Tweak file command "Copy to new Tweak", for creating a tweak file with the same settings as the target INI.
      • Bugfix for batch script ini's that would incorrectly replace some variables.
    • Various small UI improvements
    • regex for TesNexus searching updated to work with a few less common mod archive name formats.
    • Support for BOSS 1.7.
    • New automatic taglist generator to generate the taglist from the masterlist.
    • New option to see all the tags on all installed/selected mods.
    • Taglist updated to BOSS rev 2608.
    • Removed Balo and the Replacers Tab from the UI. To re-enable, set bEnableBalo or bEnableReplacers to True as applicable in bash.ini
      • These features may be removed in future versions.
    • Wrye Bash will now automatically reset all BSA timestamps to 01-01-2006. To disable this, set bResetBSATimestamps to False in bash.ini
    • In cases where the bUseMyGameDirectory is 0 in oblivion.ini Wrye Bash will now read/write plugins.txt in the Oblivion (or Nehrim as the case may be) folder instead of appdata folder.
    • Unicode improvements: (all only applicable in unicode mode)
      • Fixed viewing/saving modfiles with tejón and other non-ascii author names.
      • Fixed project view/scanning for projects containing non-ascii filenames.
      • Fixed project->archive packaging for projects that contain files with non-ascii names.
      • Warning added if using Unicode Wrye Bash but using non-unicode wxPython.
      • Fixed viewing savefile with non-ascii data (contributed by valda).
      • Fixed omod config viewing/editing wtih non-ascii data.
      • Fixed manipulation (install/uninstall/Pack to archive/delete etc.) of projects/archives with non-ascii project/archive name (contributed by valda).
      • Fixed translateable messages to be returned in unicode (contributed by valda).
    • Steam support improvement: now launches Oblivion via Oblivion.exe rather than obselauncher.exe (as is required with Steam).
    • Selectable jpeg quality in the Screenshots Tab.
    • Wrye Bash will check directory permissions at startup, and give an error if the correct permissions are not available.
    • Advanced ini options for compatibility with mTES4 Manager: sInstallersData and sBashModData to specify where Installers.dat, Converters.dat, etc are stored by Wrye Bash.
    • Added an option to the Mod Checker to scan for deleted references, and if CBash is enabled, Identical to Master records. The number of ITM records reported in this check will usually be slightly less than TES4Edit will report, due to not checking GRUP records.
    • New mod command List Patch Config..., for posting your Bashed Patch configuration on the forums.
    • Readme updated and thoroughly spellchecked (in American English).


Patch option reference (by Waruddar):
Spoiler

Please note, when I say that it should be checked, that only applies if there are items on the right side as well (except for one patch option which is detailed below). Also when I say mods, I mean just that, mods. Don't check any of the csv files unless you know that they're what you want.

Alias Mod Names
  • Should you check it? Not normally.
  • What does it do? If a mod has been renamed, it allows patch options that use the original mod name to know that it needs to use the new mod name instead.
  • When does the user need it? If for instance, you rename Oscuros_Oblivion_Overhaul.esp to OOO.esp (for whatever reason), you'll need this option so that Bash knows that OOO.esp is really Oscuros_Oblivion_Overhaul.esp.

Merge Patches
  • Should you check it? Yes. Unless you need it, it won't help you, but it also doesn't hurt to have it active.
  • What does it do? It copies mods into the Bashed Patch so that they don't have to be active.
  • When does the user need it? If you're running out of space in your load order (Oblivion can only handle 255 mods at a time) this can merge some mods into the Bashed Patch so that you have more space. Some mods have to be merged to work properly (filter mods, Item Interchange), but this should be noted in the mod's readme.
  • When does a modder need it? If you're creating a filter or item interchange type mod. See the readme for details.

Replace Form IDs
  • Should you check it? No. This is an advanced option. If you need it, you'll know it (or be instructed to use it).
  • What does it do? It replaces a set of formIDs with another set of formIDs defined by a csv file.
  • When does the user need it? If you want to replace all usage of one item for another. For instance, P1DCandles replaces all static, non-movable candles with candles that can be picked up, moved around, stolen, etc. It only works for Oblivion.esm though. This option allows P1DCandles to work for all mods (assuming you have the original mod installed).
  • When does a modder need it? If you're systematically replacing a formID with another, this will do the work for you. It also works across all mods the user has.

Import Actors
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor aggression, confidence, energy level, responsibility, services, training skill, or training level you need to tag the mod with 'Actors.AIData'.
    • Actor skills (armorer, athletics, etc), health, attributes (strength, speed, etc) you need to tag the mod with 'Actors.Stats'.
    • Actor base spell, fatigue, barter gold, level, calc min, calc max, IsBiped, six, IsEssential, IsWeaponAndShield, IsRespawn, IsSwims, IsFlies, IsWalks, IsAutoCalc, IsPCLevelOffset, IsNoLowLevel, IsNoBloodSpray, IsNoBloodDecal, IsNoHead, IsNoRightArm, IsNoLeftArm, IsNoCombatInWater, IsNoShadow IsNoRumors, IsSummonable, IsNoPersuasion, IsCanCorpseCheck you need to tag the mod with 'Actors.ACBS'.
    • NPC class you need to tag the mod with 'NPC.Class'.
    • NPC race you need to tag the mod with 'NPC.Race'.
    • Actor combat style you need to tag the mod with 'Actors.CombatStyle'.
    • Creature blood spray path, blood decal path you need to tag the mod with 'Creatures.Blood'.
    • Actor model path, bound radius, modt you need to tag the mod with 'Actors.Skeleton'.

Import Actors: AIPackages
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures AI Packages and want those changes to be preserved even if another mod changes the same NPC / Creature. This merges the AI Packages so that they are all present from all tagged mods.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor AI Packages you need to tag the mod with 'Actors.AIPackages'. If you're re-adding an AI Package that was previously removed, you need to tag the mod with 'Actors.AIPackagesForceAdd' as well.

Import Actors: Animations
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures animations and want those changes to be preserved even if another mod changes the same NPC / Creature. This merges the animations so that they are all present from all tagged mods.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor animations you need to tag the mod with 'Actors.Anims'.

Import Actors: Death Items
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures death items (items that are added to the NPC / Creature only when it dies) and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor Death Items you need to tag the mod with 'Actors.DeathItem'.

Import Actors: Spells
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you add or remove an actor's spell and it is important that the change is kept you need to tag the mod with 'Actors.Spells'. If you're re-adding a spell that was previously removed, you need to tag the mod with 'Actors.SpellsForceAdd' as well.

Import Cells
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to cells (the areas your character can enter) and want those changes to be preserved even if another mod changes the same cell. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Cell climate, or IsBehaveLikeExterior you need to tag the mod with 'C.Climate'.
    • Cell music type you need to tag the mod with 'C.Music'.
    • Cell name you need to tag the mod with 'C.Name'.
    • Cell owner, rank, global variable, or IsPublicPlace you need to tag the mod with 'C.Owner'.
    • Cell water, water height, IsHasWater you need to tag the mod with 'C.Water'.
    • Cell ambient, directional, or fog lighting you need to tag the mod with 'C.Light'.
    • Cell flags not mentioned above you need to tag the mod with 'C.RecordFlags'. Use with care, it also overrides the above flags.

Import Factions
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the factions that an NPC / Creature belongs to and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Adding a faction, removing a faction, or changing the actor's rank in a faction you need to tag the mod with 'Factions'.

Import Graphics
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever mod graphics you prefer.
  • What does it do? Some mods make changes to the graphics of the game. This ensures that the graphics from the mod(s) you like are preserved even if another mod changes the same graphics.
  • When does the user need it? If you use a mod that changes the graphics of the game, and you want those graphics to always be used even if another mod changes the graphics to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Graphics':
    • Birthsign icon path
    • Loading Screen icon path
    • Class icon path
    • Land texture icon path
    • Region icon path
    • Activator model path, bound radius, or modt
    • Door model path, bound radius, or modt
    • Flora model path, bound radius, or modt
    • Furniture model path, bound radius, or modt
    • Grass model path, bound radius, or modt
    • Static model path, bound radius, or modt
    • Potion/Poison icon path, model path, bound radius, or modt
    • Ammo icon path, model path, bound radius, or modt
    • Alchemical Apparatus icon path, model path, bound radius, or modt
    • Book icon path, model path, bound radius, or modt
    • Ingredient icon path, model path, bound radius, or modt
    • Key icon path, model path, bound radius, or modt
    • Light icon path, model path, bound radius, or modt
    • Misc icon path, model path, bound radius, or modt
    • Sigil Stone icon path, model path, bound radius, or modt
    • Soul Gem icon path, model path, bound radius, or modt
    • Weapon icon path, model path, bound radius, or modt
    • Tree icon path, model path, bound radius, or modt
    • Armor or Clothing male body (model path, bound radius, or modt), male world, male icon path, female body, female world, female icon path, or flags (IsHead, IsHair, etc)
    • Creature body parts or nift
    • Magic Effect icon path, model path, bound radius, modt, effect shader, enchant effect or light
    • Almost anything in an Effect Shader

Import Inventory
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the items that an NPC / Creature / Container start with and want those changes to be preserved even if another mod changes the same NPC / Creature / Container. This merges all these changes.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you add, remove, or change the count of an item in an NPC / Creature / Container and it is important that the change is kept you need to tag the mod with 'Invent'.

Import NPC Faces
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever mod has the NPC faces that you prefer.
  • What does it do? Some mods make changes to NPC faces. This ensures that the NPC faces from the mod(s) you like are preserved even if another mod changes the same NPC faces.
  • When does the user need it? If you use a mod that changes the NPC faces of the game, and you want those NPC faces to always be used even if another mod changes the NPC faces to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • NPC Face-Gen Symmetric, Face-Gen Asymmetric, Face-Gen Texture Symmetry, eyes, hair, hair length, hair color, fnam you need to tag the mod with 'NpcFaces'. You may tag it with 'NpcFacesForceFullImport' if you want all of the previous attributes to be kept even if they haven't been changed.

Import Names
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever file has the names that you prefer.
  • What does it do? Some mods make changes to the various names in the game. This ensures that the names from the mod(s) you like are preserved even if another mod changes the same name.
  • When does the user need it? If you use a mod that changes the names of things in the game, and you want those names to always be used even if another mod changes the names to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Names':
    • Class name
    • Faction name
    • Hair name
    • Eyes name
    • Race name
    • Magic Effect name
    • Enchantment name
    • Spell name
    • Birthsign name
    • Activator name
    • Alchemical Apparatus name
    • Armor name
    • Book name
    • Clothing name
    • Container name
    • Door name
    • Ingredient name
    • Light name
    • Misc name
    • Flora name
    • Furniture name
    • Weapon name
    • Ammo name
    • NPC name
    • Creature name
    • Soul Gem name
    • Key name
    • Potion/Poison name
    • Sigil Stone name
    • World name
    • Cell name
    • Dialogue name
    • Quest name

Import Relations
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the way that a faction interacts with another faction and want those changes to be preserved even if another mod changes the same faction. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you add, or change the relation that a faction has with another and it is important that the change is kept you need to tag the mod with 'Relations'.

Import Roads
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the layout of the world, and this requires that the roads match the new layout even if another mod changes the same world. This ensures that the road is kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you change the road record of a world, and want that road kept even if the world is possibly changed by a later mod, you need to tag the mod with 'Roads'.

Import Script Contents
  • Should you check it? No.
  • What does it do? It copies the actual script into the bashed patch.
  • When does the user need it? Never.
  • When does a modder need it? Never. It has a good chance of breaking the patch unless you know exactly what you're doing. It is disabled in CBash mode for safety.

Import Scripts
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the script associated with an object and want those changes to be preserved even if another mod changes the same object. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Scripts':
    • Activator script
    • Potion/Poison script
    • Alchemical Apparatus script
    • Armor script
    • Book script
    • Clothing script
    • Container script
    • Creature script
    • Door script
    • Flora script
    • Furniture script
    • Ingredient script
    • Key script
    • Light script
    • Leveled Creature script
    • Misc script
    • NPC script
    • Quest script
    • Sigil Stone script
    • Soul Gem script
    • Weapon script

Import Sounds
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever mod has the sounds that you prefer.
  • What does it do? Some mods make changes to the various sounds in the game. This ensures that the sounds from the mod(s) you like are preserved even if another mod changes the same sound.
  • When does the user need it? If you use a mod that changes the sounds of things in the game, and you want those sounds to always be used even if another mod changes the sounds to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Sound':
    • Activator sound
    • Container open, close sounds
    • Creature foot weight, inherits sounds from, other sounds
    • Door open, close, loop sounds
    • Light sound
    • Magic Effect casting, bolt, hit, area sounds
    • Weather sounds

Import Spell Stats
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise (such as if you're using a spell overhaul, you'll probably want to only check that overhaul).
  • What does it do? Some mods change spells in order to fix bugs or to rebalance them. This ensures that these changes are kept even if another mod doesn't use the same changes.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other. Some mods may instruct you on which items should be checked.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'SpellStats':
    • Spell name, cost, level type, spell type

Import Stats
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise (such as if you're using an item overhaul, you'll probably want to only check that overhaul).
  • What does it do? Some mods change items in order to fix bugs or to rebalance them. This ensures that these changes are kept even if another mod doesn't use the same changes.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other. Some mods may instruct you on which items should be checked.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Stats':
    • Potion/Poison weight, value
    • Ammo weight value, damage, speed, enchantment points
    • Alchemical Apparatus weight, value, quality
    • Armor weight, value, health, strength
    • Book weight, value, enchantment points
    • Clothing weight, value, enchantment points
    • Ingredient weight, value
    • Key weight, value
    • Light weight, value, duration
    • Misc weight, value
    • Sigil Stone weight, value, uses
    • Weapon weight, value, health, damage, speed, reach, enchantment points

Globals
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Sets various global values for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Actors
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Makes various changes to actors for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Assorted
  • Should you check it? Depends. The following options are recommended for all users: Bow Reach Fix, DarNified Books if you use DarN's UI, and Nvidia Fog Fix (even if you don't have an Nvidia graphics card). Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Makes various misc changes for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Clothes
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Makes various changes to clothing for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Names
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Mostly modifies names to make them sort "better" in game. Lore Friendly Names is the exception and simply replaces one word for another for consistency.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Settings
  • Should you check it? Depends. The following options are recommended for all users: UOP Vampire Aging and Face Fix.esp. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Sets various game setting values for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Cobl Catalogs
  • Should you check it? If you use COBL, yes. Otherwise, no.
  • What does it do? It updates the in game COBL catalogs to include all ingredients and effects added by your mods.
  • When does the user need it? If you use COBL and want the in game catalogs to be accurate.

Cobl Exhaustion
  • Should you check it? If you use COBL and use its Exhaustion feature, yes. Otherwise, no.
  • What does it do? It updates greater powers added by other mods that are listed in the selected csv files so that they're compatible with COBL's Exhaustion feature.
  • When does the user need it? If you use COBL and its Exhaustion feature.

Contents Checker
  • Should you check it? Yes.
  • What does it do? It checks for some errors in your active mods.
  • When does the user need it? Always. Unless you know for certain that your actives mods are safe (because you ran this option previously and haven't changed your mods).

Leveled Lists
  • Should you check it? Yes.
  • What does it do? It merges changes to leveled lists so that mods play nicely with each other.
  • When does the user need it? Always. Advanced users may want it disabled, or may want to take it off automatic.

Morph Factions
  • Should you check it? If you use COBL and Wrye Morph, yes. Otherwise, no.
  • What does it do? It updates factions so that they are more likely to work with Wrye Morph.
  • When does the user need it? If you use COBL and Wrye Morph. Then again, you should only be using Wrye Morph if you're an advanced user, so you probably aren't reading this.

Power Exhaustion
  • Should you check it? No. It is only available for backwards compatibility.
  • What does it do? It updates greater powers added by other mods so that they're compatible with Wrye's deprecated Power Exhaustion mod.
  • When does the user need it? Never. Update to COBL Exhaustion already.

Race Records
  • Should you check it? Yes. Unlike all other options, even if there are no mods on the right, it should still be selected. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to races and want those changes to be preserved even if another mod changes the same race. This ensures that those changes are kept. It also checks for and fixes various errors as described in the patch window.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other. Some mods may instruct you on which items should be checked.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Race hairs you need to tag the mod with 'Hair'.
    • Race male height, weight, tail (model path, bound radius, modt), upper body texture path, lower body texture path, hand texture path, foot texture path, tail texture path you need to tag the mod with 'Body-M'.
    • Race female height, weight, tail (model path, bound radius, modt), upper body texture path, lower body texture path, hand texture path, foot texture path, tail texture path you need to tag the mod with 'Body-F'.
    • Race male voice you need to tag the mod with 'Voice-M'.
    • Race female voice you need to tag the mod with 'Voice-F'.
    • Race teeth lower (model path, bound radius, modt, icon path), or teeth upper (model path, bound radius, modt, icon path) you need to tag the mod with 'R.Teeth'.
    • Race mouth (model path, bound radius, modt, icon path), or tongue (model path, bound radius, modt, icon path) you need to tag the mod with 'R.Mouth'.
    • Race male ears (model path, bound radius, modt, icon path), or female ears (model path, bound radius, modt, icon path) you need to tag the mod with 'R.Ears'.
    • Race head (model path, bound radius, modt, icon path), Face-Gen Symmetric, Face-Gen Asymmetric, Face-Gen Texture Symmetry, or snam you need to tag the mod with 'R.Head'.
    • Race male attributes (strength, speed, etc) you need to tag the mod with 'R.Attributes-M'.
    • Race female attributes (strength, speed, etc) you need to tag the mod with 'R.Attributes-F'.
    • Race skills, skill modifiers you need to tag the mod with 'R.Skills'.
    • Race description you need to tag the mod with 'R.Description'.
    • Race factions (add/remove/change relation modifier) you need to tag the mod with 'R.Relations'.
    • Race spells (adding) you need to tag the mod with 'R.AddSpells'.
    • Race spells (removing or removing some and adding others) you need to tag the mod with 'R.ChangeSpells'. Don't use 'R.AddSpells' and 'R.ChangeSpells' at the same time.
    • Race eyes (adding,removing) you need to tag the mod with 'Eyes'.

SEWorld Tests
  • Should you check it? Yes (assuming you aren't using a really old patch).
  • What does it do? It fixes any quests that aren't suspended while your character is in the Shivering Isles.
  • When does the user need it? Always (assuming you aren't using a really old patch). If you don't have the Shivering Isles expansion, this won't do you any good, but it also won't hurt you. So it's safer to just leave it enabled.


User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Sat Jun 18, 2011 12:56 am

Since the last thread was closed just after I asked my question, I guess I'll just repost: I am running WBSA v 292 and I had it working fine until I installed companion Vilja and Midas Magic and rebuilt my bashed patch. now, when trying to load wrye bash, it flashes once and won't start.
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Sat Jun 18, 2011 9:43 am

Try launching it from the command prompt and/or generating a bugdump. It should give an error message in the very least.
User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Sat Jun 18, 2011 6:38 am

Have you forgotten the two issues with WBSA?

1. Wrye Bash wont work correctly if you launch it from the command line (DOS). Always launch by double clicking the exe or a shortcut to it.
2. Due to issue #1, no debug mode is available
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Sat Jun 18, 2011 4:37 am

Have you forgotten the two issues with WBSA?

Yes.

Ok, hmm. Very odd, because the WBSA should always generate a text file when an unrecoverable error occurs, it's built in to the exe, not even something any of us devs added in. Well, you could launch it from the command prompt anyway (some stuff wont work right if it does start up.) and see what it says. You could also check to make sure the pidtemp file is there, and if so try to delete it. If you can't delete it, that means some open process spawned by Wrye Bash still has a file lock on it, and you just need to kill that process.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Sat Jun 18, 2011 6:24 am

Yes.

Ok, hmm. Very odd, because the WBSA should always generate a text file when an unrecoverable error occurs, it's built in to the exe, not even something any of us devs added in. Well, you could launch it from the command prompt anyway (some stuff wont work right if it does start up.) and see what it says. You could also check to make sure the pidtemp file is there, and if so try to delete it. If you can't delete it, that means some open process spawned by Wrye Bash still has a file lock on it, and you just need to kill that process.


No luck :/ I was able to delete it, however it didn't accomplish anything, nor did wb start from command prompt.
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Sat Jun 18, 2011 4:56 pm

edit: FAIL... should have refreshed before posting since I hadn't seen any of your posts since the first.. sorry
I am running WBSA v 292 and I had it working fine until I installed companion Vilja and Midas Magic and rebuilt my bashed patch. now, when trying to load wrye bash, it flashes once and won't start.

to be able to help with a won't start kinda thing we do really need a bugdump... from the readme:
If Bash Won't Start
* **If Bash refuses to start, or quits after quickly flashing up a window...**
* Most likely there is a problem with your setup. Alternatively there may be a bug with Bash.
* You can usually figure out the problem by getting the **bug dump** and reviewing it. And if you can't puzzle it out, someone on the Elder Scrolls forums may be able to help.
* __Finding the Bugdump__
* Sometimes the error will be written to a file in the Mopy directory called __bash.log__. If that file is there, then that's the bug dump. You can open it with any text editor.
* If it's not present, then you'll have to generate the bug dump yourself...
* __Generating the Bugdump__
* Open a command shell (Start: Programs: Accessories: Command Prompt).
* __chdir__ to the Mopy directory. "chdir" means "change directory". E.g.: chdir /D "C:\Program Files\Bethesda Softworks\Oblivion\Mopy"
* __Type:__ c:\python26\python.exe bash.py -d
* If you have a different version/location of python, adapt the first argument accordingly.
* Doing this will cause any error messages that Bash generates on start to spew to the command shell. This is the bugdump.
* __Dealing with Bugdump__
* First, **look at it!** -- especially the last several lines -- this will often give you a good clue as to what the problem is, and you may be able to resolve it on your own.

or you can if using python 2.6x just use the batch file (DebugLog(Python2.6).bat in Mopy) to generate the bugdump - that spews it out to BashBugDump.log
Pacific Morrowind
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Sat Jun 18, 2011 3:35 am

As already stated, i am running WBSA, so I can't get a bugdump. Thank you for trying to help Pacific Morrowind
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Sat Jun 18, 2011 8:07 am

Did you try running it like:

Wrye Bash.exe -d

To see if anything at all would print out?

Oh and maybe try deleting your bashed patch and replacing it with the blank one.
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Sat Jun 18, 2011 5:29 am

Deleteing the Bashed patch worked! Thank you Lojack!!! :celebration:
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Sat Jun 18, 2011 6:23 am

Deleteing the Bashed patch worked! Thank you Lojack!!! :celebration:

hmm do you still have that in you recycle bin? becuase if you do I'd like to see it and see if I can figure out why it was silently failing and fix the bug. So if you have it and it would work for you could you upload it and link it or email it (pacificmorrowind)?
Glad you got it working :)
Pacific Morrowind
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Sat Jun 18, 2011 11:44 am

hmm do you still have that in you recycle bin? becuase if you do I'd like to see it and see if I can figure out why it was silently failing and fix the bug. So if you have it and it would work for you could you upload it and link it or email it (pacificmorrowind)?
Glad you got it working :)
Pacific Morrowind

sure. actually, I have a feeling it might have been my load order. I ended up deleting all my mods, and now it works fine. if you still want it, sure.
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Sat Jun 18, 2011 3:42 am

This seems new:
F:\Bethesda Games\Oblivion\Mopy\basher.py:1926: UnicodeWarning: Unicode unequal comparison failed to convert both arguments to Unicode - interpreting them as being unequal  (self.descriptionStr != self.description.GetValue()) ):

In got a similar one by activating a mod by tejon - didn't like his name (on the mods tab).

Unicode is not active in the bash.ini - and I had uninstalled all previous Wrye Python 03a in order to put in Wrye Python 04 ... is the default component in 04 the unicode version?

Otherwise I'm not sure why I'm getting these errors.
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Sat Jun 18, 2011 4:08 am

After re-installed oblivion, I rebuild the bash patch with checking bash tags one by one
The probleme with blue eye appears when i check "Race Records" even if i do not check any boxes on the right.

For the fix with COBL, wich files must i copy from the "valda-wryebash-60be6cc" folder ? All but "Wrye Bash 292 -- Archive Version" ? (i have ever installed it)


I'm sorry for my bad english, i'm a french guy :smile:
User avatar
Cartoon
 
Posts: 3350
Joined: Mon Jun 25, 2007 4:31 pm

Post » Sat Jun 18, 2011 12:05 pm

First of all a huge Thank You to all those (past and present) involved in Bash. Mash was already a requisite for playing a modded Morrowind, but Bash has taken things so much further. And with CBash working it is taking hardly any time to work its magic!

Unfortunately I have a bug report, nothing game-breaking, more of a nuisance really: it seems that neither the ImportNames:Rational Names nor the Tweak Names settings work anymore. Or rather, as far as I can tell, the changes are present in the Bashed Patch - if I use the export names function on the Bashed Patch.esp the resultant file shows the correct names - but do not show up in game. For example, Chillrend shows up in-game as 'Chillrend' rather than 'C Chillrend', 'Heal Minor Wounds' in-game rather than 'R Healing' as in the Bashed Patch. Shame, as I had gotten used to the logical names and alphabetical sorting ...
FYI, I am using a SVN from yesterday (as CBash was not working on normal WB292) with Wrye Python 04 on a Win7 PC. Any help is much appreciated!
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Sat Jun 18, 2011 6:42 am

After re-installed oblivion, I rebuild the bash patch with checking bash tags one by one
The probleme with blue eye appears when i check "Race Records" even if i do not check any boxes on the right.

For the fix with COBL, wich files must i copy from the "valda-wryebash-60be6cc" folder ? All but "Wrye Bash 292 -- Archive Version" ? (i have ever installed it)


I'm sorry for my bad english, i'm a french guy :smile:

Race Record: even if there is no mods to run it on, it will still do checks for "googly eyes" and assign hairs to NPC's that have no hair. Se yes, it is expected (the bug is not expected, but the action that triggers the bug is)

COBL fix: I'm not sure which patch from valda you're talking about. If he's posted it here or on sourceforge, then most likely it's already been merged into the SVN, otherwise you'd have to point it out to me.


First of all a huge Thank You to all those (past and present) involved in Bash. Mash was already a requisite for playing a modded Morrowind, but Bash has taken things so much further. And with CBash working it is taking hardly any time to work its magic!

Unfortunately I have a bug report, nothing game-breaking, more of a nuisance really: it seems that neither the ImportNames:Rational Names nor the Tweak Names settings work anymore. Or rather, as far as I can tell, the changes are present in the Bashed Patch - if I use the export names function on the Bashed Patch.esp the resultant file shows the correct names - but do not show up in game. For example, Chillrend shows up in-game as 'Chillrend' rather than 'C Chillrend', 'Heal Minor Wounds' in-game rather than 'R Healing' as in the Bashed Patch. Shame, as I had gotten used to the logical names and alphabetical sorting ...
FYI, I am using a SVN from yesterday (as CBash was not working on normal WB292) with Wrye Python 04 on a Win7 PC. Any help is much appreciated!
Would you mind firing up TES4Edit and taking a look at the specific entries? If you see anything wrong, just take a few screenshots and post them here. If not, could you post your load order, patch config, and bashed tags?

Oh, and @Psymon: Wrye Python 04 has the unicode wxPython, so even if unicode is disabled, every once in a while you might get something like that (shouldn't be very often though)
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Sat Jun 18, 2011 3:02 am


Would you mind firing up TES4Edit and taking a look at the specific entries? If you see anything wrong, just take a few screenshots and post them here. If not, could you post your load order, patch config, and bashed tags?



Can't see anything wrong in TES4Edit, everything named as it should be, but still wrong in-game. Unfortunately I have no account with an image hosting service, but let me know if you need screeenshots and I will sort something. Please see below for load order, etc

Load Order:
Spoiler

Masters for: quicksave.ess
00 Oblivion.esm
01 TR_OoT_Main.esm
02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
04 Cobl Main.esm [Version 1.73]
05 Ulrim's Horses.esm
06 Harvest[Containers].esm
07 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
08 Mart's Monster Mod.esm [Version 3.7b3p3]
09 Enhanced Daedric Invasion.esm
0A TamrielTravellers.esm [Version 1.39c]
0B FCOM_Convergence.esm [Version 0.9.9MB3]
0C Armamentarium.esm [Version 1.35]
0D Hemingweys Capes Improved.esm [Version 3.0b]
0E Kvatch Rebuilt.esm
0F Better Cities Resources.esm [Version 4.9.5]
10 Progress.esm [Version 2.2]
11 CustomSpellIcons.esm
** Cobl Races TNR.esp [Version 1.53]
** Cobl Races TNR SI.esp [Version 1.53]
12 Unofficial Oblivion Patch.esp [Version 3.3.5]
13 DLCShiveringIsles.esp
14 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
** Oblivion Vwalk UOS.esp
** DLCShiveringIsles Vwalk UOS.esp
** DLCShiveringIsles Vwalk DG_DS UOS.esp
15 Better Cities .esp
16 Francesco's Optional Chance of Stronger Bosses.esp
17 Francesco's Optional Chance of Stronger Enemies.esp
18 Francesco's Optional Chance of More Enemies.esp
19 Francesco's Optional Leveled Quests-SI only.esp
1A Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
1B FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
1C Natural_Habitat_by_Max_Tael.esp
1D PTAutumnTrees.esp
1E Natural_Water_by_Max_Tael.esp
1F Idle Dialogue.esp
20 WindowLightingSystem.esp
21 AliveWaters_nofish.esp
22 AFK_PrayerIdles.esp [Version 1.0]
++ Item interchange - Extraction.esp [Version 0.74]
23 New Potions by Tealpanda.esp
24 Oblivion Collectible Cards.esp
25 QQuix - Rock, rock, rock your ship - V3.esp
26 Reznod_Mannequin.esp
27 Willful Resistance.esp [Version 4.0]
28 Enhanced Economy.esp [Version 5.2.2]
29 FF_Real_Thirst.esp
2A Display Stats.esp [Version 2.0.1]
2B FormID Finder4.esp
2C P1DmenuEscape.esp
2D Purge Cell Buffers - Loading.esp [Version 1.0.0]
2E Quest Log Manager.esp [Version 1.3]
2F skycaptains NPCFF.esp
30 Dynamic Map.esp [Version 2.0]
31 Map Marker Overhaul.esp [Version 3.8]
32 Map Marker Overhaul - SI additions.esp [Version 3.5]
33 Enhanced Hotkeys.esp [Version 2.1.1]
34 DLCHorseArmor.esp
** DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]
35 DLCOrrery.esp
36 DLCOrrery - Unofficial Patch.esp [Version 1.0.4]
** DLCOrrery Vwalk.esp
37 DLCVileLair.esp
** DLCVileLair - Unofficial Patch.esp [Version 1.0.6]
38 DLCMehrunesRazor.esp
39 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
** DLCMehrunesRazor Vwalk.esp
** DLCMehrunesRazor Vwalk UOP.esp
3A DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
3B Collectible_TShirts_V11.esp
3C Collectible T-Shirts V2.1.esp
3D Slof's Horses Base.esp
3E Slof's Extra Horses.esp
3F Mounted_Spellcasting.esp
40 Horse Management.esp [Version 1.0]
++ LadyDeadlock_LoveYourHorse.esp
41 Weapon Expansion Pack for Oblivion Nthusiasts.esp [Version 1.03]
42 DLCThievesDen.esp
43 DLCThievesDen - Unofficial Patch.esp [Version 1.0.9]
** DLCThievesDen Vwalk.esp
** DLCThievesDen Vwalk UOP.esp
44 ExnemRuneskulls.esp
++ FCOM_ExnemRuneskulls.esp [Version 0.9.9]
45 Cobl Glue.esp [Version 1.73]
46 Cobl Si.esp [Version 1.63]
47 FF_Real_Thirst, Cobl.esp
48 Bob's Armory Oblivion.esp
49 FCOM_BobsArmory.esp [Version 0.9.9]
4A Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
4B Oblivion WarCry EV.esp [Version 1.09]
4C FCOM_WarCry.esp [Version 0.9.9MB3]
4D Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
4E Hemingweys Capes Improved for FCOM.esp [Version 3.0b]
++ Hemingweys FCOM NPC Capes Improved IC Guards.esp [Version 3.0b]
++ Hemingweys Capes for FCOM_FrancescosNamedBosses.esp [Version 3.0b]
** Oscuro's_Oblivion_Overhaul Vwalk.esp
** OMOBS_SI.esp [Version 2.0]
++ ArmamentariumLLMagic.esp [Version 1.35]
4F ArmamentariumArtifacts.esp [Version 1.35]
++ Harvest[Containers] - SI.esp
++ Harvest[Containers] - SI - Ore Respawn.esp
50 FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
51 FCOM_RealSwords.esp [Version 0.9.9]
++ FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9MB3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
52 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
++ TamrielTravellerAdvScript.esp [Version 1.39c]
53 TamrielTravellers4OOO.esp [Version 1.39c]
** TamrielTravellers4OOO Vwalk.esp
54 TamrielTravellersItemsCobl.esp [Version 1.39c]
55 ShiveringIsleTravellers.esp [Version 1.39c]
** ShiveringIsleTravellers Vwalk.esp
++ FCOM_TamrielTravelers.esp [Version 0.9.9]
++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
** FCOM_FriendlierFactions.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
++ ArmamentariumLL4OOO.esp [Version 2.01]
++ MMM-Cobl.esp [Version 1.73]
56 TalosBridgeGateHouse.esp
57 300_Artifacts.esp
58 AleswellHomeQuest.esp
59 AutoMagicon_Cobl.esp
5A Better Dark Brotherhood Sanctuary.esp
5B Better Benirus Manor - Helping Hands.esp
5C Better Benirus Manor.esp [Version 4.71]
5D Better Rosethorn Hall.esp
5E Better Rosethorn Hall - Cobl Patch.esp
5F BHC_Expanded.esp [Version 1.2]
60 BrotherhoodRenewed.esp [Version 1.0.11]
61 (DC) Sutch Reborn.esp
** (DC) Sutch Reborn Vwalk.esp
62 EM_RedRoseManor.esp [Version 1.1]
63 EMRedRoseAddonCOBL.esp
64 EM_Packdonkeys.esp [Version 1.1]
65 Gift of Kynareth.esp
66 coffeeshop.esp
67 JQ_The_Bear_Essentials_-_House_Quest.esp
68 Kragenir's Death Quest.esp [Version 2.1]
** Kragenir's Death Quest Vwalk.esp
69 KDQ - Rural Line Additions.esp
6A Kvatch Rebuilt.esp
6B Kvatch Rebuilt - Leveled Guards - FCOM.esp
** Kvatch Rebuilt Vwalk.esp
6C OldCrowInn.esp [Version 1.5]
6D LetThePeopleDrink-Cobl.esp [Version 2.5]
6E KragenirsDeathQuest-LetThePeopleDrink patch.esp
6F Night Vendors.esp
70 Nightmist Manor.esp [Version 1.22]
71 One Stop Armors.esp [Version 3a]
72 Slof's Oblivion Goth Shop.esp
73 Temple District Repaired.esp
74 The Ayleid Steps.esp [Version 3.4]
** The Ayleid Steps Vwalk.esp
75 TheForgottenShields.esp
76 NRB4+ForgottonShields Patch.esp
77 Trail South East.esp
78 Trail WEST.esp
79 Trail EAST.esp
7A Trail Central.esp
7B TR_Stirk.esp
** TR_Stirk Vwalk.esp
7C VHBloodlines 1.2.esp [Version 1.5.3]
** VHBloodlines 1.2 Vwalk.esp
7D WeaponsOfTheNine.esp [Version 2.2]
7E WOTFH_1.3.esp
7F Cyrodiil Travel Services.esp [Version 2.0.7]
** Cyrodiil Travel Services Vwalk.esp
80 DLCBattlehornCastle.esp
81 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.5]
82 DLCFrostcrag.esp
83 Kvatch Rebuilt_Frostcrag.esp
** DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5]
84 BrumaMGRestored.esp
** BrumaMGRestored Vwalk.esp
85 BrumaMGRestored-Frostcrag.esp
** DLCFrostcrag Vwalk.esp
++ Ulrim's Horses - DLCHorseArmor.esp
++ Ulrim's Horses - OOO.esp
++ Ulrim's Horses - Vanilla.esp
86 Knights.esp
87 Knights - Unofficial Patch.esp [Version 1.1]
** Knights Vwalk.esp
88 SM Plugin Refurbish(Merged).esp [Version 1.30]
++ Ulrim's Horses - Knights patch.esp
** DLC_MOBS.esp
89 The Lost Spires.esp
** The Lost Spires Vwalk.esp
8A AFK_Weye.esp [Version 2.2.COBL]
** AFK_Weye Vwalk.esp
++ FCOM_Knights.esp [Version 0.9.9Mb3]
8B Enhanced Daedric Invasion.esp
++ FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9]
8C road+bridges.esp [Version 4.6]
8D Faregyl.esp [Version 2.0.2]
** Faregyl Vwalk.esp
8E Feldscar.esp [Version 1.0.9]
** Feldscar Vwalk.esp
8F Molapi.esp [Version 1.0.1]
90 Vergayun.esp [Version 1.0.7]
** Vergayun Vwalk.esp
91 xuldarkforest.esp [Version 1.0.5]
92 LostSpires-DarkForest patch.esp
93 xulStendarrValley.esp [Version 1.2.2]
94 xulTheHeath.esp
95 SutchReborn-TheHeath patch.esp
96 XulEntiusGorge.esp
97 xulFallenleafEverglade.esp [Version 1.3.1]
98 LostSpires-Everglade patch.esp
99 TrailsOfCyrodiil-FallenleafEverglade Patch.esp
9A xulColovianHighlands_EV.esp [Version 1.2.1]
9B xulChorrolHinterland.esp [Version 1.2.2]
** xulChorrolHinterland Vwalk.esp
9C TrailsOfCyrodiil-ChorrolHinterland patch.esp
9D xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
9E SutchReborn-LostCoast patch.esp
9F xulBravilBarrowfields.esp [Version 1.3.3]
** xulBravilBarrowfields Vwalk.esp
A0 TrailsOfCyrodiil-BravilBarrowfields patch.esp
A1 xulLushWoodlands.esp [Version 1.3.1]
A2 xulAncientYews.esp [Version 1.4.3]
A3 xulAncientRedwoods.esp [Version 1.6]
A4 xulCloudtopMountains.esp [Version 1.0.3]
A5 xulArriusCreek.esp [Version 1.1.3]
A6 xulPatch_AY_AC.esp [Version 1.1]
A7 xulRollingHills_EV.esp [Version 1.3.3]
** xulRollingHills_EV Vwalk.esp
A8 xulPantherRiver.esp
A9 TrailsOfCyrodiil-PantherRiver patch.esp
AA xulRiverEthe.esp [Version 1.0.2]
AB TrailsOfCyrodiil-RiverEthe patch.esp
AC xulBrenaRiverRavine.esp [Version 1.1]
** xulBrenaRiverRavine Vwalk.esp
AD NakedNord.esp
AE xulImperialIsle.esp [Version 1.6.7]
** xulImperialIsle Vwalk.esp
AF TalosGatehouse + ULImperialIsle.esp
B0 xulBlackwoodForest.esp [Version 1.1.0]
B1 xulCheydinhalFalls.esp [Version 1.0.1]
B2 GiftOfKynareth-CheydinhalFalls patch.esp
B3 KvatchRebuilt-CheydinhalFalls patch.esp
B4 Oblivion Collectible Cards UL Cheydinhal Falls Patch.esp
B5 TrailsOfCyrodiil-CheydinhalFalls patch.esp
B6 xulAspenWood.esp [Version 1.0.2]
** xulAspenWood Vwalk.esp
B7 xulSkingradOutskirts.esp [Version 1.0.1]
** xulSkingradOutskirts Vwalk.esp
B8 TrailsOfCyrodiil-SkingradOutskirts patch.esp
B9 xulSnowdale.esp [Version 1.0.2]
BA Feldscar+Snowdale Patch.esp [Version 1.0]
BB xulCliffsOfAnvil.esp [Version 1.12]
** xulCliffsOfAnvil Vwalk.esp
BC xulSilverfishRiverValley.esp [Version 1.0]
BD NRB4+UL-II+LtPD Patch.esp [Version 3.0.1]
BE NRB4+UL-II Patch.esp [Version 5.0.1]
BF KragenirsDeathQuest-UniqueLandscapes Merged patch.esp [Version 1.1]
C0 TrailsOfCyrodiilCentral-UL merged patch.esp
C1 TrailsOfCyrodiilWest-UL merged patch.esp
C2 TrailsOfCyrodiil-UL merged patch.esp
C3 BrinaCrossVillage.esp [Version 1.0.1]
** BrinaCrossVillage Vwalk.esp
C4 BrinaCrossVillage -- COBL.esp
C5 bartholm.esp
C6 bartholm - EE patch.esp [Version 4.2]
** bartholm Vwalk.esp
C7 Frostcrag Village.esp [Version 1.0.2]
** Frostcrag Village Vwalk.esp
C8 Salmo the Baker, Cobl.esp [Version 3.08]
C9 JQ-Fighters_Guild_United.esp
++ FCOM_FighterGUnited.esp
CA Better Cities - House price patch.esp [Version 1.0]
CB Natural_Vegetation_by_Max_Tael.esp
CC Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
CD Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
CE Cliff_BetterLetters.esp [Version 1.2]
CF HUD Status Bars.esp [Version 4.2.1]
D0 Oblivifall - Closing Time.esp [Version 1.0]
D1 PersuasionOverhaul.esp [Version 1.43]
D2 Respawning Varla & Welkynd Stones.esp
++ ScriptIcon_Replacer.esp
D3 Toggleable Quantity Prompt.esp [Version 3.2.0]
D4 Enhanced Economy - House prices.esp [Version 1.0]
D5 Quest Award Leveling SI.esp
D6 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.esp
D7 RealSleepExtended.esp [Version 2.5]
D8 spelliconreplace.esp
D9 RefScope.esp [Version 2.1.2]
DA Fizzle.esp [Version 3.0]
DB PTSneakPenalties.esp
DC Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1]
DD PTActorsCare.esp
DE PTDoorExploitBegone.esp
DF nGCD.esp
E0 nGCD Oghma Infinium.esp
E1 ProgressMBSP.esp [Version 2.0]
E2 ProgressRBSP.esp [Version 1.0]
E3 ProgressMercantile.esp [Version 1.11]
E4 Legendary Abilities-Shield MOJ.esp [Version 2.0]
E5 1em_Vilja.esp [Version 3.1]
++ 1em_Vilja_Bruse_as_Slofs_horse_by_Xtudo.esp
** 1em_Vilja OOO FCOM Fix.esp
E6 ViljainAleswell.esp [Version 1.1]
E7 Cobl Races.esp [Version 1.52]
E8 bgMagicEV.esp [Version 1.7EV]
** bgMagicEV Vwalk.esp
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
E9 bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
EA bgMagicEVPaperChase.esp [Version 1.68EV]
EB bgMagicAlchemy.esp [Version 1.57]
EC bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
ED Better Cities Full.esp [Version 4.9.5]
EE Better Imperial City.esp [Version 4.9.5]
** Better Cities Full Vwalk.esp
EF Better Cities - Unique Landscape Barrowfields.esp [Version 4.9.5]
F0 Better Cities - Unique Landscape Chorrol Hinterland.esp [Version 4.8.4]
F1 Better Cities - Unique Landscape Cheydinhal Falls.esp [Version 4.8.1]
++ Better Cities - Unique Landscape Skingrad Outskirts.esp [Version 4.9.1]
F2 Better Cities - VHBloodlines.esp [Version 4.8.4]
F3 TrailsOfCyrodiil-BC patch.esp [Version 4.7.0]
** Better Imperial City Vwalk.esp
F4 Better Cities - The Lost Spires.esp [Version 4.9.5]
F5 Better Cities - Old Crow Inn.esp [Version 4.7.0]
F6 Better Cities - COBL.esp [Version 2.1]
F7 Better Cities - Unique Landscape Imperial Isle.esp [Version 4.8.1]
F8 Better Cities - Oblivion Collectible Cards.esp [Version 4.8.4]
++ bgMagicShaderLifeDetect.esp [Version 1.68]
F9 bgMagicLightningbolt.esp
FA Real Hunger, Cobl.esp [Version 1.6.1]
FB Companion Compatibility.esp
** Sensual Walks.esp
** Sensual Walks SI.esp
** Sensual Walks SI DS + GS.esp
++ NRB4 Standard Road Record.esp
++ Bashed Delayers - MERGE ONLY.esp [Version 3.1.29a]
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
++ Oscuro's_Oblivion_Overhaul - Harvest Containers - SI.esp [Version 0.99b]
++ OOO Harvest Containers Filter patch for mods.esp [Version 1.03]
FC Bashed Patch, 0.esp


Bashed Patch, 0.esp Config:
Spoiler
== Merge Patches ** FCOM_Francescos.esp ** FCOM_FrancescosItemsAddOn.esp ** Item interchange - Extraction.esp ** DLCSpellTomes - Unofficial Patch.esp ** LadyDeadlock_LoveYourHorse.esp ** FCOM_ExnemRuneskulls.esp ** FCOM_LothsBluntWeapons.esp ** Hemingweys FCOM NPC Capes Improved IC Guards.esp ** Hemingweys Capes for FCOM_FrancescosNamedBosses.esp ** ArmamentariumLLMagic.esp ** Harvest[Containers] - SI.esp ** Harvest[Containers] - SI - Ore Respawn.esp ** FCOM_EntropicOrderRebalance.esp ** FCOM_SpawnRatesSlightlyReduced.esp ** FCOM_SaferRoads.esp ** FCOM_LessRats.esp ** Mart's Monster Mod - No Bone Loot.esp ** TamrielTravellerAdvScript.esp ** FCOM_TamrielTravelers.esp ** FCOM_DiverseGuardUnity.esp ** FCOM_BobsGuardUnity.esp ** Mart's Monster Mod - Shivering Isles.esp ** ArmamentariumLL4OOO.esp ** MMM-Cobl.esp ** Better Rosethorn Hall - Cobl Patch.esp ** Ulrim's Horses - DLCHorseArmor.esp ** Ulrim's Horses - OOO.esp ** Ulrim's Horses - Vanilla.esp ** Ulrim's Horses - Knights patch.esp ** FCOM_Knights.esp ** Enhanced Daedric Invasion.esp ** FCOM_EnhancedDaedricInvasion.esp ** LostSpires-DarkForest patch.esp ** SutchReborn-TheHeath patch.esp ** LostSpires-Everglade patch.esp ** TrailsOfCyrodiil-FallenleafEverglade Patch.esp ** TrailsOfCyrodiil-ChorrolHinterland patch.esp ** TrailsOfCyrodiil-BravilBarrowfields patch.esp ** TrailsOfCyrodiil-RiverEthe patch.esp ** GiftOfKynareth-CheydinhalFalls patch.esp ** Oblivion Collectible Cards UL Cheydinhal Falls Patch.esp ** TrailsOfCyrodiil-CheydinhalFalls patch.esp ** TrailsOfCyrodiil-SkingradOutskirts patch.esp ** NRB4+UL-II+LtPD Patch.esp ** NRB4+UL-II Patch.esp ** TrailsOfCyrodiilCentral-UL merged patch.esp ** TrailsOfCyrodiilWest-UL merged patch.esp ** FCOM_FighterGUnited.esp ** Better Cities - House price patch.esp ** Natural_Vegetation_by_Max_Tael.esp ** Harvest [Flora] - Shivering Isles.esp ** Harvest [Flora] - DLCVileLair.esp ** Harvest [Flora] - DLCFrostcrag.esp ** ScriptIcon_Replacer.esp ** Enhanced Economy - House prices.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.esp ** spelliconreplace.esp ** PTDoorExploitBegone.esp ** 1em_Vilja_Bruse_as_Slofs_horse_by_Xtudo.esp ** bgMagicSpellTomes_for_WryeBash.esp ** bgMagicItemSigil.esp ** bgMagicEVAddEnVar.esp ** bgMagicAlchemy.esp ** bgMagicPotionNumberSoulGemValue.esp ** Better Cities - Unique Landscape Barrowfields.esp ** Better Cities - Unique Landscape Skingrad Outskirts.esp ** TrailsOfCyrodiil-BC patch.esp ** Better Cities - Unique Landscape Imperial Isle.esp ** bgMagicShaderLifeDetect.esp ** bgMagicLightningbolt.esp ** NRB4 Standard Road Record.esp ** Bashed Delayers - MERGE ONLY.esp ** Cobl Filter Late MERGE ONLY.esp ** Oscuro's_Oblivion_Overhaul - Harvest Containers - SI.esp ** OOO Harvest Containers Filter patch for mods.esp== Import Actors ** Francesco's Leveled Creatures-Items Mod.esm ** Mart's Monster Mod.esm ** Unofficial Oblivion Patch.esp ** Unofficial Shivering Isles Patch.esp ** Francesco's Optional Leveled Guards.esp ** DLCThievesDen.esp ** DLCThievesDen - Unofficial Patch.esp ** Oblivion WarCry EV.esp ** Oscuro's_Oblivion_Overhaul.esp ** FCOM_Convergence.esp ** FCOM_DiverseGuardUnity.esp ** Mart's Monster Mod - Shivering Isles.esp ** VHBloodlines 1.2.esp ** DLCFrostcrag - Unofficial Patch.esp ** Knights - Unofficial Patch.esp ** Salmo the Baker, Cobl.esp== Import Actors: AIPackages ** Francesco's Leveled Creatures-Items Mod.esm ** Mart's Monster Mod.esm ** Unofficial Oblivion Patch.esp ** Unofficial Shivering Isles Patch.esp ** DLCOrrery.esp ** DLCThievesDen.esp ** Oscuro's_Oblivion_Overhaul.esp ** FCOM_Convergence.esp ** Mart's Monster Mod - Shivering Isles.esp ** BrotherhoodRenewed.esp ** Kvatch Rebuilt.esp ** VHBloodlines 1.2.esp ** Knights.esp ** Knights - Unofficial Patch.esp ** Faregyl.esp ** Salmo the Baker, Cobl.esp== Import Actors: Animations ** Oblivion Vwalk UOS.esp ** DLCShiveringIsles Vwalk UOS.esp ** DLCShiveringIsles Vwalk DG_DS UOS.esp ** DLCOrrery Vwalk.esp ** DLCMehrunesRazor Vwalk.esp ** DLCMehrunesRazor Vwalk UOP.esp ** DLCThievesDen Vwalk.esp ** DLCThievesDen Vwalk UOP.esp ** Oscuro's_Oblivion_Overhaul Vwalk.esp ** TamrielTravellers4OOO Vwalk.esp ** ShiveringIsleTravellers Vwalk.esp ** (DC) Sutch Reborn Vwalk.esp ** Kragenir's Death Quest Vwalk.esp ** Kvatch Rebuilt Vwalk.esp ** The Ayleid Steps Vwalk.esp ** TR_Stirk Vwalk.esp ** VHBloodlines 1.2 Vwalk.esp ** Cyrodiil Travel Services Vwalk.esp ** BrumaMGRestored Vwalk.esp ** DLCFrostcrag Vwalk.esp ** Knights Vwalk.esp ** The Lost Spires Vwalk.esp ** AFK_Weye Vwalk.esp ** Faregyl Vwalk.esp ** Feldscar Vwalk.esp ** Vergayun Vwalk.esp ** xulChorrolHinterland Vwalk.esp ** xulBravilBarrowfields Vwalk.esp ** xulRollingHills_EV Vwalk.esp ** xulBrenaRiverRavine Vwalk.esp ** xulImperialIsle Vwalk.esp ** xulAspenWood Vwalk.esp ** xulSkingradOutskirts Vwalk.esp ** xulCliffsOfAnvil Vwalk.esp ** BrinaCrossVillage Vwalk.esp ** bartholm Vwalk.esp ** Frostcrag Village Vwalk.esp ** bgMagicEV Vwalk.esp ** Better Cities Full Vwalk.esp ** Better Imperial City Vwalk.esp ** Sensual Walks.esp ** Sensual Walks SI.esp ** Sensual Walks SI DS + GS.esp== Import Actors: Death Items ** Francesco's Leveled Creatures-Items Mod.esm ** Unofficial Oblivion Patch.esp ** Unofficial Shivering Isles Patch.esp ** Oblivion WarCry EV.esp ** FCOM_Convergence.esp== Import Actors: Spells ** Oscuro's_Oblivion_Overhaul.esm ** Mart's Monster Mod.esm ** Oscuro's_Oblivion_Overhaul.esp ** FCOM_Convergence.esp ** FCOM_DiverseGuardUnity.esp== Import Cells ** Unofficial Oblivion Patch.esp ** Unofficial Shivering Isles Patch.esp ** DLCHorseArmor - Unofficial Patch.esp ** DLCThievesDen.esp ** DLCThievesDen - Unofficial Patch.esp ** Better Benirus Manor.esp ** DLCFrostcrag.esp ** DLCFrostcrag - Unofficial Patch.esp ** AFK_Weye.esp ** xuldarkforest.esp ** xulArriusCreek.esp ** Salmo the Baker, Cobl.esp ** Better Cities Full.esp ** Better Imperial City.esp ** Better Cities - Unique Landscape Chorrol Hinterland.esp ** Better Cities - Unique Landscape Cheydinhal Falls.esp ** Better Cities - Unique Landscape Skingrad Outskirts.esp== Import Factions ** Mart's Monster Mod.esm ** FCOM_Convergence.esm ** Unofficial Oblivion Patch.esp ** Unofficial Shivering Isles Patch.esp ** Oscuro's_Oblivion_Overhaul.esp ** FCOM_Convergence.esp ** Mart's Monster Mod - Shivering Isles.esp ** BrotherhoodRenewed.esp ** DLCFrostcrag.esp ** Knights.esp ** Knights - Unofficial Patch.esp ** AFK_Weye.esp ** FCOM_Knights.esp ** Faregyl.esp ** Salmo the Baker, Cobl.esp ** 1em_Vilja OOO FCOM Fix.esp== Import Graphics ** Oscuro's_Oblivion_Overhaul.esm ** Mart's Monster Mod.esm ** DLCVileLair - Unofficial Patch.esp ** Slof's Horses Base.esp ** Slof's Extra Horses.esp ** Weapon Expansion Pack for Oblivion Nthusiasts.esp ** Oblivion WarCry EV.esp ** Oscuro's_Oblivion_Overhaul.esp ** Hemingweys FCOM NPC Capes Improved IC Guards.esp ** FCOM_Convergence.esp ** Mart's Monster Mod - Shivering Isles.esp ** TR_Stirk.esp ** Ulrim's Horses - DLCHorseArmor.esp ** Ulrim's Horses - OOO.esp ** Ulrim's Horses - Vanilla.esp ** Salmo the Baker, Cobl.esp ** Harvest [Flora].esp ** 1em_Vilja_Bruse_as_Slofs_horse_by_Xtudo.esp ** Oscuro's_Oblivion_Overhaul - Harvest Containers - SI.esp== Import Inventory ** Francesco's Leveled Creatures-Items Mod.esm ** Oscuro's_Oblivion_Overhaul.esm ** Mart's Monster Mod.esm ** Unofficial Oblivion Patch.esp ** Unofficial Shivering Isles Patch.esp ** DLCMehrunesRazor - Unofficial Patch.esp ** Weapon Expansion Pack for Oblivion Nthusiasts.esp ** Oblivion WarCry EV.esp ** Oscuro's_Oblivion_Overhaul.esp ** Hemingweys Capes Improved for FCOM.esp ** Hemingweys FCOM NPC Capes Improved IC Guards.esp ** Hemingweys Capes for FCOM_FrancescosNamedBosses.esp ** FCOM_Convergence.esp ** FCOM_DiverseGuardUnity.esp ** Mart's Monster Mod - Shivering Isles.esp ** MMM-Cobl.esp ** Salmo the Baker, Cobl.esp ** JQ-Fighters_Guild_United.esp ** Oscuro's_Oblivion_Overhaul - Harvest Containers - SI.esp== Import NPC Faces ** Francesco's Leveled Creatures-Items Mod.esm ** Cobl Races TNR.esp ** Cobl Races TNR SI.esp ** Oblivion Vwalk UOS.esp ** DLCShiveringIsles Vwalk UOS.esp ** DLCShiveringIsles Vwalk DG_DS UOS.esp ** Better Dark Brotherhood Sanctuary.esp== Import Names ** Oblivion.esm ** Mart's Monster Mod.esm ** Unofficial Oblivion Patch.esp ** Unofficial Shivering Isles Patch.esp ** Weapon Expansion Pack for Oblivion Nthusiasts.esp ** Oscuro's_Oblivion_Overhaul.esp ** FCOM_Convergence.esp ** Mart's Monster Mod - Shivering Isles.esp ** Better Dark Brotherhood Sanctuary.esp ** Salmo the Baker, Cobl.esp ** Cliff_BetterLetters.esp ** bgMagicEV.esp    Crowded Cities 15_Alternate_Names.csv    Crowded Cities 15_Names.csv    Crowded Cities 30_Alternate_Names.csv    Crowded Cities 30_Names.csv    Crowded Roads Revamped_Names.csv    Crowded Roads Revisited_Alternate_Names.csv    Crowded Roads Revisited_Names.csv ** Guard_Names.csv ** OOO_Potion_Names.csv    PTRoamingNPCs_Names.csv    Random_NPC_Alternate_Names.csv    Random_NPC_Names.csv ** Rational_Names.csv ** ShiveringIsleTravellers_Names.csv ** TamrielTravellers4OOO_Names.csv    TamrielTravellers_Names.csv== Import Relations ** Oscuro's_Oblivion_Overhaul.esm ** Mart's Monster Mod.esm ** FCOM_Convergence.esm ** Unofficial Oblivion Patch.esp ** Unofficial Shivering Isles Patch.esp ** Oscuro's_Oblivion_Overhaul.esp ** FCOM_Convergence.esp ** FCOM_FriendlierFactions.esp ** Mart's Monster Mod - Shivering Isles.esp ** Knights.esp ** Knights - Unofficial Patch.esp ** FCOM_Knights.esp ** Faregyl.esp ** 1em_Vilja OOO FCOM Fix.esp== Import Roads ** NRB4 Standard Road Record.esp== Import Scripts ** Francesco's Leveled Creatures-Items Mod.esm ** Oscuro's_Oblivion_Overhaul.esm ** Mart's Monster Mod.esm ** Unofficial Oblivion Patch.esp ** Unofficial Shivering Isles Patch.esp ** DLCHorseArmor.esp ** Weapon Expansion Pack for Oblivion Nthusiasts.esp ** Oscuro's_Oblivion_Overhaul.esp ** Hemingweys Capes Improved for FCOM.esp ** Hemingweys FCOM NPC Capes Improved IC Guards.esp ** FCOM_Convergence.esp ** FCOM_DiverseGuardUnity.esp ** Mart's Monster Mod - Shivering Isles.esp ** Harvest [Flora].esp ** Oscuro's_Oblivion_Overhaul - Harvest Containers - SI.esp== Import Stats ** Francesco's Leveled Creatures-Items Mod.esm ** Oscuro's_Oblivion_Overhaul.esm ** Mart's Monster Mod.esm ** Unofficial Oblivion Patch.esp ** Unofficial Shivering Isles Patch.esp ** Weapon Expansion Pack for Oblivion Nthusiasts.esp ** Oblivion WarCry EV.esp ** FCOM_WarCry.esp ** Oscuro's_Oblivion_Overhaul.esp ** Hemingweys Capes Improved for FCOM.esp ** OMOBS_SI.esp ** FCOM_Convergence.esp ** Mart's Monster Mod - Shivering Isles.esp ** DLC_MOBS.esp== Globals    Crime: Force Jail [1000]    Thieves Guild: Quest Attacking Penalty [100]    Thieves Guild: Quest Killing Penalty [250]    Thieves Guild: Quest Stealing Penalty [100] ** Timescale [10]== Tweak Actors ** As Intended: Boars ** As Intended: Imps [All imps] ** Bigger Nords and Orcs [Bigger Nords and Orcs] ** Irresponsible Creatures [All Creatures]    Mayu's Animation Overhaul Skeleton Tweaker [All NPCs]    No Bloody Creatures    Quiet Feet [All Creature Foot Sounds]    Real Walk for female NPCs    Redguard FGTS Nuller    sixy Walk for female NPCs    VadersApp's Oblivion Real Bodies Skeleton Tweaker [All NPCs]    Vanilla Beast Skeleton Tweaker== Tweak Assorted ** All Armor Playable ** All Clothing Playable ** Armor Shows Amulets ** Armor Shows Rings ** Bow Reach Fix ** Clothing Shows Amulets ** Clothing Shows Rings ** DarNified Books ** Default Icons    Disable Wind    Faction crime Gold Multiplier Fix    Harvest Chance [10]    Magic: Script Effect Silencer    No Light Fade Value Fix    No Light Flicker    Number of uses for pre-enchanted weapons and staffs [1]    Nvidia Fog Fix    Reweigh: Arrows [0]    Reweigh: Ingredients [0.1]    Reweigh: Potions (Maximum) [0.1]    Reweigh: Potions (Minimum) [1]    Reweigh: Staffs [1] ** Right Hand Rings    Set Sound Attenuation Levels [0%]    Set Sound Attenuation Levels: Nirnroots Only [0%]== Tweak Clothes ** Gloves Show Rings    Max Weight Amulets [0.0]    Max Weight Hoods [0.2]    Max Weight Rings [0.0] ** Robes Show Amulets ** Robes Show Pants    Unlimited Amulets    Unlimited Rings== Tweak Names ** Body Part Codes [ARGHTCCPBS] ** Armor [BL Leather Boots] ** Clothes [P Grey Trousers] ** Lore Friendly Names: Dwarven -> Dwemer ** Notes and Scrolls [.Fire Ball] ** Potions [XD Illness] ** Spells [D Fire Ball] ** Weapons [B Iron Bow]== Tweak Settings    Actor Strength Encumbrance Multiplier [Custom]    AI: Max Active Actors [20]    AI: Max Dead Actors [[x 1]]    AI: Max Smile Distance [No Smiles]    Arrow: Litter Count [[15]]    Arrow: Litter Time [1 Minute]    Arrow: Recovery from Actor [[50%]]    Arrow: Speed [x 1.2]    Bounty: Attack [300]    Bounty: Horse Theft [100]    Bounty: Theft [1/4]    Camera: Chase Distance [x 1.5]    Camera: Chase Tightness [x 1.5]    Camera: PC Death Time [15 Seconds]    Cell Respawn Time [1 Day]    Combat: Alchemy [Allow]    Combat: Max Actors [[10]]    Combat: Max Ally Hits [3]    Combat: Maximum Armor Rating [50]    Combat: Recharge Weapons [[Allow]]    Combat: Repair [Allow]    Companions: Max Number [2]    Compass: Disable [Quests]    Compass: POI Recognition [x 0.25]    Cost Multiplier: Enchantment [[10]]    Cost Multiplier: Recharge [0.1]    Cost Multiplier: Repair [0.1]    Cost Multiplier: Spell Making [[3]]    Crime Alarm Distance [6000]    Crime: Pickpocketing Fine [5]    Crime: Trespass Fine [1]    Essential NPC Unconsciousness [[10 Seconds]]    Fatigue from Running/Encumbrance [x 1.5]    Greeting Distance [100] ** Horse Turning Speed [x 1.5]    Inventory Quantity Prompt [1]    Jump Higher [x 1.1]    Leveled Item Max level difference [1]    Magic: Bolt Speed [x 1.2] ** Magic: Chameleon Refraction [Zero]    Magic: Max NPC Summons [1]    Magic: Max Player Summons [[1]]    Master of Mercantile extra gold amount [300]    Msg: Equip Misc. Item [[None]]    No NPC Blood    Training Max [1] ** UOP Vampire Aging and Face Fix.esp    Warning: Exterior Distance to Hostiles [10]    Warning: Interior Distance to Hostiles [10]== Cobl Catalogs== Contents Checker== Leveled Lists    Francesco's Leveled Creatures-Items Mod.esm [ADR]    Mart's Monster Mod.esm [ADR]    FCOM_Convergence.esm [ADR]    Armamentarium.esm [AR]    Unofficial Oblivion Patch.esp [ADR]    Unofficial Shivering Isles Patch.esp [ADR]    FCOM_Francescos.esp [ADR]    FCOM_FrancescosItemsAddOn.esp [ADR]    DLCMehrunesRazor - Unofficial Patch.esp [ADR]    DLCSpellTomes.esp [AR]    Weapon Expansion Pack for Oblivion Nthusiasts.esp [ADR]    DLCThievesDen - Unofficial Patch.esp [ADR]    FCOM_ExnemRuneskulls.esp [ADR]    FCOM_BobsArmory.esp [ADR]    FCOM_LothsBluntWeapons.esp [AR]    Oblivion WarCry EV.esp [ADR]    FCOM_WarCry.esp [ADR]    Oscuro's_Oblivion_Overhaul.esp [ADR]    FCOM_Convergence.esp [ADR]    FCOM_RealSwords.esp [ADR]    FCOM_SpawnRatesSlightlyReduced.esp [ADR]    FCOM_SaferRoads.esp [ADR]    FCOM_LessRats.esp [ADR]    Mart's Monster Mod - No Bone Loot.esp [ADR]    TamrielTravellersItemsNPC.esp [ADR]    Mart's Monster Mod - Shivering Isles.esp [ADR]    MMM-Cobl.esp [AD]    FCOM_Knights.esp [ADR]    bgMagicEV.esp [ADR]    bgMagicSpellTomes_for_WryeBash.esp [AR]    bgMagicEVAddEnVar.esp [AR]== Race Records ** Oscuro's_Oblivion_Overhaul.esp ** Cobl Races.esp


Bash Tags:
Spoiler

=== Current Bash Tags:

* (DC) Sutch Reborn Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* 1em_Vilja OOO FCOM Fix.esp
* From Description: Factions, NoMerge, Relations
* From BOSS Masterlist and or userlist: Factions, NoMerge, Relations
* Result: Factions, NoMerge, Relations

* 1em_Vilja_Bruse_as_Slofs_horse_by_Xtudo.esp
* From Description: Graphics
* Result: Graphics

* AFK_Weye Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* AFK_Weye.esp
* From Description: C.Owner, Factions
* From BOSS Masterlist and or userlist: C.Owner, Factions
* Result: C.Owner, Factions

* Armamentarium.esm
* From BOSS Masterlist and or userlist: Relev
* Result: Relev

* bartholm Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Bashed Delayers - MERGE ONLY.esp
* From Description: Deactivate, Filter
* From BOSS Masterlist and or userlist: Deactivate, Filter
* Result: Deactivate, Filter

* Better Benirus Manor.esp
* From Description: C.Light
* From BOSS Masterlist and or userlist: C.Light
* Result: C.Light

* Better Cities - Unique Landscape Cheydinhal Falls.esp
* From Description: C.Water
* From BOSS Masterlist and or userlist: C.Water
* Result: C.Water

* Better Cities - Unique Landscape Chorrol Hinterland.esp
* From BOSS Masterlist and or userlist: C.Water
* Result: C.Water

* Better Cities - Unique Landscape Skingrad Outskirts.esp
* From BOSS Masterlist and or userlist: C.Water
* Result: C.Water

* Better Cities Full Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Better Cities Full.esp
* From Description: C.Water
* Result: C.Water

* Better Dark Brotherhood Sanctuary.esp
* From BOSS Masterlist and or userlist: Names, NpcFaces
* Result: Names, NpcFaces

* Better Imperial City Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Better Imperial City.esp
* From Description: C.Water
* Result: C.Water

* bgMagicEV Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* bgMagicEV.esp
* From Description: Delev, Names, Relev
* From BOSS Masterlist and or userlist: Delev, Names, Relev
* Result: Delev, Names, Relev

* bgMagicEVAddEnVar.esp
* From Description: Relev
* From BOSS Masterlist and or userlist: Relev
* Result: Relev

* bgMagicSpellTomes_for_WryeBash.esp
* From BOSS Masterlist and or userlist: Relev
* Result: Relev

* BrinaCrossVillage Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* BrotherhoodRenewed.esp
* From Description: Factions
* From BOSS Masterlist and or userlist: Actors.AIPackages, Factions
* Result: Actors.AIPackages, Factions

* BrumaMGRestored Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Cliff_BetterLetters.esp
* From BOSS Masterlist and or userlist: Names
* Result: Names

* Cobl Filter Late MERGE ONLY.esp
* From Description: Filter
* From BOSS Masterlist and or userlist: Deactivate, Filter
* Result: Deactivate, Filter

* Cobl Races TNR SI.esp
* From Description: NoMerge, NpcFaces
* From BOSS Masterlist and or userlist: NoMerge, NpcFaces
* Result: NoMerge, NpcFaces

* Cobl Races TNR.esp
* From Description: NoMerge, NpcFaces
* From BOSS Masterlist and or userlist: NoMerge, NpcFaces
* Result: NoMerge, NpcFaces

* Cobl Races.esp
* From Description: Eyes, Hair, R.Relations
* From BOSS Masterlist and or userlist: Eyes, Hair, R.Attributes-F, R.Attributes-M, R.ChangeSpells, R.Description, R.Relations, R.Skills, Voice-F, Voice-M
* Result: Eyes, Hair, R.Attributes-F, R.Attributes-M, R.ChangeSpells, R.Description, R.Relations, R.Skills, Voice-F, Voice-M

* Cyrodiil Travel Services Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* DLC_MOBS.esp
* From Description: Deactivate, NoMerge, Stats
* From BOSS Masterlist and or userlist: Deactivate, NoMerge, Stats
* Result: Deactivate, NoMerge, Stats

* DLCFrostcrag - Unofficial Patch.esp
* From Description: C.Name, C.Owner
* From BOSS Masterlist and or userlist: Actors.ACBS, C.Name, C.Owner, Creatures.Blood
* Removed by BOSS Masterlist and or userlist: C.Climate, C.Light
* Result: Actors.ACBS, C.Name, C.Owner, Creatures.Blood

* DLCFrostcrag Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* DLCFrostcrag.esp
* From BOSS Masterlist and or userlist: C.Name, C.Owner, Factions
* Result: C.Name, C.Owner, Factions

* DLCHorseArmor - Unofficial Patch.esp
* From Description: C.Owner
* From BOSS Masterlist and or userlist: C.Owner
* Result: C.Owner

* DLCHorseArmor.esp
* From BOSS Masterlist and or userlist: Scripts
* Result: Scripts

* DLCMehrunesRazor - Unofficial Patch.esp
* From BOSS Masterlist and or userlist: Delev, Invent, Relev
* Result: Delev, Invent, Relev

* DLCMehrunesRazor Vwalk UOP.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* DLCMehrunesRazor Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* DLCOrrery Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* DLCOrrery.esp
* From BOSS Masterlist and or userlist: Actors.AIPackages
* Result: Actors.AIPackages

* DLCShiveringIsles Vwalk DG_DS UOS.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge, NpcFaces
* Result: Actors.Anims, NoMerge, NpcFaces

* DLCShiveringIsles Vwalk UOS.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge, NpcFaces
* Result: Actors.Anims, NoMerge, NpcFaces

* DLCSpellTomes.esp
* From BOSS Masterlist and or userlist: Relev
* Result: Relev

* DLCThievesDen - Unofficial Patch.esp
* From Description: C.Light, C.Music, C.Name
* From BOSS Masterlist and or userlist: Actors.ACBS, Actors.AIData, Actors.Stats, C.Light, C.Music, C.Name, Delev, Relev
* Result: Actors.ACBS, Actors.AIData, Actors.Stats, C.Light, C.Music, C.Name, Delev, Relev

* DLCThievesDen Vwalk UOP.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* DLCThievesDen Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* DLCThievesDen.esp
* From BOSS Masterlist and or userlist: Actors.ACBS, Actors.AIPackages, Actors.Stats, C.Light, C.Name
* Result: Actors.ACBS, Actors.AIPackages, Actors.Stats, C.Light, C.Name

* DLCVileLair - Unofficial Patch.esp
* From Description: Graphics
* From BOSS Masterlist and or userlist: Graphics
* Result: Graphics

* Faregyl Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Faregyl.esp
* From Description: Actors.AIPackages, Factions, Relations
* From BOSS Masterlist and or userlist: Actors.AIPackages, Factions, Relations
* Result: Actors.AIPackages, Factions, Relations

* FCOM_BobsArmory.esp
* From Description: Delev, Relev
* From BOSS Masterlist and or userlist: Delev, Relev
* Result: Delev, Relev

* FCOM_Convergence.esm
* From BOSS Masterlist and or userlist: Delev, Factions, Relations, Relev
* Result: Delev, Factions, Relations, Relev

* FCOM_Convergence.esp
* From Description: Delev, Relev
* From BOSS Masterlist and or userlist: Actors.ACBS, Actors.AIData, Actors.AIPackagesForceAdd, Actors.CombatStyle, Actors.DeathItem, Actors.Spells, Actors.SpellsForceAdd, Actors.Stats, Delev, Factions, Graphics, Invent, Names, Relations, Relev, Scripts, Stats
* Result: Actors.ACBS, Actors.AIData, Actors.AIPackagesForceAdd, Actors.CombatStyle, Actors.DeathItem, Actors.Spells, Actors.SpellsForceAdd, Actors.Stats, Delev, Factions, Graphics, Invent, Names, Relations, Relev, Scripts, Stats

* FCOM_DiverseGuardUnity.esp
* From BOSS Masterlist and or userlist: Actors.CombatStyle, Actors.Spells, Invent, Scripts
* Result: Actors.CombatStyle, Actors.Spells, Invent, Scripts

* FCOM_ExnemRuneskulls.esp
* From Description: Delev, Relev
* Result: Delev, Relev

* FCOM_Francescos.esp
* From Description: Delev, Relev
* Result: Delev, Relev

* FCOM_FrancescosItemsAddOn.esp
* From Description: Delev, Relev
* Result: Delev, Relev

* FCOM_FriendlierFactions.esp
* From BOSS Masterlist and or userlist: NoMerge, Relations
* Result: NoMerge, Relations

* FCOM_Knights.esp
* From Description: Delev, Relev
* From BOSS Masterlist and or userlist: Delev, Factions, Relations, Relev
* Result: Delev, Factions, Relations, Relev

* FCOM_LessRats.esp
* From Description: Delev, Relev
* Result: Delev, Relev

* FCOM_LothsBluntWeapons.esp
* From Description: Relev
* Result: Relev

* FCOM_RealSwords.esp
* From Description: Delev, Relev
* From BOSS Masterlist and or userlist: Delev, Relev
* Result: Delev, Relev

* FCOM_SaferRoads.esp
* From Description: Delev, Relev
* From BOSS Masterlist and or userlist: Delev, Relev
* Result: Delev, Relev

* FCOM_SpawnRatesSlightlyReduced.esp
* From Description: Delev, Relev
* From BOSS Masterlist and or userlist: Delev, Relev
* Result: Delev, Relev

* FCOM_WarCry.esp
* From Description: Delev, Relev
* From BOSS Masterlist and or userlist: Delev, Relev, Stats
* Result: Delev, Relev, Stats

* Feldscar Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Francesco's Leveled Creatures-Items Mod.esm
* From BOSS Masterlist and or userlist: Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Stats, Delev, Invent, NpcFaces, Relev, Scripts, Stats
* Result: Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Stats, Delev, Invent, NpcFaces, Relev, Scripts, Stats

* Francesco's Optional Leveled Guards.esp
* From BOSS Masterlist and or userlist: Actors.ACBS, Actors.Stats
* Result: Actors.ACBS, Actors.Stats

* Frostcrag Village Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Harvest [Flora].esp
* From BOSS Masterlist and or userlist: Graphics, Scripts
* Result: Graphics, Scripts

* Hemingweys Capes for FCOM_FrancescosNamedBosses.esp
* From Description: Invent
* From BOSS Masterlist and or userlist: Invent
* Result: Invent

* Hemingweys Capes Improved for FCOM.esp
* From Description: Invent, Scripts, Stats
* From BOSS Masterlist and or userlist: Invent, Scripts, Stats
* Result: Invent, Scripts, Stats

* Hemingweys FCOM NPC Capes Improved IC Guards.esp
* From Description: Graphics, Invent, Scripts
* From BOSS Masterlist and or userlist: Graphics, Invent, Scripts
* Result: Graphics, Invent, Scripts

* Item interchange - Extraction.esp
* From Description: Filter
* From BOSS Masterlist and or userlist: Deactivate, Filter
* Result: Deactivate, Filter

* JQ-Fighters_Guild_United.esp
* From BOSS Masterlist and or userlist: Invent
* Result: Invent

* Knights - Unofficial Patch.esp
* From Description: Actors.ACBS, Actors.AIPackages, Factions, Relations
* From BOSS Masterlist and or userlist: Actors.ACBS, Actors.AIPackages, Factions, Relations
* Result: Actors.ACBS, Actors.AIPackages, Factions, Relations

* Knights Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Knights.esp
* From BOSS Masterlist and or userlist: Actors.AIPackages, Factions, Relations
* Result: Actors.AIPackages, Factions, Relations

* Kragenir's Death Quest Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Kvatch Rebuilt Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Kvatch Rebuilt.esp
* From BOSS Masterlist and or userlist: Actors.AIPackages
* Result: Actors.AIPackages

* Mart's Monster Mod - No Bone Loot.esp
* From Description: Delev, Relev
* Result: Delev, Relev

* Mart's Monster Mod - Shivering Isles.esp
* From BOSS Masterlist and or userlist: Actors.AIData, Actors.AIPackages, Actors.Stats, Delev, Factions, Graphics, Invent, Names, Relations, Relev, Scripts, Stats
* Result: Actors.AIData, Actors.AIPackages, Actors.Stats, Delev, Factions, Graphics, Invent, Names, Relations, Relev, Scripts, Stats

* Mart's Monster Mod.esm
* From BOSS Masterlist and or userlist: Actors.AIData, Actors.AIPackages, Actors.Spells, Actors.Stats, Delev, Factions, Graphics, Invent, Names, Relations, Relev, Scripts, Stats
* Result: Actors.AIData, Actors.AIPackages, Actors.Spells, Actors.Stats, Delev, Factions, Graphics, Invent, Names, Relations, Relev, Scripts, Stats

* MMM-Cobl.esp
* From Description: Delev, Invent
* From BOSS Masterlist and or userlist: Delev, Invent
* Result: Delev, Invent

* NRB4 Standard Road Record.esp
* From Description: Deactivate, Roads
* From BOSS Masterlist and or userlist: Deactivate, Roads
* Result: Deactivate, Roads

* Oblivion Vwalk UOS.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge, NpcFaces
* Result: Actors.Anims, NoMerge, NpcFaces

* Oblivion WarCry EV.esp
* From Description: Actors.ACBS, Actors.AIData, Actors.DeathItem, Actors.Stats, Delev, Graphics, Invent, Relev, Stats
* From BOSS Masterlist and or userlist: Actors.ACBS, Actors.AIData, Actors.DeathItem, Actors.Stats, Delev, Graphics, Invent, Relev, Stats
* Result: Actors.ACBS, Actors.AIData, Actors.DeathItem, Actors.Stats, Delev, Graphics, Invent, Relev, Stats

* OMOBS_SI.esp
* From BOSS Masterlist and or userlist: NoMerge, Stats
* Result: NoMerge, Stats

* OOO Harvest Containers Filter patch for mods.esp
* From Description: Deactivate, Filter
* From BOSS Masterlist and or userlist: Deactivate, Filter
* Result: Deactivate, Filter

* Oscuro's_Oblivion_Overhaul - Harvest Containers - SI.esp
* From BOSS Masterlist and or userlist: Deactivate, Filter, Graphics, Invent, Scripts
* Result: Deactivate, Filter, Graphics, Invent, Scripts

* Oscuro's_Oblivion_Overhaul Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Oscuro's_Oblivion_Overhaul.esm
* From BOSS Masterlist and or userlist: Actors.Spells, Graphics, Invent, Relations, Scripts, Stats
* Result: Actors.Spells, Graphics, Invent, Relations, Scripts, Stats

* Oscuro's_Oblivion_Overhaul.esp
* From Description: Delev, Names, Relations, Relev, Stats
* From BOSS Masterlist and or userlist: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.Spells, Actors.Stats, Delev, Factions, Graphics, Invent, Names, R.ChangeSpells, Relations, Relev, Scripts, Stats
* Result: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.Spells, Actors.Stats, Delev, Factions, Graphics, Invent, Names, R.ChangeSpells, Relations, Relev, Scripts, Stats

* Salmo the Baker, Cobl.esp
* From Description: C.Owner
* From BOSS Masterlist and or userlist: Actors.AIData, Actors.AIPackages, Actors.Stats, C.Owner, Factions, Graphics, Invent, NPC.class, Names
* Result: Actors.AIData, Actors.AIPackages, Actors.Stats, C.Owner, Factions, Graphics, Invent, Names

* Sensual Walks SI DS + GS.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Sensual Walks SI.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Sensual Walks.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* ShiveringIsleTravellers Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* Slof's Extra Horses.esp
* From BOSS Masterlist and or userlist: Graphics
* Result: Graphics

* Slof's Horses Base.esp
* From BOSS Masterlist and or userlist: Graphics
* Result: Graphics

* TamrielTravellers4OOO Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* TamrielTravellersItemsNPC.esp
* From Description: Delev, NoMerge, Relev
* From BOSS Masterlist and or userlist: Deactivate, Delev, Filter, Relev
* Result: Deactivate, Delev, Filter, NoMerge, Relev

* The Ayleid Steps Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* The Lost Spires Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* TR_Stirk Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* TR_Stirk.esp
* From BOSS Masterlist and or userlist: Graphics
* Result: Graphics

* Ulrim's Horses - DLCHorseArmor.esp
* From BOSS Masterlist and or userlist: Graphics
* Result: Graphics

* Ulrim's Horses - OOO.esp
* From BOSS Masterlist and or userlist: Graphics
* Result: Graphics

* Ulrim's Horses - Vanilla.esp
* From BOSS Masterlist and or userlist: Graphics
* Result: Graphics

* Unofficial Oblivion Patch.esp
* From Description: Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Stats, C.Climate, C.Light, C.Music, C.Name, C.Owner, Creatures.Blood, Delev, Factions, Invent, Names, Relations, Relev, Scripts, Stats
* From BOSS Masterlist and or userlist: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Stats, C.Climate, C.Light, C.Music, C.Name, C.Owner, Creatures.Blood, Delev, Factions, Invent, NPC.Class, Names, Relations, Relev, Scripts, Stats
* Removed by BOSS Masterlist and or userlist: C.Water
* Result: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Stats, C.Climate, C.Light, C.Music, C.Name, C.Owner, Creatures.Blood, Delev, Factions, Invent, NPC.Class, Names, Relations, Relev, Scripts, Stats

* Unofficial Shivering Isles Patch.esp
* From Description: C.Light, C.Owner, Invent, Names, Stats
* From BOSS Masterlist and or userlist: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.DeathItem, Actors.Stats, C.Climate, C.Light, C.Name, C.Owner, Delev, Factions, Invent, Names, Relations, Relev, Scripts, Stats
* Result: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.DeathItem, Actors.Stats, C.Climate, C.Light, C.Name, C.Owner, Delev, Factions, Invent, Names, Relations, Relev, Scripts, Stats

* Vergayun Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* VHBloodlines 1.2 Vwalk.esp
* From Description: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* VHBloodlines 1.2.esp
* From BOSS Masterlist and or userlist: Actors.AIData, Actors.AIPackages
* Result: Actors.AIData, Actors.AIPackages

* Weapon Expansion Pack for Oblivion Nthusiasts.esp
* From BOSS Masterlist and or userlist: Delev, Graphics, Invent, Names, Relev, Scripts, Stats
* Result: Delev, Graphics, Invent, Names, Relev, Scripts, Stats

* xulArriusCreek.esp
* From BOSS Masterlist and or userlist: C.Water
* Result: C.Water

* xulAspenWood Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* xulBravilBarrowfields Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* xulBrenaRiverRavine Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* xulChorrolHinterland Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* xulCliffsOfAnvil Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* xuldarkforest.esp
* From BOSS Masterlist and or userlist: C.Music, C.Water
* Result: C.Music, C.Water

* xulImperialIsle Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* xulRollingHills_EV Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge

* xulSkingradOutskirts Vwalk.esp
* From BOSS Masterlist and or userlist: Actors.Anims, NoMerge
* Result: Actors.Anims, NoMerge


Many Thanks for your help!
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Sat Jun 18, 2011 4:53 am

Reference my last post and Wrye Bash behaving .. Just in case - I still have the No Light Flicker Tweak not working. It seems to be doing its job ..

http://www.bild.me/bild.php?file=7113249Untitled.jpg

But in-game, open the next three in different tabs and flick between them ..

http://www.bild.me/bild.php?file=5779373ScreenShot414.jpg
http://www.bild.me/bild.php?file=5244291ScreenShot415.jpg
http://www.bild.me/bild.php?file=2008811ScreenShot416.jpg

I know it is working for yourselves, and I cant remember where in the svns it stopped working (think I deleted the svn archives I keep beyond where it became an issue and I didn't notice right away - Kind of crept up on me somewhere in the gearing up to CBash going live).

Is there anything I can do to help nail this one?

P.S - I have never used any shader changers or anything like OBGE
User avatar
Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm


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