tapakidney Posted June 13, 2009 Share Posted June 13, 2009 I have installed OOO, FCOM, Fran, and MMM. In Wyre Bash, 4 things are highlighted in a menacing-looking red: Fran's optional stronger bosses, stronger enemies, leveled guards, and additional NPC vars. "WARNING: Has same load order as another mod" I cannot move any of these up or down in load order, but I can everything else. Also, are mods that have a red checkbox a problem? When I hit the mod checker button, I get this: = Check Mods This is a report on your currently active/merged mods. === Active Mod Files: * 00 Oblivion.esm * 01 FCOM_Convergence.esm [Version 0.9.9a7] * 02 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] * 03 Mart's Monster Mod.esm [Version 3.7b1] * 04 Francesco's Optional New Items Add-On.esm * Delinquent Master: Francesco's Leveled Creatures-Items Mod.esm * 05 Francesco's Leveled Creatures-Items Mod.esm * 06 FCOM_Convergence.esp [Version 0.9.9] * Delinquent Master: Oscuro's_Oblivion_Overhaul.esp * ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] * 07 DLCHorseArmor.esp * 08 Unofficial Shivering Isles Patch.esp [Version 1.4.0] * 09 FCOM_RealSwords.esp [Version 0.9.9] * 0A DLCOrrery.esp * 0B DLCFrostcrag.esp * 0C DLCThievesDen.esp * 0D DLCVileLair.esp * 0E Knights.esp * 0F DLCMehrunesRazor.esp * 10 DLCSpellTomes.esp * 11 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] * 12 DLCShiveringIsles.esp * 13 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] * 14 FCOM_BobsArmory.esp [Version 0.9.9] * Delinquent Master: Bob's Armory Oblivion.esp * 15 FCOM_WarCry.esp [Version 0.9.9] * Delinquent Master: Oblivion WarCry EV.esp * 16 Bob's Armory Oblivion.esp * 17 Francesco's Optional Chance of Stronger Bosses.esp * 18 Francesco's Optional Chance of Stronger Enemies.esp * 19 Francesco's Optional Leveled Guards.esp * 1A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b1] * 1B Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b1] * 1C OOO-WaterFish.esp [Version 1.34] * 1D Oblivion WarCry EV.esp * 1E SI Living Economy.esp * 1F Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b1] * 20 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1] * ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1] * 21 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b1] * ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b1] * ++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b1] * ++ Mart's Monster Mod - Knights.esp [Version 3.7b1] * ++ Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp [Version 3.7b1] * ++ Mart's Monster Mod - Friendlier Factions MMM+Fran.esp [Version 3.7b1] * 22 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1] * 23 Mart's Monster Mod - Farm Animals.esp [Version 3.7b1] * 24 Mart's Monster Mod - Foxes.esp [Version 3.7b1] * 25 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b1] * 26 Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b1] * 27 Mart's Monster Mod - Vindasel.esp [Version 3.7b1] * 28 Mart's Monster Mod - City Defences.esp [Version 3.7b1] * 29 Mart's Monster Mod - Durzog Addon.esp [Version 0.10] * 2A Mart's Monster Mod - Shivering Isles.esp [Version 0.18] * 2B Bashed Patch, 0.esp Now, a few questions about this. Once I rt click the bashed patch and rebuild it, check "leveled lists", and let it automatically merge everything, is that all I need to do? Do I just checkmark other mods I want to use in the Wyre Bash list? Will there be any conflicts if I check something that is already merged in the Bash? Or is this prevented by having my bash at the end of my load order? Do I also need to check the "merge patches" box while I am rebuilding and merge some stuff there? I guess I am not really understanding what bash and merging are and what they accomplish... Does merging something into the bash make it run smoother? If anyone could look this over and help guide me, I'd really appreciate it! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.