[RELZ] Wrye Bash -- Thread No. 40

Post » Tue May 17, 2011 4:05 am

Could you start a new thread with your load order posted again? This definitely does not sound like a single tag problem. Why do you think Wrye Bash has anything to do with this? Actually, post in the TIE thread. This sounds like a compatibility issue that has something to do with TIE. I am not familiar enough with that mod, and this is not the thread in which to figure that out. At least, I thought I saw the TIE thread floating around today... Make a new thread if you cannot find it. It sounds like you may have some other issues as well...
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Sweet Blighty
 
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Post » Tue May 17, 2011 7:51 am

Sometimes fresh air helps thinking:
it's not possible that wrye bash supports all mods with new worlds without support of the mods themselfs, because just the mod controls the global variable which states, whether the player is in the mods world or not.

So the mod must inject his own global into the oblivion.esm and wrye bash can then add quest conditions for this global.

Best regards,
ThreeD



You didn't write anything under this quote, or did I miss a statement?

And I finished the german translation for 283 now. You can download it http://www.megaupload.com/?d=4LWXNM77. I hope its ok.

Best regards
ThreeD
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C.L.U.T.C.H
 
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Post » Tue May 17, 2011 7:48 am

Would it be possible to add an import price tag?
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Angelina Mayo
 
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Post » Tue May 17, 2011 1:21 am

Would it be possible to add an import price tag?
Kinda already implemented, I think, in a way.

Price is considered part of the stats, and you can export stats lists to a spreadsheet and then import them into the bashed patch.

If you want prices from a specific mod, I think you can just export the stats to a spreadsheet, delete everything but the item ID and price and then import it back into the bashed patch again.
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Lizs
 
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Post » Tue May 17, 2011 10:53 am

Oh, I did not realize that price was a stat...huh...The spreadsheet thing should be useful. Thanks.
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Christine
 
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Post » Tue May 17, 2011 12:27 am

I have a question. If I have a bunch of "slant text style" mods that it is recommended to import is it okay to not import them if my mod list is fairly low in number? I right-clicked a slanted mod and looked at the import feature. It's quite complex! At this point I'd like to start playing the game after a week of modding. So can I forego importing?
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saharen beauty
 
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Post » Tue May 17, 2011 9:08 am

The ones with slanted text like this are recommended to be deactivated. The ones with Green text are usually up to you whether you deactivate or not.

There's still a minor bug with the italicizing though, so restart Bash and make sure they are still marked that way before deactivating them.

There are only a few mods that should be marked with Deactivate, but for the most part it's pretty important and occasionally vital.

Which specific ones are worrying you?
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His Bella
 
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Post » Tue May 17, 2011 12:59 am

The italic mods should never, under any circumstances, be activated. So, if you DON'T import anything from them, you're not going to see their effects. It's either import them or don't use them at all :shrug:
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Bad News Rogers
 
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Post » Tue May 17, 2011 3:04 pm

Oh, I have a few italicized mods with blank text color. Here they are:

Black: _Ren_BeautyPack_onlyharis.esp, EVE_KhajiitFix.esp
Purple: FCOM_HungersUnitySI.esp

I thought I had a few more but apparently that bug you mentioned ocurred and then went away after I restarted.
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SaVino GοΜ
 
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Post » Tue May 17, 2011 3:27 pm

EVE_KhajiitFix.esp should be mergeable (green), not black. Not sure about Ren's.
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Miranda Taylor
 
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Post » Tue May 17, 2011 7:51 am

I think the EVEP_KhajiitFix.esp picked up an incorrect tag somewhere. It should be chosen under "merge patches" and "races" and then deactivated.

The hunger's unity one should be selected under a bunch of different options, and then deactivated.

Ren's probably should only have hairs imported, and then deactivated.
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Rusty Billiot
 
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Post » Tue May 17, 2011 6:21 am

The italic mods should never, under any circumstances, be activated. So, if you DON'T import anything from them, you're not going to see their effects. It's either import them or don't use them at all :shrug:


I see. Is there a tutorial on how to know what to import? The Wrye Bash manual is a dense file and doesn't always speak clearly to non-technical folks.

EVE_KhajiitFix.esp should be mergeable (green), not black. Not sure about Ren's.


No, it's black.

I think the EVEP_KhajiitFix.esp picked up an incorrect tag somewhere. It should be chosen under "merge patches" and "races" and then deactivated.

The hunger's unity one should be selected under a bunch of different options, and then deactivated.

Ren's probably should only have hairs imported, and then deactivated.


When I clicked Mark Mergeable the Khajiit esp turned green. If either of you could point me toward (or supply) easy directions on merging and importing I'd be grateful. I only have those three mods that are italicized.

Also, BOSS (when I check the bat window) keeps talking about BASH tags. How important are these?
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JERMAINE VIDAURRI
 
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Post » Mon May 16, 2011 11:59 pm

Tomlong75210 apparently has a guide to Bash options. Find one of her posts and follow a link back to her site. You should be able to find it there.

Bash tags are very important, but when Bash and BOSS are working right they are added automatically, so not a big worry for the user.
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Celestine Stardust
 
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Post » Tue May 17, 2011 2:51 am

I see. Is there a tutorial on how to know what to import? The Wrye Bash manual is a dense file and doesn't always speak clearly to non-technical folks.
...


Import what it's been tagged with. If you're using Boss, most of your mods should be tagged properly.
...
No, it's black.
...


I'm not saying you're seeing wrong :P I'm saying that there's something wrong (like it's tagged improperly) because it is definitely supposed to be green.

...
Also, BOSS (when I check the bat window) keeps talking about BASH tags. How important are these?


Vitally!
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BlackaneseB
 
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Post » Tue May 17, 2011 3:59 am

I see. So after I sort out the import issue and get BOSS working right I'll be good to go... (stupid BOSS not working right, lol)
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Ross
 
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Post » Tue May 17, 2011 12:46 am

is their any danger in merging patches? ive never done it but ive reached my mod count limit.
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Etta Hargrave
 
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Post » Tue May 17, 2011 3:38 pm

Do you mean merge the green mods into your Bashed Patch? As a general rule, you should always do that. If you mean merging mods via TES4Gecko, I shall direct you http://sites.google.com/site/oblivionpoinfo/tunesetup/merging.
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SiLa
 
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Post » Tue May 17, 2011 12:38 pm

I bashed the Rens and Khajiit esps together using the Race Records function of Rebuild Patch. Is that all I am supposed to do? Should the mods still be in my list after this?
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sophie
 
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Post » Tue May 17, 2011 2:09 pm

They should be in your list, but they should not be activated. The should have green plus signs next to them. Again, I'm not familiar with the Ren's mod... if it was green, it should have the plus sign. If it was black, it should have a dot. Neither should have a check mark.
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Nicole Mark
 
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Post » Tue May 17, 2011 12:56 am

Both have empty green checkboxes.
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Sabrina Schwarz
 
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Post » Tue May 17, 2011 12:01 pm

Since the only thing Let There Be Darkness is supposed to do is alter ambient cell lighting, a ffilter tag added to the big merger mod is appropriate. Bash will only import the ambient cell lighting anyway even without it, but this way you only have one ESP sitting in the folder instead of a dozen. As another example, just look at the All Natural filter. All that one does is import climate data into the cell data of various mods. So there's no conceptual difference between that and doing the same with cell ambient lighting.


The OOO Patch for Let There Be Darkness is buggy, as I've reported on Nexus:
The OOO patch looks bugy. It does not only contains the changes to Light, but also duplicates most or all of the items placed in the cells by OOO and in about half the cases reposition things, even Doors.
Also the Thievery patch doesn't actually do anyting; it just copies the Crypt of Brynne cell without altering the lighting.
I assume the merged patch will have the same problems.
EDIT: the OOO is not a problem as long as you use the C.Licht + NoMerge or Deactivate "Bash Tag", since then only the changes to lighting will carry through.
Still, the patch ought to be fixed and re-uploaded.

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James Shaw
 
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Post » Tue May 17, 2011 11:29 am

Both have empty green checkboxes.


Make sure that they're both checked in the "Merge Patches" section of the Bashed Patch (and make sure the Merge Patches option in the right-hand panel is checked as well... I've seen people check off all their mods and wonder why it doesn't work, when they forgot to check the Merge Patches box itself :P)
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Sara Johanna Scenariste
 
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Post » Tue May 17, 2011 5:04 am

I got the Khajiit and Hunger mods to merge. The Ren hair mod is marked non-mergable. At this point I'm going to say the Hell with it and play without that one mod. The only Wrye Bash issue I have now is two mods have their text in pink. The Wrye Bash readme doesn't say what pink text means, just blue and green. Am I okay with two mods having pink text?
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carrie roche
 
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Post » Tue May 17, 2011 6:49 am

Why is the Ren Hair mod marked non-mergeable? Race records require that the plugin be merged or activated when the bashed patch is built. I think the pink text you are referring to is the purple text that distinguishes plugins that are tagged with NoMerge that would otherwise be mergeable. 99% of the time, that means that the mod should be deactivated, and its contents should only be imported through the bashed patch.
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Melanie Steinberg
 
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Post » Tue May 17, 2011 5:48 am

Okay, I'll merge those two pink mods and Rens, then.

EDIT: LOL! How do I remove a NOMERGE tag?

EDIT2: I found out the trouble with Rens. Wrye Bash says there's a GMST issue.
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Marguerite Dabrin
 
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