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OBMM & Wrye Bash


nilmaboy

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Hi All,

 

A Few Questions as how to use OBMM & Wrye Bash Properly.

 

When Creating An OMOD are all the files including The Texture and Meshes Folders Converted,Then when activating do those Folders go into there corresponding Folders In the Oblivion data Section?

 

When using Wrye Bash what are The Balo Groups used for,and do they need to be Checked in the Oblivion Data Before launch.

 

Do Either of these Programs Have a Auto-Sort function for Load Order?

 

Should you Only open these programs if you're planning on adding more Mods or should they both be run before continuing your game?

 

Lastly!!Whats the best way to remove these splinters after scratching my Head lol :blush:

 

Any Help is much appreciated.

 

James. :thanks:

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When Creating An OMOD are all the files including The Texture and Meshes Folders Converted,Then when activating do those Folders go into there corresponding Folders In the Oblivion data Section?

 

I never did that, so I do not know anything about it...

 

When using Wrye Bash what are The Balo Groups used for,and do they need to be Checked in the Oblivion Data Before launch.

 

It makes load order as it must be ( you will need do some litle changes by yourself )...it makes groups order correct, ie. it will automaticly put quests after overhauls (but it is not perfect. Within groups, order of mods is alphabetical )

 

Do Either of these Programs Have a Auto-Sort function for Load Order?

 

Wrye Bash with Balo Groups...

 

Should you Only open these programs if you're planning on adding more Mods or should they both be run before continuing your game?

 

It depeds...OBMM is used for making load order and "installing" OMOD files, so you do not need run it when you are going to play...but Wrye Bash have "BashMon" function which is needed for some mods, so if you use those mods it shoud be running, othervise it do not needs to be running...

 

I hope this helps...

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Hi All,

 

A Few Questions as how to use OBMM & Wrye Bash Properly.

 

When Creating An OMOD are all the files including The Texture and Meshes Folders Converted,Then when activating do those Folders go into there corresponding Folders In the Oblivion data Section?

 

YES - so long as you add your \texture, \mesh, etc... folders to the OMOD creation window properly, (I just imagine that the little window in the OMOD creator is literally the \Oblivion\Data directory, and what ever is put in there will be added exactly that way to the \Data folder.)

 

 

When using Wrye Bash what are The Balo Groups used for,and do they need to be Checked in the Oblivion Data Before launch.

 

Don't use this feature it is basically obsolete now. (See next question)

 

 

Do Either of these Programs Have a Auto-Sort function for Load Order?

 

NO, download FCOMhelper and use it to set your load order, works great. (gives tips for mod conflicts and BASHed Tag suggestions)

 

 

Should you Only open these programs if you're planning on adding more Mods or should they both be run before continuing your game?

 

Heres a little more info than you probably wanted but I want to make sure your doing everything correctly.

Use OBMM to add mods to your game in OMOD format, Run FCOMhelper to set/check load order and possible conflicts and to get BASHed Tag suggestions, open Wrye Bash and add the Tag suggestions to the "Description Box" on the right side of the screen for the individual mods, click the "save" button (bottom right). Right click on the file "Bashed Patch, 0.esp" and select "Rebuild Patch" (Choose the options you want). Close Wrye Bash and open OBMM and click the "Launch Oblivion" button (You MUST have "Oblivion Script Extender (OBSE) installed", always launch your game through OBMM.

 

Basically if you are not adding any more mods just launch your game through OBMM, no need to open anything else.

 

 

Lastly!!Whats the best way to remove these splinters after scratching my Head lol :blush:

 

I've heard that covering your head with mice works pretty well. :biggrin:

 

Any Help is much appreciated.

 

James. :thanks:

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Hi All,

 

A Few Questions as how to use OBMM & Wrye Bash Properly.

 

When Creating An OMOD are all the files including The Texture and Meshes Folders Converted,Then when activating do those Folders go into there corresponding Folders In the Oblivion data Section?

 

YES - so long as you add your \texture, \mesh, etc... folders to the OMOD creation window properly, (I just imagine that the little window in the OMOD creator is literally the \Oblivion\Data directory, and what ever is put in there will be added exactly that way to the \Data folder.)

 

 

When using Wrye Bash what are The Balo Groups used for,and do they need to be Checked in the Oblivion Data Before launch.

 

Don't use this feature it is basically obsolete now. (See next question)

 

 

Do Either of these Programs Have a Auto-Sort function for Load Order?

 

NO, download FCOMhelper and use it to set your load order, works great. (gives tips for mod conflicts and BASHed Tag suggestions)

 

 

Should you Only open these programs if you're planning on adding more Mods or should they both be run before continuing your game?

 

Heres a little more info than you probably wanted but I want to make sure your doing everything correctly.

Use OBMM to add mods to your game in OMOD format, Run FCOMhelper to set/check load order and possible conflicts and to get BASHed Tag suggestions, open Wrye Bash and add the Tag suggestions to the "Description Box" on the right side of the screen for the individual mods, click the "save" button (bottom right). Right click on the file "Bashed Patch, 0.esp" and select "Rebuild Patch" (Choose the options you want). Close Wrye Bash and open OBMM and click the "Launch Oblivion" button (You MUST have "Oblivion Script Extender (OBSE) installed", always launch your game through OBMM.

 

Basically if you are not adding any more mods just launch your game through OBMM, no need to open anything else.

 

 

Lastly!!Whats the best way to remove these splinters after scratching my Head lol :blush:

 

I've heard that covering your head with mice works pretty well. :biggrin:

 

Any Help is much appreciated.

 

James. :thanks:

 

Hi And ty both for your replies.

 

Thomas. IHave tried to follow your instructions and most have worked.Now I'm stuck! Below is The Load Order!

 

 

 

-----------------------------------------------------------

FCOMhelper Load Order Utility

© Random007, 2008, Freeware

v1.5 (23 Jun 08)

-----------------------------------------------------------

 

Oblivion.esm date: Sat Apr 01 02:01:00 2006

 

------------------------------------

Recognised and re-ordered mod files:

------------------------------------

 

CM Partners.esm

 

Oscuro's_Oblivion_Overhaul.esm

 

Mart's Monster Mod.esm

 

Mart's Monster Mod for OOO.esm

 

DLCShiveringIsles.esp

 

Natural_Weather_by_Max_Tael.esp

 

Natural_Weather_HDR_by_Max_Tael.esp

 

Natural_Habitat_by_Max_Tael.esp

 

Natural_Water_by_Max_Tael.esp

 

Book Jackets Oblivion.esp

. Bashed Patch tag suggestion: {{BASH:Graphics}}

 

Book Jackets Oblivion - BP.esp

. Bashed Patch tag suggestion: {{BASH:Graphics}}

 

DLCHorseArmor.esp

 

DLCHorseArmor - Unofficial Patch.esp

 

DLCOrrery.esp

 

DLCOrrery - Unofficial Patch.esp

 

DLCSpellTomes.esp

 

DLCSpellTomes - Unofficial Patch.esp

 

xuldarkforest.esp

 

DLCThievesDen - Unofficial Patch.esp

 

Oscuro's_Oblivion_Overhaul.esp

 

Mart's Monster Mod for OOO.esp

 

Mart's Monster Mod - Additional Enemy NPC Vars.esp

 

Mart's Monster Mod - Gems & Gem Dust.esp

. Note: Manually place before OOO to revert to OOO gem grinding behaviour.

 

Mart's Monster Mod - Hunting & Crafting.esp

 

Mart's Monster Mod - Looting NPCs & Creatures.esp

 

Mart's Monster Mod - Zombies for Body Meshes.esp

 

Mart's Monster Mod - Spawn Rates - Reduced.esp

 

Mart's Monster Mod - Spawn Rates - Increased.esp

. Note: Will only increase MMM creatures.

. Note: Not fully tested with FCOM.

 

Mart's Monster Mod - Spawn Rates - Moderate Increased.esp

. Note: Will only increase MMM creatures.

. Note: Not fully tested with FCOM.

 

Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp

. Note: Will only reduce MMM creatures.

. Note: Not fully tested with FCOM.

 

Mart's Monster Mod - No Carrion Rats.esp

 

Mart's Monster Mod - No Giants.esp

 

Mart's Monster Mod - No Undead Rise.esp

 

Mart's Monster Mod - No Slimes.esp

 

Mart's Monster Mod - No Adventurers.esp

 

Mart's Monster Mod - Vindasel.esp

 

Mart's Monster Mod - More Wilderness Life.esp

 

300_Artifacts.esp

 

300_White Stallion 4.esp

 

ArmoryLab.esp

 

DLCBattlehornCastle - Unofficial Patch.esp

 

WeaponsOfTheNine.esp

 

za_bankmod.esp

 

DLCFrostcrag.esp

 

DLCFrostcrag - Unofficial Patch.esp

 

Knights.esp

 

Knights - Unofficial Patch.esp

 

The Lost Spires.esp

 

TOTF.esp

 

Mart's Monster Mod - City Defences.esp

 

xulStendarrValley.esp

 

xulChorrolHinterland.esp

 

mythsandlegends.esp

 

xulBeachesOfCyrodiilLostCoast.esp

 

xulLushWoodlands.esp

 

xulAncientYews.esp

 

xulAncientRedwoods.esp

 

xulCloudtopMountains.esp

 

xulArriusCreek.esp

 

xulPatch_AY_AC.esp

 

xulRiverEthe.esp

 

xulImperialIsle.esp

 

Natural_Vegetation_by_Max_Tael.esp

. Note: Put before Unique Landscape mods to return tree sizes there to normal.

 

Book Placement v2.esp

. Note: Try AutoBookPlacer v3 or later.

 

Quest Award Leveling.esp

 

Quest Award Leveling - Finger of the Mountain.esp

 

CM Partners.esp

 

Visually Realistic Deadly Lava.esp

 

Visually Realistic Lava.esp

 

Mart's Monster Mod - Resized Races.esp

. Note: Won't work with other race mods without merging in TES4Geko

. Note: Not compatible with Beautiful People or mods that are based on Elaborate Eyes unless patches are used.

 

-----------------------------------------

Unrecognised mod files (reorder by hand):

-----------------------------------------

 

Unknown mod file: ++ROOT=====================.esp

Unknown mod file: ++LIBRARY==================.esp

Unknown mod file: ++LIBRARY+1================.esp

Unknown mod file: ++COSMETIC=================.esp

Unknown mod file: ++CLOTHING=================.esp

Unknown mod file: ++WEAPON===================.esp

Unknown mod file: ++TWEAK-1==================.esp

Unknown mod file: ++TWEAK====================.esp

Unknown mod file: ++TWEAK+1==================.esp

Unknown mod file: ++TWEAK+2==================.esp

Unknown mod file: ++OVERHAUL-1===============.esp

Unknown mod file: ++OVERHAUL=================.esp

Unknown mod file: ++OVERHAUL+1===============.esp

Unknown mod file: ++OVERHAUL+2===============.esp

Unknown mod file: ++OVERHAUL+3===============.esp

Unknown mod file: ++OVERHAUL+4===============.esp

Unknown mod file: ++MISC.====================.esp

Unknown mod file: ++MISC.+1==================.esp

Unknown mod file: ++MAGIC====================.esp

Unknown mod file: ++MAGIC+1==================.esp

Unknown mod file: ++MAGIC+2==================.esp

Unknown mod file: ++NPC======================.esp

Unknown mod file: ++HOME=====================.esp

Unknown mod file: ++HOME+1===================.esp

Unknown mod file: ++PLACE====================.esp

Unknown mod file: ++PLACE+1==================.esp

Unknown mod file: ++QUEST-1==================.esp

Unknown mod file: ++QUEST====================.esp

Unknown mod file: ++QUEST+1==================.esp

Unknown mod file: ++QUEST+2==================.esp

Unknown mod file: ++QUEST+3==================.esp

Unknown mod file: ++NONE=====================.esp

Unknown mod file: ++LAST-1===================.esp

Unknown mod file: ++LAST=====================.esp

Unknown mod file: ++LAST+1===================.esp

 

 

-----------------------------------------------------------

Done.

 

The List of unknown mod files I Don't know what they are or where they have to go in the Load Order.

 

I have Gotten the Bashed Tag suggestions but I can't Find any Bashed Patches in the load order! Am I using the wrong Wyre Bash which is Version 205.

 

Thanks for any help That can be given,

 

James. :thanks:

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Hmmmm,

 

I'm running a full FCOM setup and let FCOMhelper do most of the work, so I can't help you too much on your load order. Wrye Bash 205 is the newest version and should work fine, it's the same as I'm using now. I don't know what all of those files are at the end of your load order, did you generate these with Wrye Bash???

 

You should have a file listed in the Wrye Bash mods window called (Bashed Patch, 0.esp) if you do not see one look in the Wrye Bash folder ...\Mopy\Extras this file should be in there, and copy it to your ...\Oblivion\Data directory.

 

Then you should be able to open Wrye Bash and right click on that file and use the "Rebuild Patch" command. (Pretty much just check all the available options)

 

I would suggest trying to figure out where all those files at the end of your load order came from, they don't appear to be from any mod I am familiar with. I would try deactivating them from your load order and running your game after you have built your Bashed Patch.

 

Good luck :thumbsup:

 

 

Also hopefully by 8/10/08 I will finish writing and will post my instructional guide for setting up an up to date fully FCOM modded game, with a bunch of other fun stuff added, which may help you out. So keep an eye out for that.

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-----------------------------------------

Unrecognised mod files (reorder by hand):

-----------------------------------------

 

Unknown mod file: ++ROOT=====================.esp

Unknown mod file: ++LIBRARY==================.esp

Unknown mod file: ++LIBRARY+1================.esp

Unknown mod file: ++COSMETIC=================.esp

Unknown mod file: ++CLOTHING=================.esp

Unknown mod file: ++WEAPON===================.esp

Unknown mod file: ++TWEAK-1==================.esp

Unknown mod file: ++TWEAK====================.esp

Unknown mod file: ++TWEAK+1==================.esp

Unknown mod file: ++TWEAK+2==================.esp

Unknown mod file: ++OVERHAUL-1===============.esp

Unknown mod file: ++OVERHAUL=================.esp

Unknown mod file: ++OVERHAUL+1===============.esp

Unknown mod file: ++OVERHAUL+2===============.esp

Unknown mod file: ++OVERHAUL+3===============.esp

Unknown mod file: ++OVERHAUL+4===============.esp

Unknown mod file: ++MISC.====================.esp

Unknown mod file: ++MISC.+1==================.esp

Unknown mod file: ++MAGIC====================.esp

Unknown mod file: ++MAGIC+1==================.esp

Unknown mod file: ++MAGIC+2==================.esp

Unknown mod file: ++NPC======================.esp

Unknown mod file: ++HOME=====================.esp

Unknown mod file: ++HOME+1===================.esp

Unknown mod file: ++PLACE====================.esp

Unknown mod file: ++PLACE+1==================.esp

Unknown mod file: ++QUEST-1==================.esp

Unknown mod file: ++QUEST====================.esp

Unknown mod file: ++QUEST+1==================.esp

Unknown mod file: ++QUEST+2==================.esp

Unknown mod file: ++QUEST+3==================.esp

Unknown mod file: ++NONE=====================.esp

Unknown mod file: ++LAST-1===================.esp

Unknown mod file: ++LAST=====================.esp

Unknown mod file: ++LAST+1===================.esp

 

 

As much as I know those are form Balo function of Wrye Bash...

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-----------------------------------------

Unrecognised mod files (reorder by hand):

-----------------------------------------

 

Unknown mod file: ++ROOT=====================.esp

Unknown mod file: ++LIBRARY==================.esp

Unknown mod file: ++LIBRARY+1================.esp

Unknown mod file: ++COSMETIC=================.esp

Unknown mod file: ++CLOTHING=================.esp

Unknown mod file: ++WEAPON===================.esp

Unknown mod file: ++TWEAK-1==================.esp

Unknown mod file: ++TWEAK====================.esp

Unknown mod file: ++TWEAK+1==================.esp

Unknown mod file: ++TWEAK+2==================.esp

Unknown mod file: ++OVERHAUL-1===============.esp

Unknown mod file: ++OVERHAUL=================.esp

Unknown mod file: ++OVERHAUL+1===============.esp

Unknown mod file: ++OVERHAUL+2===============.esp

Unknown mod file: ++OVERHAUL+3===============.esp

Unknown mod file: ++OVERHAUL+4===============.esp

Unknown mod file: ++MISC.====================.esp

Unknown mod file: ++MISC.+1==================.esp

Unknown mod file: ++MAGIC====================.esp

Unknown mod file: ++MAGIC+1==================.esp

Unknown mod file: ++MAGIC+2==================.esp

Unknown mod file: ++NPC======================.esp

Unknown mod file: ++HOME=====================.esp

Unknown mod file: ++HOME+1===================.esp

Unknown mod file: ++PLACE====================.esp

Unknown mod file: ++PLACE+1==================.esp

Unknown mod file: ++QUEST-1==================.esp

Unknown mod file: ++QUEST====================.esp

Unknown mod file: ++QUEST+1==================.esp

Unknown mod file: ++QUEST+2==================.esp

Unknown mod file: ++QUEST+3==================.esp

Unknown mod file: ++NONE=====================.esp

Unknown mod file: ++LAST-1===================.esp

Unknown mod file: ++LAST=====================.esp

Unknown mod file: ++LAST+1===================.esp

 

 

As much as I know those are form Balo function of Wrye Bash...

 

Ok, thats what I thought, I would just get rid of these files, they aren't needed, unless you REALLY know what your doing and have a specific use for them (like creating a custom mod using these as resources).

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