The only affected culprit here is - once again - Oblivion Reloaded 9. Lastly, Underridden and Dirty usually happens when you change the order of installers and can be fixed by right clicking on the mod and selecting Anneal. Except for curiosity while actually creating mods, I barely check those.
Shape Squares are archives zip, rar, 7z. Diamonds are unpacked directories also called "projects". Can be fixed by right-clicking and selecting Anneal. Yellow - The install has underrides. Text Color Navy Blue - This is really hard to see.
It means the package has sub-packages. You can create them by right clicking on the header, selecting Add Marker They are only used for convenience, if you want to visibly group mods between two markers. In case of patches, just make sure to really load the updated esp last, and you can also just uncheck the esp in the outdated packages so it all turns yellow again.
If the icon is grey or red, you need to look into it. If a mod has a yellow or orange background, hit Anneal. You can select what to install on the right side by checking and unchecking boxes. As you can see, I selected some of the sub-packages and some of the esps of this mod. To sort the sub-packages, they are usually named with a two digit number in front.
Other options are often grouped up, like here all the different cup sizes. If several options have the same number, it usually means you have to pick only one of those. There is no point in selecting more than one of the 10s.
They have a special Icon. It will guide you through the installation process. At the end, you have the choice to apply your selection, install the files or both. It can't hurt to switch to the Ini Tweaks tab and double check, though. Some mods are not recognized by Wrye Bash. This is often the case with very old mods, from a time when there was no mod manager and no common structure, but also.
Fish for the files you want and place them in the right structure into the new directory. You can probably follow these, but , instead of moving them to the Data directory, you move them into your newly created folder.
Depending on your installation size, this will take a long time, so if you can do it manually, that's probably preferred. If not, press that option. You can now follow whatever install instructions to put the mod directly into your data folder, be it installing it with oblivion mod manager or as an exe file.
It will scan the folder again and then present you with a window of all the files it found that were added to the data folder. Press create project and add a name. You know when I said to occasionally close Wrye Bash and open it again? If you haven't done so yet, now would be a splendid time to do so, so all your preparations and orders are saved. Right click on the mod. Select Install.
Installing many at once might take a long time. I personally wouldn't install more than a few at a time. If that happens, right click on them and use Anneal. Unless for some reason you are making changes to mod files in the Data folder, it should always be safe to use anneal after you've changed something. The installer icon will turn orange, though.
This will also keep them safe should you ever accidentally or on purpose replace them with an uncleaned version. This will also keep cleaned DLCs safe that would be reset by verifying game data with steam. Answering no is semi-permanent and will leave you unable to install that certain dll with Wrye Bash unless you reset some settings.
To change which dlls you trust, click on the little cogwheel in the status bar and select the option Trusted Binaries. There you can move dlls from Untrusted to Trusted and back. If by uninstalling a mod the conflict status of any resources changes, Wrye Bash will handle it automatically.
I assume this is so you don't lose your changes or configs. This is useful if you changed a package after initially installing it.
You could select "Install Missing Files" to only install files that were not installed before. Careful : This will not install files that have been installed before, even if they would be changed now in the new config. A double click opens the archive or directory, so you can look inside, and, in the case of a directory, edit files directly. This will give you a list of changed files that you can pack into the mod file.
This works on both, archives and directories. If you want to add cleaned esps back into the mod file they came from, or keep them all in a separate folder, is a matter of preference. I would suggest using one way or another to keep them safe, though. There are a few mods that cannot be installed with Wrye Bash. Realistic Leveling requires manually editing the ini, as it ships with placeholder values in its ini that would get set by the OBMM install script. However, I would suggest checking out Ultimate Leveling , which has a RL mode and is much more modern and should not carry the same bugs RL did.
The full package of QTP comes in 11 eleven. However, I don't think most of them work well nowadays, and would be especially incompatible with ENB and Oblivion Reloaded, which most people use these days. I honestly would stay away from modifying the game shaders. It has an elaborate, bsa extracting and mesh modifying script that no other tool can handle. Edits: Added how to display file extensions. Added more methods to convert mods into bain friendly packages.
If there is any uncertainty, uninstall and then reinstall Skyrim from scratch to this point. Almost any file-compression software can be used to view the contents of packages. It's also free, open-source, and supports most of the other common formats. If no previous backup of bash.
Read about the various options under [Settings] to determine if any of them may apply recommend not changing these. To configure other applicable tools to be run via Wry Bash from the bottom bar of the program window , uncomment pre-configured options under [Tools] and edit as appropriate for any of these applicable programs. See the [General] section of a working bash. Get LOOT and install according the the instructions provided. BAIN is one of the most powerful interfaces of WB, as it boasts many handy features that no other mod managers offers.
Once all mod packages package is the name Wrye Bash uses for the archive file or folder containing the files from the mod are placed within the Bash Installers directory, they will be recognized from within the BAIN interface where they can be arranged singly or in groups in any order, renamed, list markers added, conflicts detected, packages unpacked, installer wizards can be built and much more.
BAIN informs the user of potential resource conflicts prior to installation and provides details concerning the conflicting resources, mods involved and the order numbers of the involved mods. This allows one to customize mod installation order to achieve the desired result. Perhaps even more importantly, BAIN keeps track of the mod-specific resource hierarchy, allowing simple installation and uninstallation of any combination of mod packages at any point in the installation hierarchy.
This means that if a mod installed after a previously-installed conflicting mod is removed, then the assets from the overwritten mod will be re-installed automatically by default this is the "Anneal" functionality of BAIN.
From within the Mods Tab, plugins can be managed using many handy tools including the infamous-yet-little-understood "Bashed Patch".
The Bashed Patch takes elements from all loaded plugins i. Think of mods as a series of transparent films containing layers with opaque bits of a complex graphic. When laid atop one another, each layer adds to the final composite and masks parts of underlying transparencies. Redundancies and conflicting components are effectively merged into an overall result that is a composite mod called the Bashed Patch.
This allows otherwise incompatible plugins to coexist, and many mods are completely merged into the composite, thus effectively circumventing the plugin limit, since byte references to completely mergeable mods are no longer required.
Click the "Installers" tab. This should invoke a pop-up warning to "enable" Installers. If it does, click on "Yes" and it should load very quickly, as there is nothing yet in the package repository. If it does not prompt, right click the header bar of the Installers and make sure "Enabled" is checked. Then select "Full Refresh". Adding a new package to BAIN is as easy as dropping a zip file into the bash installers directory.
It should be noted that WB recognizes the contents of both extracted folders called projects and archives called packages ; however, it is strongly recommended that installers be kept in archive format as a standard practice, as this is not only a more efficient use of space, but it also prevents WB from calculating a CRC for each file in an unpacked project. Thus, projects can take a long time to scan. The archived package only counts as a single CRC.
A few packages will need to be restructured in order to be properly recognized and installed by BAIN. The installers tab contains the package-management interface. Unfortunately, not all mod authors pack their mods in a BAIN-ready format, so it is important to understand how to convert to the proper structure. The good news is that BAIN has some flexibility, and usually can translate archives correctly.
Before proceeding further, all packages must be made recognizable to BAIN i. The following examples illustrate BAIN package interpretation and allude to some effective packing methods. Like all tabs in WB, the installers tab has several header elements that can be right clicked to pull up a context menu of useful commands.
Left clicking on a given header label will sort the list by that column see Figure 7. Because installation order is critical to get the results expected in game, the packages must be ordered properly according to install order such that the desired assets overwrite their conflicting assets.
At this point, the mod packages are ready to install. Begin by confirming that no unexpected or undesirable conflicts exist. Before doing this, it will be useful to 'hide' the packages that should not or cannot be installed. Doing so prevents these packages from being included in the conflicts viewer.
Accingite Vos - HQ Shields In this case, The desired result can be achieved in several ways, and the following is arguably the simplest. Starting with:. This process is tedious, but it forces the mod user to become intimately familiar with a given mod, which will be useful later on. Given that both source file s and converted BAIN version s exist, it is quite simple to create a BCF to make the task fast and easy for other downstream users.
Open these csv files up, then use spreadsheet-fu to merge them into the desired format. If bash sees that either the old or the new entry is missing, it will ignore the row. But of course, the types should be compatible. Tes4Edit will apply the changes to every record that uses that formid.
You'll get a report afterwards. You'll want to use Tes4View's Compare To Note that Tes4Edit will only remove masters that you're not using at all. It allows you to export editor ids to a csv file, systematically modify them and then reimport them.
I don't have enough informaton to be sure of this, but it seems that I had to recompile some scripts but not others that were also changed after making this sort of change. If may be that you only have to change the scripts if you've changed the names of references which you have to do manually.
If any scripts were changed, they'll be reported at the end of the import. MISC Oblivion. You can then edit this file and re-import it, import the file to another mod or use it with the Import Names. Cells and dialog are not.
Also, application of those names to other mods that tweak items. This automates some of the work in mod translation. But by importing names from a German version of Oblivion. Cells are not affected, nor are racial voices. Names for mods that aren't loaded will be ignored. Editing the level files takes a bit of thought and work, but once done the level files can be posted for other players to use.
Note that while mods import levels from a csv file, saves import their levels from a mod. When reading be sure to set the program to recognize tabs as separators.
Also, be sure to save in the same tab separated format. This is for convenience only and is ignored on import. If the NPCs are new to the mod, these columns will be blank. These are for convenience only and are ignored on import.
The exported file can also be used with the Import Stats. The spreadsheet makes it easy to view and edit the stats in a systematic way. Stats for items for multiple mods can all be covered in a single spreadsheet file.
The stats patcher will then apply changes only for those mods that are active when the patch is updated. After making changes, be sure to save in this format. Also, stat values must be numbers, not formulas. The exported file can also be used with the Import Spell Stats. Stats for spells for multiple mods can all be covered in a single spreadsheet file. The spell stats patcher will then apply changes only for those mods that are active when the patch is updated. Replaced by automatic tagging see Bash Tags.
However, this command may still be useful to modders since it reports why unmergeable mods are unmergeable. Previous to v, Bash did not autoscan for mergeability. Instead Bash remembers internally whether a given mod is mergeable or not. To avoid this, this function scans the mod and sets near fog to 0. Less experienced players will generally not need to use this. This happens when the world record that should be preceed all groups of exterior cells is missing from the mod.
If a mod is edited in the CS; and the mod has an esp master; and the esp master has exterior world cells; then the children cells for that master are added to the mod being edited regardless of whether the dependent mod edits them or not. But the matching world record is not edited. Hence: orphaned world groups. At the least, they're unnecessary.
Hence modders should probably remove them from their own mods. If you don't know what it does, you don't need it. If you do need it, you should probably use TES4Edit instead. TES4Edit does. The feature is somewhat dated now that the updated construction set is available, but is still useful for modders who prefer to work with the older CS.
Note that the newer CS has some bugs that the older CS does not. Use with caution. Bash Auto Load Ordering aka Balo will semi-automatically sort your mods into a few predefined groups. Currently its still necessary to specify for each mod which group it belongs to, but future versions of Balo may provide additional automation in this area.
Warning: If you already have an established load order, using this feature will likely substantially rearrange them! Use at your own discretion! If no group is currently assigned, then the mod will be assigned to the special group "NONE". It cannot have offset groups. You can also get it at any time that Full Balo is active by right clicking on a mod and selecting "Group: Edit The default groups may later be used by mods to automatically specify their load order.
However, you may want to add some new groups as well. But again, keep in mind the utility of the default groups. This will create new groups, and group headers and set the relative loader order of all selected groups. This will happen either when you turn Full Balo on, or when you add new mods to your mods directory and then return to Bash's screen.
Balo provides a default "canonical" set of groups designed to reduce problems due to conflicts between mods. Face replacers, Hair, Eyes. Clocks of Cyrodiil, Ambient sounds, Landmarks w wells. However, if you aren't using Full Balo, you can still take advantage of some special sorting rules associated with group headers. Hence, you can define new groups and change the name of existing group headers so long as you follow these rules.
Be sure that the modified times of header groups are at least 1 day apart. Otherwise, groups may end up overlapping. They're mainly only useful since they're highlighted and appear in mods lists just like auto-sorted groups.
Note that this will only work the first time that Bash sees the mod. The tag must be on a line by itself. A Bashed Patch is a configurable, custom built patch. The patch can have multiple components, which you can choose and configure as you like.
You can also have multiple patches typically, you would have one patch per major set of load mods. Click on it to update the patch, or click Cancel quit without updating the patch mod. Only mods that load before the patch will be processed in the update process.
In this, case, you should update the patch before reloading it. Then you should probably have one Bashed Patch for each set. I typically have a different Save Profile for each such loadset, and then name the corresponding patch after the set. In these, the list is automatically generated based on Bash Tags. Be sure to Espify Masters before playing.
You can view and edit the tags that are currently assigned to any mod in the Bash Tags field at the bottom right of the Mods tab. Climate: Mod changes cell climate Import Cells. Owner: Mod changes cell ownership Import Cells. Import Factions. Import Inventory. Relations: Mod changes race relationships Race Info. Manual tags are shared for all users on a given computer. Again, right click and choose "Copy to Description".
This file includes bash tags for some of the mods it has listed. Note that you do not need to use BOSS in order to benefit from this. All that's required is that BOSS's masterlist. This file has a very small list and is largely surpassed by BOSS. But is useful for people who don't have BOSS installed. However, between the description field and BOSS, most important tags are covered. General Configuration: The first two patch "components" control the behavior of the patch generation in a general way.
Naturally this will confuse bash when it tries to read an imported text file which uses the old "canonical" name. To compensate for this, this component can be used to alias the canonical name to the local name.
Mods that are mergeable are marked with green text in the main mod list. If a given mod is not mergeable and you would like to know why, run the Mark Mergeable command on it. Note that the old "Merge" tag is now ignored. In other words, the ordinary record shadowing rules are applied while merging. Hence, it can be useful to think of a merged mod as being virtually active.
They need to be available for when you next rebuild the patch. Every time you rebuild the patch, you rebuild it from scratch, hence the original mods need to be available to be re-merged. The advantage of this is that, rather than having two separate patch mods one for MMM and one for OOO , it's possible to have just one patch mod for both.
Hence the bashed patch will end up dependent on that mod after all. Hence, it is important when building the patch, to make sure that all desired mods are activated! It this isn't the case, then the patch is likely to end up not including changes from the filtered mod that it should include. It's a "hack" because it's horribly inelegant and is inconsistent with the rest of bash patching approach.
But it works and its simpler than rewriting a bunch of code to support a special case. In any case, you should only use it for mods that are being patch merged. Such modes should be Filtered as well. Except for leveled list records. Those go in.
Leveled list merger treats the mod in the usual way. However, the inventory import mod treats the mod record specially, ignoring all changes except inventory changes. The point of this is to cause Inventory Import to import only inventory. Thus II mods can "load" after the mod that they change and yet be guaranteed to only modify inventory. But it works for II. Climate: Mod changes cell climate. Owner: Mod changes cell ownership.
If they modify the same cel in different ways e. Note that the Export Factions command will export files in this format. This can then be edited as desired. If a mod has has an actor assigned to some faction, but the imported data doesn't address that rank, then the actor will retain that rank.
You can only do this in a spreadsheet. This is often done when vanilla Oblivion only offers a few simple meshes for a large number of objects, while the replacer aims to diversify the graphics for those objects e.
Phoenix Amon's Book Jackets mod. This patcher resolves this by extracting graphics components from specified mods and merging them into other changes to the same records. Other types do not commonly require patching, or are not yet supported by Bash. It will also to a small degree handle localization of foreign language mods. An example of a renamer mod is Rational Names. Does not handle GMSTs, cells, landmarks or dialogs. If source mods is fully covered no GMSTs, cells, etc.
However, ranks have been strongly tweaked from Flak's version and OOO names have been added. It also includes additional name changes to cover Shivering Isles, Oscuro's Oblivion Overhaul and a few more mods.
Instead, duplicate and edit as desired. Only mods marked with the Invent or InventOnly tag will appear in the list. It probably should not be used except for Item Interchange or a mod very much like II. If a mod only changes the number of items in an inventory, then this feature will ignore that change.
Note that the Export Relations command will export files in this format. However, most factions are not altered in this way. Tamriel to help guide NPCs who are traveling for long distances through that world. Very few mods modify road records, but if it is desired for the road from an earlier loading mod to override the road from a later loading mod, Import Roads can make that happen. Since magic effect records tend to modified for other reasons as well, other changes to the same records will wipe out the changes to sounds.
This patcher component allows you to make sure that changes to the sounds of spells are included in the final version of the record. For this use the best approach is to supply a single spreadsheet which rebalances weapons of many mods to fit a given overhaul.
When using such a file, Bash will only apply stats for mods that are currently active and ignore the rest. Tweakers tweak records in the currently active set of mods in specified ways. All tweakers have several specific features which can be individually turned off. Features whose name ends with bracketed text e. Due to a bug in the Oblivion engine, if these bows are equipped by an NPC, the game will crash. Note this is also fixed for vanilla Oblivion by the Unofficial Oblivion Patch.
However, Shivering Isles introduces more bows with the same problem. This changes the weight of potions to a specified value 0. Thus it should not affect alcoholic beverages or scripted "potions" like HTS water skins. Note that this is similar, but not the same as the Reweigh Potions command for savegames, which reweighs user created potions rather than mod created potions.
May help on machines with low end graphic cards. For avoiding the Nvidia fog-related black screen. These options force them to lower weights as specified. Right click on item to choose maximum weight allowed. Not totally realistic, but looks cooler! This is useful for armor and enchantment. Not recommended because graphics clipping is common.
Not recommended because it is uber and it prevents amulets from displaying i. For each type of item you can select the format to be used. There are two versions. Amulets, then Rings, etc. You can choose whether you wish the school e. D and spell level e.
D2 to show. Item ending with a "[xxx]" will allow you to choose a different value. Right click on the item and choose the preferred value from the list. Highest setting x 3. Even at "Unlimited", you can hit escape to force reload menu to appear. Default is 3 days. Note that setting to longer durations will result in larger savegames. Disallowing that encourages you to be ready for battle ahead of time. Problem might be changes to the marker icons, or it might be due to the POI recognition tweak.
Default is 12, units. Lowest setting x 0. No affect if POI visibility is turned off. This allows you to increase it by 1. Note that this may allow you to jump over city walls and so end up with graphical strangeness.
Empty towns or empty countryside, depending on whether you jump into or out of the town. Item: sets the message on equiping a misc item to blank or either ". Special patch components don't fit into the categories above. Two of them Alchemical Catalogs and Power Exhaustion are for use with specific mods. The remaining component, Leveled Lists , is for general use. No configuration is required and the catalogs will not be produced unless Cobl Main.
The original catalogs list all ingredients found in Oblivion. The update will add ingredients from all selected mods. See COBL docs for more information on how to acquire the catalogs. This is particularly a problem with creature and the various releveling mods which alter so many lists.
If mods only added items to leveled lists, this process would be simple. If a given item e. Also, if another mod has already marked that item as removed from the list, it will not be added. Bash will figure out what to remove by comparing items in the mods version of the list to items added by it's masters Oblivion. Any items that are present in the masters, but not in the Delev's list are marked as removed.
Items marked this way will be removed from the list, and the removal will be remembered so that later mods won't re-add the item. Relev mods can also overrule a previous deletion. However, delevs that run after the Relev will overrule the relev mod for the items they delete. Doing this just combines the effects of the two separate tags. For more info, see Bash Tags.
To return to automatic setting, choose the "Auto" option instead. While this might seem to be competitive with Bash's List Merger, it's actually complementary, since it's able to intelligently merge complicated list structures as well as correct and merge faction information. It requires Cobl 1.
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