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OBMM and Wrye Bash


xachan86

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Okay, so i run both OBMM and Wrye Bash, because i have almost 300 esp... Yikes !

 

I know there is a limit of 256 mods active in Oblivion. I also know that this limit can be ignored by using both OMODs and "normal" mods.

 

But here's my question : when i activate or create an OMOD in OBMM, i can see that it creates a new entry in Wrye Bash, ticking the box and counting it as an active mod. My question is : do i have to have those esp ticked in Wrye Bash in order to get them active, when i have activated the corresponding OMOD in OBMM ?

 

Let's take an example to clarify my question : I use Better Cities, the OMOD way. So i activate the OMOD in OBMM. Do the better cities resources.esm and the better cities full.esp have to be activated as well in OBMM ?

 

What about the bashed patch compilation ? Does the fact of having some mods in OMOD play a role on it ?

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Okay, so i run both OBMM and Wrye Bash, because i have almost 300 esp... Yikes !

 

I know there is a limit of 256 mods active in Oblivion. I also know that this limit can be ignored by using both OMODs and "normal" mods.

 

But here's my question : when i activate or create an OMOD in OBMM, i can see that it creates a new entry in Wrye Bash, ticking the box and counting it as an active mod. My question is : do i have to have those esp ticked in Wrye Bash in order to get them active, when i have activated the corresponding OMOD in OBMM ?

 

Let's take an example to clarify my question : I use Better Cities, the OMOD way. So i activate the OMOD in OBMM. Do the better cities resources.esm and the better cities full.esp have to be activated as well in OBMM ?

 

What about the bashed patch compilation ? Does the fact of having some mods in OMOD play a role on it ?

 

Well, OBMM should activate them on it's own if it's an OMOD. As for the Bashed files, I don't think you need to do anything.

 

 

I would check the .esp and .esm files in the Oblivion Launcher as well.

 

 

Good luck! :thumbsup:

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Okay, so i run both OBMM and Wrye Bash, because i have almost 300 esp... Yikes !

 

I know there is a limit of 256 mods active in Oblivion. I also know that this limit can be ignored by using both OMODs and "normal" mods.

 

But here's my question : when i activate or create an OMOD in OBMM, i can see that it creates a new entry in Wrye Bash, ticking the box and counting it as an active mod. My question is : do i have to have those esp ticked in Wrye Bash in order to get them active, when i have activated the corresponding OMOD in OBMM ?

 

Let's take an example to clarify my question : I use Better Cities, the OMOD way. So i activate the OMOD in OBMM. Do the better cities resources.esm and the better cities full.esp have to be activated as well in OBMM ?

 

What about the bashed patch compilation ? Does the fact of having some mods in OMOD play a role on it ?

 

hmm, I got intrigued here. By what I know OMOD is not different of hand installed ones except by the way they are installed and uninstalled, if a OMOD have ESP and/or ESM it will have these ESP or/and ESM in the load list too. This is the motive you see then in Wrye Bash. If some mod is a replacer only, it will figure only in the right side of the OBMM windows, these are not counted for the limit purpose, you don't have 2 mods if it appear at the left and the right side. What counts is the sheer number of ESP and ESM you have, active, in that load list (the left one in OBMM).

 

Both, OBMM and Wrye bash, as any other utility that deals with the active mod list including the original beth one, will take this list 'on fly' ... if you activate it on obmm it will be active in wrye bash or any other. Just there is no way you can activate it in one place without all seeing it active. What can lead you in mistake is for example. Activating it in Wrye bash, OBMM do not refresh its window and so show the mod as yet deactivated. But note this is not the true state, only the former, not updated showing of it.

 

Edit: Just to clarify, the load list is unique, the beth one. All those utilities deal with this one; they don't have, each, one own load list.

 

Edit 2: There is a risk being with, for example, Wrye Bash and OBMM opened at same time, as the changes you do in wrye can be lost if you change in OBMM too before synchronizing then. the inverse is true too (although Wrye Bash refresh at periodic times automatically).

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Thanks for the answer. So it basically means that i'll have to sort a little the mods i use and try to get rid of the ones i'm not really using, because i can't have more than 256 at the same time, OMODs or esps alike... Hmm, not easy, that ! :D

 

nosisab> yeah, i know the problem with OBMM and Wrye Bash. But generally everything's okay, as long as you have the setting "lock times" on. It will synchronize the changes made in OBMM. I once forgot to check it was ticked and i lost a couple of hours reorganizing the load order ! I can assure i won't make the same mistake twice ! :D

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nosisab> yeah, i know the problem with OBMM and Wrye Bash. But generally everything's okay, as long as you have the setting "lock times" on. It will synchronize the changes made in OBMM. I once forgot to check it was ticked and i lost a couple of hours reorganizing the load order ! I can assure i won't make the same mistake twice ! :D

 

No, OBMM can and will change the mod order even with Bash lock times set on, yet such order would return to the Bash setup as soon you open Wrye Bash. This would create a pretty mess, so I don't set this flag on Wrye bash unless I plan to use it to set the load order ever.

 

Exactly the inverse you stated. To be in the sure side I aways export the obmm load order after granting it works. I too was victim of this cursed thing once, and as they say.... scorched cat.... :)

 

Merging with utilities is intuitive, says, Wrye Bash do this as option at right button mouse press, but as bben said, is a risky procedure.

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