[RELZ] Wrye Bash -- Thread 49

Post » Fri Jun 25, 2010 11:45 am

I have a question. I'm not very good at Wrye Bash, as I use OBMM for mod installing. The only thing I use WB for is the Bashed Patch, and now I'd like some help with it. Currently the only things I've checked in the Bashed Patch are the three Natural Environments .esp:s, since it says in the readme to import all of them. My question is this: Am I missing something by not importing more things into the Patch? If some of my mods are overriding others with undesirable results, I'd like to know. If someone could take a quick look at my mods and tell me if there's something obvious I should add to my Bashed Patch (or indeed anything else that looks wrong) I'd be very grateful :)

Quick note, I did de-activate the OMOBs .esp:s before I merged the patch, then re-activated them. About the "mergeable" mods, I could do it but as I've read that it makes no real difference (since I have so few mods anyway) I haven't bothered.

Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== MergeableFollowing mods are active, but could be merged into the bashed patch.* DLCSpellTomes - Unofficial Patch.esp* Enhanced Water v2.0 HD - SI Addon.esp* SW01.esp* SWalk.esp=== NoMerge Tagged ModsFollowing mods are tagged NoMerge and should be deactivate and imported into the bashed patch but are currently active.* OMOBS.esp* OMOBS_SI.esp=== Active Mod Files:* 00  Oblivion.esm* 01  All Natural Base.esm  [Version 0.9.9.5]* 02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]* 03  Unofficial Oblivion Patch.esp  [Version 3.2.10]* 04  DLCShiveringIsles.esp* 05  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 06  All Natural - Real Lights.esp  [Version 0.9.9.5]* 07  All Natural.esp  [Version 0.9.9.5]* 08  All Natural - SI.esp  [Version 0.9.9.5]* 09  Enhanced Water v2.0 HD.esp* 0A  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]* 0B  Storms & Sound.esp* 0C  WindowLightingSystem.esp* 0D  Book Jackets Oblivion.esp* 0E  ChaseCameraMod.esp* 0F  ImprovedSigns.esp* 10  Map Marker Overhaul.esp  [Version 3.5.2]* 11  Map Marker Overhaul - SI additions.esp  [Version 3.5]* 12  DLCHorseArmor.esp* 13  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]* 14  DLCOrrery.esp* 15  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]* 16  DLCVileLair.esp* 17  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]* 18  DLCMehrunesRazor.esp* 19  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]* 1A  DLCSpellTomes.esp* 1B  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]* 1C  DLCThievesDen.esp* 1D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]* 1E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]* 1F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]* 20  OOO-No_Guild_Ownership.esp  [Version 1.33]* 21  OMOBS.esp  [Version 1.0]* 22  OMOBS_SI.esp  [Version 1.0]* 23  OMOBS Optional Combat Settings.esp  [Version 1.0]* 24  DLCBattlehornCastle.esp* 25  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]* 26  DLCFrostcrag.esp* 27  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]* 28  Knights.esp* 29  Knights - Unofficial Patch.esp  [Version 1.0.9]* 2A  xuldarkforest.esp  [Version 1.0.5]* 2B  xulStendarrValley.esp  [Version 1.2.2]* 2C  xulTheHeath.esp* 2D  XulEntiusGorge.esp* 2E  xulFallenleafEverglade.esp  [Version 1.3.1]* 2F  xulColovianHighlands_EV.esp  [Version 1.2.1]* 30  xulChorrolHinterland.esp  [Version 1.2.2]* 31  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]* 32  xulBravilBarrowfields.esp  [Version 1.3.2]* 33  xulLushWoodlands.esp  [Version 1.3]* 34  xulAncientYews.esp  [Version 1.4.3]* 35  xulAncientRedwoods.esp  [Version 1.6]* 36  xulCloudtopMountains.esp  [Version 1.0.3]* 37  xulArriusCreek.esp  [Version 1.1.3]* 38  xulPatch_AY_AC.esp  [Version 1.1]* 39  xulRollingHills_EV.esp  [Version 1.3.2]* 3A  xulPantherRiver.esp* 3B  xulRiverEthe.esp  [Version 1.0.2]* 3C  xulBrenaRiverRavine.esp  [Version 1.0.2]* 3D  xulImperialIsle.esp  [Version 1.6.5]* 3E  xulBlackwoodForest.esp  [Version 1.0.4]* 3F  xulCheydinhalFalls.esp  [Version 1.0.1]* 40  xulAspenWood.esp  [Version 1.0.2]* 41  xulSkingradOutskirts.esp* 42  xulSnowdale.esp  [Version 1.0]* 43  Oblivion XP.esp  [Version 4.1.5]* 44  SW01.esp* 45  IDKRRR_C_race_closed_mouth_version.esp* 46  Chocolate Elves.esp* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]* 47  Bashed Patch, 0.esp* 48  SWalk.esp

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Karl harris
 
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Joined: Thu May 17, 2007 3:17 pm

Post » Fri Jun 25, 2010 3:04 pm

I have a question. I'm not very good at Wrye Bash, as I use OBMM for mod installing. The only thing I use WB for is the Bashed Patch, and now I'd like some help with it. Currently the only things I've checked in the Bashed Patch are the three Natural Environments .esp:s, since it says in the readme to import all of them. My question is this: Am I missing something by not importing more things into the Patch? If some of my mods are overriding others with undesirable results, I'd like to know. If someone could take a quick look at my mods and tell me if there's something obvious I should add to my Bashed Patch (or indeed anything else that looks wrong) I'd be very grateful :)

Quick note, I did de-activate the OMOBs .esp:s before I merged the patch, then re-activated them. About the "mergeable" mods, I could do it but as I've read that it makes no real difference (since I have so few mods anyway) I haven't bothered.

Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== MergeableFollowing mods are active, but could be merged into the bashed patch.* DLCSpellTomes - Unofficial Patch.esp* Enhanced Water v2.0 HD - SI Addon.esp* SW01.esp* SWalk.esp=== NoMerge Tagged ModsFollowing mods are tagged NoMerge and should be deactivate and imported into the bashed patch but are currently active.* OMOBS.esp* OMOBS_SI.esp=== Active Mod Files:* 00  Oblivion.esm* 01  All Natural Base.esm  [Version 0.9.9.5]* 02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]* 03  Unofficial Oblivion Patch.esp  [Version 3.2.10]* 04  DLCShiveringIsles.esp* 05  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 06  All Natural - Real Lights.esp  [Version 0.9.9.5]* 07  All Natural.esp  [Version 0.9.9.5]* 08  All Natural - SI.esp  [Version 0.9.9.5]* 09  Enhanced Water v2.0 HD.esp* 0A  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]* 0B  Storms & Sound.esp* 0C  WindowLightingSystem.esp* 0D  Book Jackets Oblivion.esp* 0E  ChaseCameraMod.esp* 0F  ImprovedSigns.esp* 10  Map Marker Overhaul.esp  [Version 3.5.2]* 11  Map Marker Overhaul - SI additions.esp  [Version 3.5]* 12  DLCHorseArmor.esp* 13  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]* 14  DLCOrrery.esp* 15  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]* 16  DLCVileLair.esp* 17  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]* 18  DLCMehrunesRazor.esp* 19  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]* 1A  DLCSpellTomes.esp* 1B  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]* 1C  DLCThievesDen.esp* 1D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]* 1E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]* 1F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]* 20  OOO-No_Guild_Ownership.esp  [Version 1.33]* 21  OMOBS.esp  [Version 1.0]* 22  OMOBS_SI.esp  [Version 1.0]* 23  OMOBS Optional Combat Settings.esp  [Version 1.0]* 24  DLCBattlehornCastle.esp* 25  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]* 26  DLCFrostcrag.esp* 27  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]* 28  Knights.esp* 29  Knights - Unofficial Patch.esp  [Version 1.0.9]* 2A  xuldarkforest.esp  [Version 1.0.5]* 2B  xulStendarrValley.esp  [Version 1.2.2]* 2C  xulTheHeath.esp* 2D  XulEntiusGorge.esp* 2E  xulFallenleafEverglade.esp  [Version 1.3.1]* 2F  xulColovianHighlands_EV.esp  [Version 1.2.1]* 30  xulChorrolHinterland.esp  [Version 1.2.2]* 31  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]* 32  xulBravilBarrowfields.esp  [Version 1.3.2]* 33  xulLushWoodlands.esp  [Version 1.3]* 34  xulAncientYews.esp  [Version 1.4.3]* 35  xulAncientRedwoods.esp  [Version 1.6]* 36  xulCloudtopMountains.esp  [Version 1.0.3]* 37  xulArriusCreek.esp  [Version 1.1.3]* 38  xulPatch_AY_AC.esp  [Version 1.1]* 39  xulRollingHills_EV.esp  [Version 1.3.2]* 3A  xulPantherRiver.esp* 3B  xulRiverEthe.esp  [Version 1.0.2]* 3C  xulBrenaRiverRavine.esp  [Version 1.0.2]* 3D  xulImperialIsle.esp  [Version 1.6.5]* 3E  xulBlackwoodForest.esp  [Version 1.0.4]* 3F  xulCheydinhalFalls.esp  [Version 1.0.1]* 40  xulAspenWood.esp  [Version 1.0.2]* 41  xulSkingradOutskirts.esp* 42  xulSnowdale.esp  [Version 1.0]* 43  Oblivion XP.esp  [Version 4.1.5]* 44  SW01.esp* 45  IDKRRR_C_race_closed_mouth_version.esp* 46  Chocolate Elves.esp* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]* 47  Bashed Patch, 0.esp* 48  SWalk.esp



Guess you mean All Natural rather than Natural Environments? Anyway, if using BOSS for your load order so you have the masterlist, you can generally rely on its bash tags, which means that you can check everything that turn up under the Import X sections. The same with Merge Patches and Leveled Lists (check automatic there). You should Import Scripts for OMOBS and keep them unchecked in the mod list.
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Laura Richards
 
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Post » Fri Jun 25, 2010 5:57 pm

Where can I find bash.ini?
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Kevin S
 
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Post » Fri Jun 25, 2010 9:58 pm

I don't think there is one by default. Just take bash_default.ini in the Mopy folder, make a copy and rename to bash.ini.
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Jonathan Egan
 
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Post » Fri Jun 25, 2010 8:22 pm

I don't think there is one by default. Just take bash_default.ini in the Mopy folder, make a copy and rename to bash.ini.


Thanks, no wonder I couldn't find it.
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Ray
 
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Post » Fri Jun 25, 2010 2:41 pm

Some users get [Version 01] for all their mods in their load order lists. Was it ever figured out why this happens?
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Sierra Ritsuka
 
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Post » Fri Jun 25, 2010 2:50 pm

There's an issue with TamrielTravellersItemsNPC.esp. Not sure if it's the bash tagging or if something's up with how Wrye Bash 287 deals with it:

So I was installing Tamriel Travellers, but WryeBash is insisting that "TamrielTravellersItemsNPC.esp" should be deactivated and merged into the Bashed Patch. (It's in italics and has a red bar when activated)
However, the esp already has the Bash "NoMerge" tag on it, plus the FCOM website guide tells me to put the FCOM_TamrielTravellers patch in the load order AFTER "TamrielTravellersItemsNPC.esp", implying that it should be active.

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cheryl wright
 
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Post » Fri Jun 25, 2010 10:22 pm

There's an issue with TamrielTravellersItemsNPC.esp. Not sure if it's the bash tagging or if something's up with how Wrye Bash 287 deals with it:


I had that problem too. Corepc put a NoMerge tag in the esp description that seem to override the ones added by BOSS. Just delete the tags from the esp description windo in Wrye Bash, click the save button just above the window that shows the BOSS tags and then crack on as normal.
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Rozlyn Robinson
 
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Post » Fri Jun 25, 2010 1:52 pm

I had that problem too. Corepc put a NoMerge tag in the esp description that seem to override the ones added by BOSS. Just delete the tags from the esp description windo in Wrye Bash, click the save button just above the window that shows the BOSS tags and then crack on as normal.


OK, thanks!
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Marilú
 
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Post » Sat Jun 26, 2010 12:11 am

Guess you mean All Natural rather than Natural Environments? Anyway, if using BOSS for your load order so you have the masterlist, you can generally rely on its bash tags, which means that you can check everything that turn up under the Import X sections. The same with Merge Patches and Leveled Lists (check automatic there). You should Import Scripts for OMOBS and keep them unchecked in the mod list.


Thanks! Yes All Natural, sorry about that. I do use BOSS. So this is what I did after reading your post and then checking TES4: Positive:

Checked ALL mods in these categories:

Merge Patches
Import Actors
Import Actors: AI Packages
Import Actors: Death Items
Import Cells
Import Graphics
Import Inventory
Import NPC Faces
Import Names
Import Scripts
Import Stats (this is the only place where OMOBS appears, I guess you meant Stats and not Scripts?)
Leveled Lists (put on "automatic")

Did NOT check these:

Any of the "import" categories that were empty
Any categories that were not "import" something
Import Factions (TES4: Positive says "check overhaul readmes" but usually readmes have no info about Bashed Patch or Wrye Bash... should I check this one?)
Import Relations (same as above, wasn't sure if I should check it)
Import Spells (not sure if it's this one or spell stats that's broken, so I didn't check it)
Replace Form IDs (what's this?)

I also de-activated both OMOBS and all the green text mods in the list.
I'm doing this on my game in progress, will everything still work as intended? Did I do something that will cause problems or should I do something differently?


edit: Also, my "swalk.esp" has green text, but it does not have a dot or a plus sign in it's box... it's just empty :shrug: It doesn't have any bash tags either so why is it green?
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Miragel Ginza
 
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Post » Fri Jun 25, 2010 1:16 pm

edit: Ignore this post, it crashed because of my resolution because I changed screens... nothing to do with Wrye Bash :)
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Danger Mouse
 
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Post » Fri Jun 25, 2010 4:00 pm

I'm getting some real strange problems in my save game after doing the Bashed Patch... Potions are named things like "X en Doom" instead of "Potion of Doom" and I have a ring called "Ring ad Strength" which I'm pretty sure wasn't it's name before... repair hammers are called "X Repair Hammer", "Shadow Wolf Meat" is called "Meat, Shadow Wolf" etc... I made the patch like it was before (only importing cells from All Natural and leveled lists) and the items are named correctly again.
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Symone Velez
 
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Post » Sat Jun 26, 2010 1:35 am

I'm getting some real strange problems in my save game after doing the Bashed Patch... Potions are named things like "X en Doom" instead of "Potion of Doom" and I have a ring called "Ring ad Strength" which I'm pretty sure wasn't it's name before... repair hammers are called "X Repair Hammer", "Shadow Wolf Meat" is called "Meat, Shadow Wolf" etc... I made the patch like it was before (only importing cells from All Natural and leveled lists) and the items are named correctly again.

You had checked Import Names > Rational names :D
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NO suckers In Here
 
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Post » Sat Jun 26, 2010 2:56 am

You had checked Import Names > Rational names :D


What's that? According to TES4 Positive, it's safe to check all mods in the names tab :/
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Madeleine Rose Walsh
 
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Post » Fri Jun 25, 2010 1:17 pm

What's that? According to TES4 Positive, it's safe to check all mods in the names tab :/
safe yes - but you must know what they do - BP has a learning curve lol
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Prisca Lacour
 
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Post » Fri Jun 25, 2010 7:32 pm

EDIT: nevermind
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cutiecute
 
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Post » Fri Jun 25, 2010 10:14 pm

safe yes - but you must know what they do - BP has a learning curve lol



edit: I guess I should read through the WB readme in full... I'll do that, then come back here and post my list of checked/unchecked options for confirmation :)
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Kristina Campbell
 
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Post » Fri Jun 25, 2010 10:56 pm

I had that problem too. Corepc put a NoMerge tag in the esp description that seem to override the ones added by BOSS. Just delete the tags from the esp description windo in Wrye Bash, click the save button just above the window that shows the BOSS tags and then crack on as normal.

Okay, so I'm back to ask about the Tamriel Travelers deal. So I see that I'm supposed to delete the tags in the description and use the ones that BOSS implements, however BOSS insists that the "TamrielTravellersItemsnpc.esp" must be deactivated and imported. It does not include any tags on WHAT to import though. How did you get it to work?
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Hope Greenhaw
 
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Post » Fri Jun 25, 2010 2:55 pm

Okay, so I'm back to ask about the Tamriel Travelers deal. So I see that I'm supposed to delete the tags in the description and use the ones that BOSS implements, however BOSS insists that the "TamrielTravellersItemsnpc.esp" must be deactivated and imported. It does not include any tags on WHAT to import though. How did you get it to work?

It should not have any import tags. Just check it in the merged patches section, make sure it shows up in the leveled lists section, and be done with it.
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Kellymarie Heppell
 
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Post » Fri Jun 25, 2010 4:31 pm

Oh, duh. I saw leveled lists in the description, thought that would mean I would have to do "import scripts" or something similar, and completely forgot there was a "leveled lists" option.

Thanks :<

EDIT: And yea, it's also not marked mergeable by default so I had to do that. Maybe somebody should tell Corepc to make a note of that or fix it or have a post in the FCOM topic or something so there aren't more nubs like me all confused? :P
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Lavender Brown
 
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Post » Fri Jun 25, 2010 8:40 pm

Thanks! Yes All Natural, sorry about that. I do use BOSS. So this is what I did after reading your post and then checking TES4: Positive:

Checked ALL mods in these categories:

Merge Patches
Import Actors
Import Actors: AI Packages
Import Actors: Death Items
Import Cells
Import Graphics
Import Inventory
Import NPC Faces
Import Names
Import Scripts
Import Stats (this is the only place where OMOBS appears, I guess you meant Stats and not Scripts?)
Leveled Lists (put on "automatic")

Did NOT check these:

Any of the "import" categories that were empty
Any categories that were not "import" something
Import Factions (TES4: Positive says "check overhaul readmes" but usually readmes have no info about Bashed Patch or Wrye Bash... should I check this one?)
Import Relations (same as above, wasn't sure if I should check it)
Import Spells (not sure if it's this one or spell stats that's broken, so I didn't check it)
Replace Form IDs (what's this?)

I also de-activated both OMOBS and all the green text mods in the list.
I'm doing this on my game in progress, will everything still work as intended? Did I do something that will cause problems or should I do something differently?


edit: Also, my "swalk.esp" has green text, but it does not have a dot or a plus sign in it's box... it's just empty :shrug: It doesn't have any bash tags either so why is it green?

Import Actors: Death Items <-- do not check OWC
Import Names <-- Don't confuse the plugins and the CSV files.
Import Factions <-- The site says not to check OOO here (when used with FCOM and MMM)
Import Spells <-- The site says not to check OOO here (when used with MMM and FCOM)
Import Spells - you can check it

Broken, so far for Bash, seems to mean that the tag does not work, not that anything is broken in-game. However, most of the old tags are working now, as far as I know. I really need to update that page...


Edit: I do not know the status of Import Script Contents, however...
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JD bernal
 
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Post » Sat Jun 26, 2010 5:16 am

Import Actors: Death Items <-- do not check OWC


Tom you have been gone ..But look in the http://www.gamesas.com/index.php?/topic/1108343-relz-fcom-convergence-and-ufcom/page__view__findpost__p__16271781and then check the Warcry thread there is an update out..
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Eliza Potter
 
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Post » Fri Jun 25, 2010 6:38 pm

Tom you have been gone ..But look in the http://www.gamesas.com/index.php?/topic/1108343-relz-fcom-convergence-and-ufcom/page__view__findpost__p__16271781and then check the Warcry thread there is an update out..

Snap. I forgot about the 1.09 release update. I need to go read the changelog on that again.


Thanks, I'll make sure I get the page on the site updated for that too.
- Tomlong75210


Edit: Ohhh...nice update...

Edit: *fixed*
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Kelsey Anna Farley
 
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Post » Fri Jun 25, 2010 11:47 pm

Can't believe I missed the new thread :facepalm: Anyways, I'd like to know if the tags 'Filter' and 'Import Inventory' can produce adverse effects when used on mods that don't have unique leveled lists. The mods in question are distributed amongst vanilla npcs, but with FCOM, they don't see much action. One of the mods supposedly shares a leveled list with OOO and can be merged, but the mod is quite old compared to FCOM at this point. So can using said tags to better distribute the mods be bad in any way?
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luis ortiz
 
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Post » Fri Jun 25, 2010 9:10 pm

Can't believe I missed the new thread :facepalm: Anyways, I'd like to know if the tags 'Filter' and 'Import Inventory' can produce adverse effects when used on mods that don't have unique leveled lists. The mods in question are distributed amongst vanilla npcs, but with FCOM, they don't see much action. One of the mods supposedly shares a leveled list with OOO and can be merged, but the mod is quite old compared to FCOM at this point. So can using said tags to better distribute the mods be bad in any way?

The Bash ReadMe actually does a good job explaining Import Inventory. It is okay if the changes are not unique. Import Inventory does some sort of quantity comparison if there are multiple imports of the same item. Filter is safe now too. I think you should leave the distribution of those tags to the FCOM team. It is okay if some LL lists are old and set already. :L
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Jason Wolf
 
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