Wrye - Import Mod and Deactivate

Post » Mon Feb 14, 2011 8:44 am

I would assume that it is recommend Import and Deactivate because changing names is the only thing that mod does, and that can be fully imported with the bash tag. Therefore leaving it active is more likely to cause conflicts than importing and deactivating (should be deactivate and import, really).

Mods that are going to be active should be active when building the patch so WB can properly scan them. I can understand the point of what PacificMorrowind reported because if that mod is active and no other mods touch the names, then importing that stuff would bloat the bashed patch for no reason.
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Kim Bradley
 
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Post » Sun Feb 13, 2011 5:50 pm

I completely agree. The recommendation should be deactivate and leave deactivated and import, which is what is suggested on my site. It is also easier to remember to deactivate if you do it beforehand.
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Christine Pane
 
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Post » Mon Feb 14, 2011 8:28 am

The bigger question here then is why is Oblivion.esm visible on that menu if it's never supposed to get selected?

I'll add in a check to that since it really shouldn't be. (and would require OB.esm tagged with Names which is odd to say the least).

Actually if you look at this http://tinypic.com/view.php?pic=149tg6r&s=5, you'll see that I actually had several options available, the only one of which I should select is Ranokoas' mod. Of the mods I actually have loaded, only the two csv files are invalid. That's why selecting oblivion.esm really didn't make any sense. At this point, I'm just glad I have it sorted, but I think there is some tweaking to be done :)

well *should* select is not quite the right word with Import Names; the two csv files are optional Wrye Bash files that you can (ie if you like their naming schemes) select... UOP and Knights UP are often imported for their name fixes (and Ranokoas' would win in any conflicts if both it and UOP and tagged, and selected in the patch dialogue.); with some patchers (ie scripts) there is a should but with names it is a cosmetics issue of 'do you like those names?'.

So correct me if I am wrong now, but if roanoka's esp was NOT checked and just imported, than it should have worked as intended right? If the mod was checked in his load order when rebuilding the patch then there is nothing to change since the records already exist.

That's one question I am not sure was asked. Was roanoka's esp checked when rebuilding the bash patch? If it was than I could see how this could cause your problem. Since roanoka modifies the names already there is nothing to override, but if you have it unchecked when BUILDING your bash patch it should then overwrite the changes from oblivion.esm.

I ran into that problem a few times. In order for imports to do what they are suppose to you should make sure they are unchecked so their changes actually get imported. I.E. no changes to make when its active means no changes to import... if that makes sense.

well it was working as intended from a code point of view but not from the OP's understanding (probably due to a failure to properly explain in the readme)
I'm pretty sure I saw the OP say that it was active (on the first page of the thread I think).
and yes that is correct.

I completely agree. The recommendation should be deactivate and leave deactivated and import, which is what is suggested on my site. It is also easier to remember to deactivate if you do it beforehand.

I'll reverse the instructions in Bash and the readme
Pacific Morrowind
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lilmissparty
 
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Post » Mon Feb 14, 2011 12:01 am

I'll add in a check to that since it really shouldn't be. (and would require OB.esm tagged with Names which is odd to say the least).


well *should* select is not quite the right word with Import Names; the two csv files are optional Wrye Bash files that you can (ie if you like their naming schemes) select... UOP and Knights UP are often imported for their name fixes (and Ranokoas' would win in any conflicts if both it and UOP and tagged, and selected in the patch dialogue.); with some patchers (ie scripts) there is a should but with names it is a cosmetics issue of 'do you like those names?'.


well it was working as intended from a code point of view but not from the OP's understanding (probably due to a failure to properly explain in the readme)
I'm pretty sure I saw the OP say that it was active (on the first page of the thread I think).
and yes that is correct.


I'll reverse the instructions in Bash and the readme
Pacific Morrowind

Thanks for the quick response!
- Tomlong75210
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michael danso
 
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Post » Mon Feb 14, 2011 7:33 am

Hi Guys! I'm back...

Anyway I had interpreted the instructions as import first, then deactivate the mod, so yes I did have it active when building the patch. And yes, I did mention that on the first page of the thread, what turned out to be a looong time ago :)

All Natural has be to active when you are importing the cells, so I thought that's the way this worked. Same with TNR All Races final. These are the other other imports I need to do. So if someone could clarify the readme for this, I, for one, would certainly appreciate it because I poured through that darned readme at least a dozen times >(

Ok, so now I'll try deactivating the mod first and importing the names. This will mean one less esp, and that's always good!

Thanks for the help - we're getting there...
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FoReVeR_Me_N
 
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Post » Sun Feb 13, 2011 7:07 pm

Hi Guys! I'm back...

Anyway I had interpreted the instructions as import first, then deactivate the mod, so yes I did have it active when building the patch. And yes, I did mention that on the first page of the thread, what turned out to be a looong time ago :)

All Natural has be to active when you are importing the cells, so I thought that's the way this worked. Same with TNR All Races final. These are the other other imports I need to do. So if someone could clarify the readme for this, I, for one, would certainly appreciate it because I poured through that darned readme at least a dozen times >(

Ok, so now I'll try deactivating the mod first and importing the names. This will mean one less esp, and that's always good!

Thanks for the help - we're getting there...

Wow, you are confused, haha. AN has to be active because it needs to be active. The filter mod should always be deactivated. Importing in general (with the exception of Race record changes) does not require a mod to be active. However, what is included can vary depending on the active states. TNR does not need to be active to import. Most mods do not have to be active to have their content imported. I have not seen a user this confused before... I do not know if you are over thinking this or what. Users are not required to understand the code for the Bashed Patch inside and out, that defeats the purposes of automation and facilitation.
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Lifee Mccaslin
 
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