Yes, I understand that no mods are tagged right now, but even implementing tags and allowing the user to apply them would be faster and more convenient than what I am doing at the moment.
Unless something has changed over the last half year, most Oblivion mods are not taged probably. Even if Wrye Bash had been fully functional for FO3 since its launch, I doubt most FO3 mods would be.
All that is basically changing gameplay settings. Doing something like what you mentioned above doesn't even take a minute to do in FO3Edit.
I simply do not see a Wyre taking the same spot in FO3 that it has in Oblivion.
Case in point: Project Beauty. If I'm not to much mistaken, Project Beauty changes the looks of NPCs to make them look better, more destinct (similar to TNR in Oblivion). At the moment, this mod has to be merged *manually* with every mod that change something in the touched NPCs (if you want the new looks). I don't think it is difficult to do, but it takes a lot of time and has to be redone whenever a new version of either mod comes out. With a functional bash function, all you have to do is to add a
NPCFaces tag to the description field of the mod, and press
rebuild patch. This will ensure that the changed faces work with *every* mod out there - no explicit mucking around with compatibility patches.
As I wrote in the linked thread, bash functionality can automate the bread and butter parts of making mod compatibility patches, allowing modders to focus on the more challenging issues at hand.
Also, the nVidia fog fix were not a gameplay setting. It were a badly set fog parameter on each cell that sometimes caused a black screen when you entered the cell. The fix were to change the fog parameter from 0.0 to 0.001 (did anyone say divide by zero). For every cell in the entire game. Including modded cells, which were a lot of trouble, until the feature were added to Wrye Bash.
PS. With all of the people typing Wrye's name wrong I can't believe he hasn't come here to correct people here.
He is semi-retired, after all