bryman1970 Posted February 26, 2011 Share Posted February 26, 2011 (edited) Im using the Elsweyr Anequina mod, and on that same page, there is a 'patch' which adds new creatures to the EA wilderness found here: http://www.tesnexus.com/downloads/file.php?id=35817. It requires using the Waalx Animals & Creatures.esm as well as the WAC.bsa and WAC.esp., found here: http://waalx.com/RealSwordsForum/viewtopic.php?t=249. This page requires creating a new account to view the page, but i've copied and pasted what I find to be the more important information below: If you want WAC to run, those files need to load: - WAC.bsa contain all the files (textures, meshes, and sounds). - Waalx Animals & Creatures.esm The master file, contain the data for (almost) everything. Must be loaded for anything else in the overhaul to work. - WAC.esp Mandatory if you want WAC.bsa to load. This esp places new spawn points in the world. It also change some small parts of the world around the camps (goblins). Other than the landscape editing around the camps, WAC.esp is made so it shouldn't conflict with other things, or mostly not. Even with other overhauls as this esp only place new spawn points. The other files in the archives are optional: - WAC - Overspawn.esp This esp rework the vanilla creature lists, this one also add the goblins of WAC that aren't touched by the WAC.esp at all. Overspawn make a big difference and you will not see some stuff without it, for example, the new horses of WAC are managed here. This will conflict with anything else that modify Leveled lists (FCOM, MMM, FRAN, OOO, TIE, etc...). WAC Goblins, WAC zombies, skeletons, horses, and some others stuff are controlled here. - WAC - TCOS.esp TCOS stand for The Chronicles of Steel. The sum of RealSwords, this esp is the thing in the overhaul that does NPC changes. Weapons, Mages Robes, Armors, Beards, clothes (later). This will conflict with anything that modify vanilla NPC. Yet it's one big part of WAC. TCOS is a very big part of WAC. - WAC - TCOS Shops.esp This esp place the merchants of RealSwords in the world as in the RealSwords module. Khajiit have been updated to a Forge-Tower alike the one I made for RealSwords Nord. The Khajiit tower is still in Borderwatch. Started by dev_akm and destroyed by waalx. May ultimately be merge diretly to the TCOS.esp. - WAC - Dead Knights.esp The base for the Dead Knights quest. For now all you can do is fight them in 7 differents forts around the map. Fort Chalman, Fort Wariel, Fort Facian, Fort Rayles, Fort Cedrian, Dasek Moor, Fort Horunn. Killing a dead lord and taking his sword make you a Lord, and while the sword is equiped the Dead will not attack you (this is temporary as the swords and Dead Knights are tied to a more complex plot that shall unravel later.). - WAC - BlackBoot Dungeon.esp Extend the BlackBoot Dungeon to unknown areas. Made by StarX. - WAC - Magic.esp Add new spells to some select creatures. Made by StarX. - WAC - Player Summons.esp Add different merchants that can sell you different selections of spells to summon some of WAC creatures. Some are stationary, some are always on the move. Find them. Made By StarX. - WAC Crowded Roads Revisited.esp waalx revisit the revisited and WACify the thing. WCRR spawn rate is very low here, and I made this primarly so the folks that walk the roads wear lots of my new gears and robes (and weapons). I will continnue to 'revisit' this as I create more clothes and armors. - WAC - 8th Gate.esp the esp that add the hircine place to the random oblivion planes. It's unfinished, here for testing purpose only. Later-on, while you enter a random Oblivion gate and enter The Hunt plane, you will have to prove your worth to be able to get out. As of now The Hunt plane is already in the Random oblivion gates lists, however, you can close the gate without having to do The Hunt. That will change later so that each time you randomly enter The Hunt you will have to win your exit back to Tamriel. ======= About it.... ======= If you are a user that can't technically help fixing what's wrong with a solution, all you have to do is to install this and play. Your opinion about it, that's what is important (to me). WAC v0.5 Alpha isn't the final version, so using this mod with an important ongoing game is not recommended at this point(although it should work fine too). Start a new game, or a duplicate save game that was made before. As the mod replace a lot of stuff, for the purpose of this test run, all the esp should load last in your load order so you see what they do. The rule here is that this is still greatly a WIP, so don't start an official new campaign with it or your computer may implode your face behind your bellybutton and you'd be stuck to feel your intestine at work on your inside-out scalp while dying from suffocation. Not good. A few points to help you along: - WAC is going to make a few locations appear automatically on your map. Most of those are the new goblins camps and the bandits camps I changed so far. Later they won't appear automatically, but for the time being it's easier for testing. - Some items are scattered in front of the sewer exit. Again, this is only for (my) testing purpose. Among those are the 7 Leagues Boots, something invaluable for me to run around fast and see stuff quickly. It's a magical item that will be a unique thing in the final version, for now they are my testing shoes. Beside that there are two chests on both side of the Sewer exit that contain the last items I tested. - RealSwords here is different from the modules. I always said RealSwords mods are previews, and this start to be more like I want it. A bonus for you is that some weapons appear here that weren't in the originals mods, and some other are new ones never released. Some Dunmer, some Imperial, a Khajiit bow/arrows, a couple of Arena weapons. Many more Old weapons here compared to what I made for FCOM. - Many creatures use the creatures decision script by tag!. So it's possible that a predator will flee from you, you can meet a jaguar that will flee you for example. Temporary thing that should get it's own new AI later-on (when somebody that can do it, do it.) - Special note on the White Lions and Imperial Man-Eaters that appear near the shrines across the map. The Man-Eaters are evil, the Whites are good. White Lions will not attack you unless you hurt them, they will also defend you or anyone near them if there is danger around (bring them a monster and have them help you if the location is adequate). Sometimes both Whites and Man-Eaters can spawn at the same shrine, in that case..enjoy the fight! Smile (Whites will most of the time win the fight as the Man-Eaters are vicious but coward so they flee). The shrines Lions will later-on be the first and main 'tamable creatures'. If your infamy is low you will be able to tame a White Lion/Lioness, if you are infamous Man eaters will like you and may even become 'brave' for you (something nice from them usual cowards). (taming of beasties is not yet done!). - Greenies, pesky little magicians, can spawn almost anywhere, but they always are around the Doomstones (birth sign stones). - Horses are freshly made so some stuff may not be quite final here. - Some armors are still missing their icons (bandits in particular). That's because I'm not over with the armors yet. - I made a good amount of new races to accommodate the beard styles. If you want to play a character using one of those bearded races (even a bearded gal!) you will need a mod that fix custom races like Custom Race Fix - http://www.tesnexus.com/downloads/file.php?id=1815. I think the Unnoficial Patch take care of this as well. Unfortunately, when I created the races I made the mistake to delete all hairs and eyes for those race. Work fine for NPC as it unlock everything there is for everybody, for players however it unlock nothing. So you will have weird eyes, or stuff until I fix the master and add hairstyles back to the races. - There's a chance that this mod can melt your computer, but hey..you want to live forever? Although it says "using this mod with an important ongoing game is not recommended at this point(although it should work fine too)", i've installed it in an ongoing game anyway so I can have some of the creatures in my game. I'm not quite sure what an 'important' ongoing game is. I don't want it to harm my game or my saves, or do anything else that would possibly cause the game to be corrupted. But it says it should work fine, so is using it at this point really a bad thing? As far as the optional plugins, i'm using these ones (I may or may not remove the WAC - Legion.esp which changes all the Imperial Guard armor to look like Roman armor): 41 WAC - BlackBootDungeon.esp42 WAC - Dead Knights.esp43 WAC - Player Summons.esp44 WAC - Birds&Insects.esp45 WAC - Legion.esp46 WAC - Magic.esp I guess my main concern is what problems, if any, will using WAC cause while also using OOO? I'd be willing to remove ALL of the optional .esp's above if that would remove any possible conflicts with OOO. Edited February 26, 2011 by bryman1970 Link to comment Share on other sites More sharing options...
Hickory Posted February 26, 2011 Share Posted February 26, 2011 I would not advise using all of the WAC optionals with OOO. I use both, and have the following installed:http://img200.imageshack.us/img200/1024/wacooo.jpg This gives me the animal and gear, and OOO compatibility. Remember that WAC is still a Beta. Link to comment Share on other sites More sharing options...
bryman1970 Posted February 26, 2011 Author Share Posted February 26, 2011 (edited) So according to perolozhach, you're using the Alpha' version. I posted a comment asking about compatibility on the patch page, and he directed me to use this forum to get an answer.: "@bryman: Current (beta 0.1) version of WAC doesn't have a patch for OOO. Alpha version had one. Since I don't use OOO, it would be better that you seek more information either on WAC forum or on Bethesda Oblivion mods forum." Is it possible to just use the WAC-OOO.esp with the latest version of WAC? Where could I find the correct version to use with OOO? Edit: I don't use BAIN because i'm not exactly sure how to yet, so I just put the files in my Data folder. Are you using the ones under 'Configured Files'? Edited February 26, 2011 by bryman1970 Link to comment Share on other sites More sharing options...
Hickory Posted February 26, 2011 Share Posted February 26, 2011 Nope, I'm using WAC Beta 1, and the OOO patch works fine provided you don't use any of the WAC modules except the ones I noted. All that the patch does is to consolidate some armour, clothing, levelled items and creatures, creature factions and some NPCs. It doesn't touch land or quests. Yes, the modules listed under 'Configured Files' are the ones I have installed. Link to comment Share on other sites More sharing options...
bryman1970 Posted February 26, 2011 Author Share Posted February 26, 2011 (edited) The BETA v.1 doesn't come with the WAC-OOO patch, or at least the version I downloaded from the link I posted above. I think i'd need to find an older version. Edited February 26, 2011 by bryman1970 Link to comment Share on other sites More sharing options...
Hickory Posted February 26, 2011 Share Posted February 26, 2011 The link for the OOO patch is in the RealSwords forum. Link to comment Share on other sites More sharing options...
bryman1970 Posted February 26, 2011 Author Share Posted February 26, 2011 (edited) Great. Thanks fot the help and advice. Edit: I seem to be having a problem rebuilding my Bashed Patch. Here's the mod's i'm using at the moment: Masters for: Save 978 - Thomas - The Count's Arms, Level 9, Playing Time 43.39.55.ess 00 Oblivion.esm 01 Jog_X_Mod.esm 02 All Natural Base.esm [Version 1.2.1] 03 Cobl Main.esm [Version 1.72] 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 05 Mart's Monster Mod.esm [Version 3.7b3p3] 06 Mart's Monster Mod for OOO.esm [Version 0.9.9MB3] 07 Kvatch Rebuilt.esm 08 Better Cities Resources.esm [Version 4.9.0] 09 HorseCombatMaster.esm ** Cobl Races TNR.esp [Version 1.53] ** Cobl Races TNR SI.esp [Version 1.53] 0A Unofficial Oblivion Patch.esp [Version 3.3.4] 0B DLCShiveringIsles.esp 0C Unofficial Shivering Isles Patch.esp [Version 1.4.1] 0D Better Cities .esp [Version 4.7.0] ** LoadingScreens.esp 0E Natural_Habitat_by_Max_Tael.esp 0F All Natural.esp [Version 1.2] 10 All Natural - SI.esp [Version 1.2.1] 11 Enhanced Water v2.0 HDMI.esp 12 Symphony of Violence.esp 13 AmbientTownSounds.esp 14 MIS.esp 15 MIS New Sounds Optional Part.esp 16 Atmospheric Oblivion.esp 17 All Natural - Real Lights.esp [Version 1.2.1] 18 WindowLightingSystem.esp 19 AliveWaters.esp 1A AliveWaters - Koi Addon.esp 1B AliveWaters - Slaughterfish Addon.esp 1C Dangerous Waters.esp 1D ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp 1E RAEVWD New Sheoth.esp [Version 1.6.1] 1F Reset the Blood Decal Variable.esp 20 Street Gangs.esp 21 Enhanced Economy.esp [Version 5.2] 22 Crowded Cities_Open.esp 23 Crowded Roads Revisited.esp [Version 1.1] 24 Immersive Travelers.esp 25 FF_Real_Thirst.esp 26 DarNifiedUI Config Addon.esp 27 Streamline 3.1.esp 28 Adonnays Classical Weaponry.esp 29 Adonnays Elven Weaponry.esp 2A Cobl Glue.esp [Version 1.72] 2B Cobl Si.esp [Version 1.63] 2C FF_Real_Thirst, Cobl.esp 2D Cobl Tweaks.esp [Version 1.44] 2E Bob's Armory Oblivion.esp 2F Oscuro's_Oblivion_Overhaul.esp [Version 1.34] 30 OOO 1.32-Cobl.esp [Version 1.72] 31 Mart's Monster Mod for OOO.esp [Version 0.9.9MB3] ** Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] 32 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] 33 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] 34 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 35 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] 36 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] 37 Mart's Monster Mod - Friendlier Factions MMM+Fran.esp [Version 3.7b3p3] 38 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3] 39 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3] ** Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3] 3A Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3] 3B Creature Diversity.esp 3C kuerteeWanderingEncounters.esp 3D FineWeapons for OOO.esp ** RustyItems for OOO.esp ** MMM-Cobl.esp [Version 1.69] ** WAC - TCOS.esp ** WAC - TCOS Shops.esp [Version 03] 3E Better Benirus Manor - Helping Hands.esp 3F Better Benirus Manor.esp [Version 4.71] 40 Better Benirus Manor - AN Patch - Natural.esp 41 Castle_Dunkerlore_V1.esp 42 (DC) Sutch Reborn.esp 43 Sutch Reborn Spawn Patch.esp 44 Kvatch Rebuilt.esp 45 Kvatch Rebuilt - OOO Compatibility.esp 46 Kvatch Rebuilt Weather Patch.esp 47 NPCs Alive - Bandits.esp 48 NPCs Alive - Beggers.esp 49 NPCs Alive - Faregyll Inn.esp 4A NPCs Alive - Goblins.esp 4B NPCs Alive - Imperial Legion Foresters.esp 4C NPCs Alive - Imps.esp 4D NPCs Alive - Orges.esp 4E Nascosto Isles 3.esp 4F All Natural - Nascosto Isles Weather Patch.esp [Version 2.0] 50 Region Revive - Lake Rumare.esp 51 Solace.esp 52 OOO-Sutch patch.esp 53 thievery.esp 54 thievery - EE patch.esp [Version 4.2] 55 Valenwood Improved.esp [Version 1.01.0] 56 Villages1.1.esp 57 VOILA.esp 58 VOILA - Soldiers of Empire.esp 59 Cyrodiil Travel Services.esp [Version 2.0.7] 5A Knights.esp 5B Knights - Unofficial Patch.esp [Version 1.1] 5C SM Plugin Refurbish - Knights.esp [Version 1.06] ** Mart's Monster Mod for OOO - Knights .esp [Version 0.9.9MB3] 5D Blood&Mud.esp 5E Blood&Mud - EE patch.esp [Version 4.2] 5F AFK_Weye.esp [Version 2.2.COBL] 60 Rumare-AFK_Weye Patch.esp [Version 2.0] 61 Shadowcrest_Vineyard_COBL.esp 62 Shadowcrest_Vineyard_GuardCOBL.esp 63 ShezriesTownsMaster.esp 64 ElsweyrAnequina.esp 65 ElsweyrAnequina - Races HGEC-Robert.esp [Version 1.2] 66 ElsweyrValenwoodImprovedPatch.esp 67 Improved Imperial Infrastructure.esp 68 road+bridges.esp [Version 4.6] 69 NRB4+Vineyard Patch.esp [Version 1.0.1] 6A Feldscar.esp [Version 1.0.8] 6B Vergayun.esp [Version 1.0.6] 6C Faregyl.esp [Version 2.0] 6D Faregyl+Anequina Patch.esp [Version 2.0] 6E Molapi.esp [Version 1.0.1] 6F PTMudwater.esp 70 ImpeREAL Empire - Unique Forts.esp 71 West Roads.esp 72 III-RoadBridgesPatch.esp 73 NRB4+RR Patch.esp [Version 2.1] 74 Harvest [Flora].esp [Version 3.0.0] 75 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] 76 Bag of Holding.esp [Version 1.5.0] 77 DS Less Predictable Respawn.esp [Version 1.1] 78 Dungeon Actors Have Torches 1.6 DT.esp 79 Exterior Actors Have Torches 1.3 DT.esp 7A Oblivifall - Ambiant Dungeon SFX.esp [Version 1.2] 7B Respawning Varla & Welkynd Stones.esp 7C Salmo the Baker, Cobl.esp [Version 3.08] 7D ScriptIcon_Replacer.esp 7E Enhanced Vegetation [125%].esp 7F Alternative Start by Robert Evrae.esp 80 RealisticFatigue.esp 81 RealisticHealth.esp 82 RealisticForceMedium.esp 83 RealSleepExtended.esp [Version 2.5] 84 EnchantmentRestore.esp 85 EnchantmentRestore_Wells.esp 86 RenGuardOverhaul.esp 87 WR Villages Addon.esp 88 JM's Bar Fights mortal.esp 89 DeadlyReflex 5 - Combat Moves.esp 8A Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1] 8B Duke Patricks - Actors Can Miss Now.esp 8C Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4] ** Item interchange - Placement.esp [Version 0.76] 8D Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] 8E AMB.esp 8F Cobl Races.esp [Version 1.52] 90 Cobl Races - Balanced.esp [Version 1.52] 91 Better Cities Full - B&M Edition.esp [Version 4.9.0] 92 Better Cities - VWD of the IC.esp [Version 4.7.0] 93 Better Imperial City.esp [Version 4.9.0] 94 Better Cities - Thievery.esp [Version 4.8.0] 95 Better Imperial City FPS Patch.esp [Version 4.8.1] 96 Better Cities - COBL.esp [Version 2.1] 97 Better Cities Full - B&M Edition FPS Patch.esp [Version 4.9.0] 98 MRP - Loading area.esp 99 NoMoreIFoundMessages.esp 9A SPAWN.esp [Version 0.3] 9B Real Hunger, Cobl.esp [Version 1.6.1] ** NRB4 Standard Road Record.esp 9C Cobl Silent Equip Misc.esp [Version 01] ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.2] 9D ShezriesTowns-Valenwood Patch.esp 9E Bashed Patch, 0.esp ----> MISSING MASTER: WAC - Crowded Roads Revisited.esp ----> MISSING MASTER: WAC - Dead Knights.esp ----> MISSING MASTER: WAC - Player Summons.esp ----> MISSING MASTER: WAC - Legion.esp I have removed the 'Missing Master' mods as directed. I keep getting this error which stops the rebuilding process: Traceback (most recent call last): File "C:\Bethesda\Oblivion\Mopy\basher.py", line 5307, in Execute patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO) File "C:\Bethesda\Oblivion\Mopy\bosh.py", line 17162, in buildPatch patcher.buildPatch(log,SubProgress(subProgress,index)) File "C:\Bethesda\Oblivion\Mopy\bosh.py", line 30261, in buildPatch raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006955) in race VampireRace I'm using the Vampire Face fix in the Tweaks section. I'm also using the Cobl Races. Any solutions to this problem? Edited February 26, 2011 by bryman1970 Link to comment Share on other sites More sharing options...
Hickory Posted February 27, 2011 Share Posted February 27, 2011 Well that's simple: you don't have the Waalx Animals & Creatures.esm loaded. Also, those 'missing master' mods are possibly going to play havoc with OOO/Mart's, so I suggest you keep them disabled. Link to comment Share on other sites More sharing options...
bryman1970 Posted February 27, 2011 Author Share Posted February 27, 2011 (edited) Actually, now that I think of it, that list was from a previous save, so for some reason the .esm didn't show up. I did try re-adding those .esp's along with the .esm and got the same error while attempting to rebuild the patch again. I think this load order is accurate: Active Mod Files: 00 Oblivion.esm 01 Jog_X_Mod.esm 02 All Natural Base.esm [Version 1.2.1] 03 Cobl Main.esm [Version 1.72] 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 05 Mart's Monster Mod.esm [Version 3.7b3p3] 06 Mart's Monster Mod for OOO.esm [Version 0.9.9MB3] 07 Waalx Animals & Creatures.esm 08 Kvatch Rebuilt.esm 09 Better Cities Resources.esm [Version 4.9.0] 0A HorseCombatMaster.esm ** Cobl Races TNR.esp [Version 1.53] ** Cobl Races TNR SI.esp [Version 1.53] 0B Unofficial Oblivion Patch.esp [Version 3.3.4] 0C DLCShiveringIsles.esp 0D Unofficial Shivering Isles Patch.esp [Version 1.4.1] 0E Better Cities .esp [Version 4.7.0] ** LoadingScreens.esp 0F Natural_Habitat_by_Max_Tael.esp 10 All Natural.esp [Version 1.2] 11 All Natural - SI.esp [Version 1.2.1] 12 Enhanced Water v2.0 HDMI.esp 13 AmbientTownSounds.esp 14 MIS.esp 15 MIS New Sounds Optional Part.esp 16 Atmospheric Oblivion.esp 17 All Natural - Real Lights.esp [Version 1.2.1] 18 WindowLightingSystem.esp 19 AliveWaters.esp 1A AliveWaters - Koi Addon.esp 1B AliveWaters - Slaughterfish Addon.esp 1C Dangerous Waters.esp 1D ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp 1E RAEVWD New Sheoth.esp [Version 1.6.1] 1F Reset the Blood Decal Variable.esp 20 Street Gangs.esp 21 Enhanced Economy.esp [Version 5.2] 22 Crowded Cities_Open.esp 23 Crowded Roads Revisited.esp [Version 1.1] 24 Immersive Travelers.esp 25 FF_Real_Thirst.esp 26 DarNifiedUI Config Addon.esp 27 Streamline 3.1.esp 28 Adonnays Classical Weaponry.esp 29 Adonnays Elven Weaponry.esp 2A Cobl Glue.esp [Version 1.72] 2B Cobl Si.esp [Version 1.63] 2C FF_Real_Thirst, Cobl.esp 2D Bob's Armory Oblivion.esp 2E Oscuro's_Oblivion_Overhaul.esp [Version 1.34] 2F OOO 1.32-Cobl.esp [Version 1.72] 30 Mart's Monster Mod for OOO.esp [Version 0.9.9MB3] ** Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] 31 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] 32 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] 33 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] 34 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] 35 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3] 36 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3] ** Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3] 37 Creature Diversity.esp 38 kuerteeWanderingEncounters.esp ** RustyItems for OOO.esp ** MMM-Cobl.esp [Version 1.69] 39 WAC.esp 3A WAC - Birds&Insects.esp 3B WAC - TCOS.esp 3C WAC - TCOS Shops.esp [Version 03] 3D Better Benirus Manor - Helping Hands.esp 3E Better Benirus Manor.esp [Version 4.71] 3F Better Benirus Manor - AN Patch - Natural.esp 40 Castle_Dunkerlore_V1.esp 41 (DC) Sutch Reborn.esp 42 Sutch Reborn Spawn Patch.esp 43 Kvatch Rebuilt.esp 44 Kvatch Rebuilt Weather Patch.esp 45 NPCs Alive - Bandits.esp 46 NPCs Alive - Beggers.esp 47 NPCs Alive - Faregyll Inn.esp 48 NPCs Alive - Goblins.esp 49 NPCs Alive - Imperial Legion Foresters.esp 4A NPCs Alive - Imps.esp 4B NPCs Alive - Orges.esp 4C Nascosto Isles 3.esp 4D All Natural - Nascosto Isles Weather Patch.esp [Version 2.0] 4E Region Revive - Lake Rumare.esp 4F Solace.esp 50 OOO-Sutch patch.esp 51 thievery.esp 52 thievery - EE patch.esp [Version 4.2] 53 Valenwood Improved.esp [Version 1.01.0] 54 Villages1.1.esp 55 VOILA.esp 56 VOILA - Soldiers of Empire.esp 57 Cyrodiil Travel Services.esp [Version 2.0.7] 58 Knights.esp 59 Knights - Unofficial Patch.esp [Version 1.1] ** Mart's Monster Mod for OOO - Knights .esp [Version 0.9.9MB3] 5A Blood&Mud.esp 5B Blood&Mud - EE patch.esp [Version 4.2] 5C AFK_Weye.esp [Version 2.2.COBL] 5D Rumare-AFK_Weye Patch.esp [Version 2.0] 5E Shadowcrest_Vineyard_COBL.esp 5F Shadowcrest_Vineyard_GuardCOBL.esp 60 ShezriesTownsMaster.esp 61 ElsweyrAnequina.esp 62 ElsweyrValenwoodImprovedPatch.esp 63 Improved Imperial Infrastructure.esp 64 road+bridges.esp [Version 4.6] 65 NRB4+Vineyard Patch.esp [Version 1.0.1] 66 Feldscar.esp [Version 1.0.8] 67 Vergayun.esp [Version 1.0.6] 68 Faregyl.esp [Version 2.0] 69 Faregyl+Anequina Patch.esp [Version 2.0] 6A Molapi.esp [Version 1.0.1] 6B PTMudwater.esp 6C ImpeREAL Empire - Unique Forts.esp 6D West Roads.esp 6E III-RoadBridgesPatch.esp 6F NRB4+RR Patch.esp [Version 2.1] 70 Harvest [Flora].esp [Version 3.0.0] 71 Bag of Holding.esp [Version 1.5.0] 72 DS Less Predictable Respawn.esp [Version 1.1] 73 Dungeon Actors Have Torches 1.6 DT.esp 74 Exterior Actors Have Torches 1.3 DT.esp 75 Oblivifall - Ambiant Dungeon SFX.esp [Version 1.2] 76 Respawning Varla & Welkynd Stones.esp 77 Salmo the Baker, Cobl.esp [Version 3.08] 78 Enhanced Vegetation [125%].esp 79 Alternative Start by Robert Evrae.esp 7A RealisticFatigue.esp 7B RealisticHealth.esp 7C RealisticForceMedium.esp 7D RealSleepExtended.esp [Version 2.5] 7E EnchantmentRestore.esp 7F RenGuardOverhaul.esp 80 WR Villages Addon.esp 81 JM's Bar Fights mortal.esp 82 DeadlyReflex 5 - Combat Moves.esp 83 Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1] 84 Duke Patricks - Actors Can Miss Now.esp 85 Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4] ** Item interchange - Placement.esp [Version 0.76] 86 Cobl Races.esp [Version 1.52] 87 Better Cities Full - B&M Edition.esp [Version 4.9.0] 88 Better Cities - VWD of the IC.esp [Version 4.7.0] 89 Better Imperial City.esp [Version 4.9.0] 8A Better Cities - Thievery.esp [Version 4.8.0] 8B Better Imperial City FPS Patch.esp [Version 4.8.1] 8C Better Cities - COBL.esp [Version 2.1] 8D Better Cities Full - B&M Edition FPS Patch.esp [Version 4.9.0] 8E MRP - Loading area.esp 8F NoMoreIFoundMessages.esp 90 SPAWN.esp [Version 0.3] 91 Real Hunger, Cobl.esp [Version 1.6.1] ** NRB4 Standard Road Record.esp 92 Cobl Silent Equip Misc.esp [Version 01] ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.2] 93 ShezriesTowns-Valenwood Patch.esp 94 Bashed Patch, 0.esp For some reason the WAC-OOO.esp didn't show up in that list. I know I had it checked off, and according to BOSS, it was placed under the WAC-TCOS Shops.esp. It's one of the mods that Wrye Bash suggest I deactivate while rebuilding the bashed patch. Edited February 27, 2011 by bryman1970 Link to comment Share on other sites More sharing options...
Hickory Posted February 27, 2011 Share Posted February 27, 2011 So what are you saying here? Are you listing your current load list or not? Are you still having issues building your Bashed Patch or not? I'm confused! :confused: Link to comment Share on other sites More sharing options...
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