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pizzaboy

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Does anyone know whether once the levelled lists are merged in wyre bash, does that mean the new bash file replaces the existing FCOM files (the ones overriding whatever is in the list), meaning that I can remove them without having to worry if they are being used or not?

 

On the official site, it mentions there is a limit of 255 mods that can be active at any one time, does that apply regardless of whether the Oblivion Mod Manager is being used or not? I'm asking because when I open Wyre Bash, there appears to be 2 files highlighted indicating that the limit has been reached, I confirmed this by moving them up in the load order and the error colour markings became fine but the new 2 files indicating the limit were now highlighted. And what's even more annoying is the limit marker remains regardless of whether the plug-ins are made active or not!?!?

 

I set the load orders via the Oblivion Mod Manager and run Oblivion through OBSE, everything seems fine with the plug-ins even those which were below the highlighted mark. I'd like this confirmed however, because after playing for a few minutes via my save file Oblivion crashes, so I'd like to know whether this is the cause of it, or whether I have conflicting mods causing the problem.

 

Any help would by greatly appreciated.

 

Thanks.

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Hmm...

 

The opponent AI sometimes appears to go stupid!?!?! Occasionally, they seem to forget how to attack me and follow me instead, thats when Oblivion crashes.

 

I never had this problem prior to using the Wyre Bash file and running WarCry? Previously I had OOO, FFF & MMM running together before starting fresh with a new character and wasn't really aware of any conflicts, guess I'll have to try removing WarCry and re-patch another Bash file.

 

Any ideas still welcome.

 

P.S. Oh, and I also added the Unofficial Oblivion and Shivering Isles patches, if thats any help...

 

Thanks.

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PizzaBoy even though the mods that are merged into your bash patch, its not a good idea to remove them ...You will notice that in wyre when you enable your bash patch some of the plug-ins have a + sign, these are the one's that have been merged into the bash, If you go look on OBMM you will see that there NOT activated. Good practise leave them be in OBMM where they are..For load listing purposes, but you have gained well over 16 Extra slots that you can use on other mods...Plus if you were to remove them, as you "add" more mods you will have to continue to rebuild your bash patch, so yes they still need to be there....

 

 

sheathana'ich

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For load listing purposes, but you have gained well over 16 Extra slots that you can use on other mods

 

I presume you mean I can untick them from OBMM, which is also what I meant (please confirm this)?

 

 

Could you also confirm the following for me just so I'm sure its being done correctly:

 

1. When I rebuild the patch and want to "Merge Patches", I have to make sure I tick the box, then select (tick) everything in the "Mergeable Mods" section I wish to merge? The tutorial is very vague, it just implies that I can just simply do a build without ticking any of the options, am I correct in assuming that regardless of whatever is selected, the Bash Patch creates a overriding ) ESP file type, as it's lower in the load order?

 

2. If I'm using OBMM, I can safely make the files which appeared in the merged patches list (which I selected or not) inactive as the Bash Patch will override my settings anyway?

 

3. With the TNR Revamped "Import Faces" feature, can't I simply load TNR Revamped after the Bash Patch to make sure the settings are overridden rather than have to do I rebuild each time I introduce a new mod?

 

4. Is the 255 plugin limit only applicable to active ones or do inactive (unticked and higher on the load order lists) get included in the count too?

 

Thanks for the help, really appreciated.

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