Hey, just wanna let you know that your CRT Alive patch still leaves tree flying around near Anvil port and also a tree at smash and slice or whatever the orc shop at IC is called. cheers!
Your Lost Spires change breaks one of the quests, where you need to attend Teav's funeral. The guild members go outside as they should, but then immediately wander off the moment they arrive (presumably this is their new AI packages kicking in?). As a result, the funeral never happens and the questline doesn't advance. I assume that the trigger for Rythor to ignite the pyre is when they're all standing outside.
Wsg Dispensation? I just wanted to know how nomerge mods like Immersive Porters work in Wrye Bash. Is it sposed to be color coded yellow and kept deactivated after rebuilding the bashed patch?
Imported mods have a dot, merged mods a plus. Mods with no merge tag should never be activated. If background is yellow (Disp correct me if I'm wrong), I think means wrong master order (mod's masters are in a different order in your LO from what mod expects,which shouldn't be an issue)
No problem, that's fine. I just started using Wrye only recently, and it's what I read in the advanced readme and some other sources (partially what I found in the bug tracker and such, as it seemed hard to understand the implications and differences of these specific tags). I was confused too and thought I had it right. But it seems, there's more to it/something different to it, as I test out things further, and some info I got was either older or not accurate.
So, anything appearing in gold letters in wrye bash and imported, can be manually deactivated - as wrye bash seems to deactivate only non-NoMerge mods automatically it seems (marked with a plus). Is that correct?
May I ask you then: What does the NoMerge tag implicitly express then (what's technically different, so to say), if their relevant records have actually been imported by 100% and the mod does not need to stay active for any reason - is that in this specific case not identical to being merged?
NoMerge only imports the specific tags it also has like Graphics or whatever. Merging a mod without NoMerge will merge the entire mod, potentially including things you don't want or need merged into the bashed patch.
Thanks for the clarification. On an unrelated note, how would an aspiring mod author go about creating mods for Oblivion? Most if not all modmaking guides I have seen are severely outdated
Edit: Peeped you have stepped away from modding Oblivion. Wish you the best big dawg.
Do I still need the original ESP's as masters? the new ESP's are asking for the original ones as masters, or am I doing something wrong? Imperial city canal overhaul, and Imperial waters To clarify: are these new ESP's "Patches", and should overwrite the Original ones, or are they Replacements for the originals?
Likely intentional, since the story of the mod features ship trade on the Niben as well overseas. Just have to be sure that the pathgrid and the "roads" grid (long distance analogue of of pathgrid) is appropriately edited.
The pathgrid and the "roads" grid (long distance analogue of of pathgrid) was not appropriately edited in the original version and I forgot to check in this version. I just found it ingame.
I using More Mythic Dawn Agents - Cleaned and it seems to have stopped an issue I been having with the original version. When a mythic dawn agent transformed the town no longer starts attacking each other. Thanks!!!!
I have never experienced that. I am guessing it has to do with friendly fire hits generating combat. A common problem when hostiles enter a crowded urban or interior cell. I use a mod that allows more friendly fire hits without it starting a fight between non-hostiles, Allies Play Nicer. https://www.nexusmods.com/oblivion/mods/29737
Grabbed Immersive Porters since I was planning to install that one anyway and it saves me having to fix it myself. Adding names for the porters was a nice touch! Thanks for your work!
64 comments
kdimi11, as I don't agree with your post advice and find it to be wrong, I am going to hide your post to avoid confusion.
So, anything appearing in gold letters in wrye bash and imported, can be manually deactivated - as wrye bash seems to deactivate only non-NoMerge mods automatically it seems (marked with a plus). Is that correct?
May I ask you then:
What does the NoMerge tag implicitly express then (what's technically different, so to say), if their relevant records have actually been imported by 100% and the mod does not need to stay active for any reason - is that in this specific case not identical to being merged?
Edit: Peeped you have stepped away from modding Oblivion. Wish you the best big dawg.
Imperial city canal overhaul, and Imperial waters
To clarify: are these new ESP's "Patches", and should overwrite the Original ones, or are they Replacements for the originals?
https://www.nexusmods.com/oblivion/mods/29737
I'll have to try that
The only thing that it edits is a game seeting, if that helps.