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39
40 <h1>Wrye Bash Advanced Readme</h1>
41
42 <h2 style="margin-top:0;margin-bottom:1em;">Contents</h2>
43 <ol style="float:left;margin:0;margin-right:4em;">
44 <li><a href="#intro">Introduction</a>
45 <ol>
46 <li><a href="#intro-title">Title Bar Info</a>
47 </ol>
48 <li><a href="#install">Advanced Installation</a>
49 <ol>
50 <li><a href="#install-alternate">Alternative Install Locations</a>
51 <li><a href="#install-components">Python Components</a>
52 </ol>
53 <li><a href="#bain">Installers Tab</a>
54 <ol>
55 <li><a href="#bain-ui">The User Interface In Detail</a>
56 <li><a href="#bain-refresh">BAIN Refresh</a>
57 <li><a href="#bain-skipped">Skipped Files</a>
58 <li><a href="#bain-data-dir-skipped">Skipped Data subdirectories and uninstall quirks</a>
59 <li><a href="#bain-se">Script Extender Plugin Installation</a>
60 <li><a href="#bain-omod">OMOD Conversion Data</a>
61 <li><a href="#bain-bcf">BAIN Conversion Files</a>
62 <li><a href="#bain-commands">Context Menu Commands</a>
63 </ol>
64 <li><a href="#mods">Mods Tab</a>
65 <ol>
66 <li><a href="#mods-exclusion">Exclusion Groups</a>
67 <li><a href="#mods-details">The Plugin Details Panel</a>
68 <li><a href="#mod-masters-symbols">Color scheme for Plugin Masters (MI &amp; Current LO)</a>
69 <li><a href="#mods-csv">CSV Files</a>
70 <li><a href="#mods-commands">Context Menu Commands</a>
71 </ol>
72 <li><a href="#patch">Advanced Bashed Patch</a>
73 <ol>
74 <li><a href="#patch-view">Viewing &amp; Editing The Bashed Patch</a>
75 <li><a href="#patch-tags">Bash Tags</a>
76 <li><a href="#patch-filter">Merge Filtering</a>
77 <li><a href="#patch-iim">Item Interchange Mode</a>
78 <li><a href="#patch-tweaks">Tweak Options In Detail</a>
79 <li><a href="#patch-csv">Default CSV Files</a>
80 <li><a href="#patch-lists">Leveled Lists</a>
81 </ol>
82 <li><a href="#saves">Saves Tab</a>
83 <ol>
84 <li><a href="#saves-overview">Overview</a>
85 <li><a href="#saves-symbols">Color scheme for Save Game Files</a>
86 <li><a href="#saves-masters-symbols">Color scheme for Save Game Masters (MI &amp; Current LO)</a>
87 <li><a href="#saves-profiles">Save Profiles</a>
88 <li><a href="#saves-face">Face Import</a>
89 <li><a href="#saves-commands">Context Menu Commands</a>
90 </ol>
91 </ol>
92 <ol start="7" style="float:left;margin-top:0;">
93 <li><a href="#screenshots">Screenshots Tab</a>
94 <ol>
95 <li><a href="#screenshots-overview">Overview</a>
96 <li><a href="#screenshots-alt-path">Change screenshots directory (Oblivion)</a>
97 <li><a href="#screenshots-commands">Context Menu Commands</a>
98 </ol>
99 <li><a href="#launchers">Advanced Launchers</a>
100 <ol>
101 <li><a href="#launchers-hide">Hiding Launchers</a>
102 <li><a href="#launchers-custom">Custom Launchers</a>
103 </ol>
104 <li><a href="#people">People Tab</a>
105 <ol>
106 <li><a href="#people-overview">Overview</a>
107 <li><a href="#people-symbols">What Symbols &amp; Colours Mean</a>
108 <li><a href="#people-commands">Context Menu Commands</a>
109 </ol>
110 <li><a href="#tools">Miscellaneous Tools</a>
111 <ol>
112 <li><a href="#tools-settings">Settings Menu</a>
113 <li><a href="#tools-docs">Docs Browser</a>
114 <li><a href="#tools-checker">Mod Checker</a>
115 <li><a href="#tools-swapping">Oblivion.esm Swapping</a>
116 <li><a href="#tools-shortcuts">Keyboard Shortcuts</a>
117 <li><a href="#tools-arguments">Command Line Arguments</a>
118 </ol>
119 <li><a href="#international">Internationalisation</a>
120 <ol>
121 <li><a href="#international-overview">Overview</a>
122 <li><a href="#international-format">Translator File Format</a>
123 </ol>
124 </ol>
125 <p style="clear:both;">
126
127 <h2 id="intro">Introduction</h2>
128 <p>Wrye Bash is a powerful mod management utility for TES IV: Oblivion and TES V: Skyrim. Its features include:
129 <ul>
130 <li>A mod installation and conflict manager
131 <li>A plugin load order manager
132 <li>Increased mod compatibility
133 <li>Lifting of the 255 plugin limit through automatic merging of compatible mods
134 <li>.ini and settings files tweak management
135 <li>Screenshot management
136 <li>Many, many more features
137 </ul>
138 <p>Wrye Bash can appear daunting at first. To help make it more manageable, the documentation has been split into a few readmes that are targeted towards different usage requirements.
139 <p>A companion to the <a href="Wrye%20Bash%20General%20Readme.html">General Readme</a>, this document details those features
140 that were omitted from the aforementioned readme. These features are often more specialised, advanced or complicated, and
141 many are geared more towards mod authors than mod users. This readme is also more technical and goes into more depth on
142 how Wrye Bash functions. It assumes the reader has previously read the General Readme.
143 <p>Note that the <a href="#people">People</a> tab is hidden by default. You can toggle the visibility of the tabs in Wrye Bash's main tab bar by right-clicking the tab bar and checking or unchecking the options in the context menu displayed.
144
145 <h3 id="intro-title">Title Bar Info</h3>
146 <p>As a quick note that doesn't really belong anywhere else, Wrye Bash's title bar contains some useful information. The title is formatted as:
147 <p><code>Wrye Bash [Bash Version] [Install Type] [Game Modifier], Cbash v[CBash Version]: [Save Profile] [Version Indicator]</code>
148 <p>The square bracketed information is:
149 <ul>
150 <li><code>[Bash Version]</code>: This is the version number for the version of Wrye Bash running. Useful when troubleshooting.
151 <li><code>[Install Type]</code>: If the Python version is running, this will read <q>Python</q>. If the Standalone version is running, it will read <q>(Standalone)</q>. See the <a href="#install">Installation</a> section for more information.
152 <li><code>[Game Modifier]</code>: If the option is selected in the <a href="Wrye%20Bash%20Advanced%20Readme.html#tools-settings">Settings menu</a>, this will display <q>for Oblivion</q> or <q>for Skyrim</q> depending on the game it is being run for.
153 <li><code>[CBash Version]</code>: This is the version number for the version of CBash included with the Wrye Bash install. Useful when troubleshooting. See the <a href="#patch">Setting Up A Bashed Patch</a> section for more information.
154 <li><code>[Save Profile]</code>: This is the name of the <a href="Wrye%20Bash%20Advanced%20Readme.html#saves-profile">save profile</a> Wrye Bash is currently using. By default it is <q>Default</q>.
155 <li><code>[Version Indicator]</code>: This is only displayed when Wrye Bash is running for Oblivion. It indicates the version of Oblivion.esm currently being used. This is related to the <a href="Wrye%20Bash%20Advanced%20Readme.html#tools-swapping">Oblivion.esm Swapping</a> feature.
156 </ul>
157
158 <h2 id="install">Advanced Installation</h2>
159 <h3 id="install-alternate">Alternative Install Locations</h3>
160 <p>Wrye Bash can be installed in any folder, but if it is installed outside of the game's folder, then the OblivionPath bash.ini option must be adjusted.
161 <p>To do so:
162 <ol>
163 <li>Open <code>bash_default.ini</code> in the <code>Mopy</code> folder and save it as <code>bash.ini</code>.
164 <li>In the new bash.ini, enter the full path of your game's installation folder (the one that contains the game's executable) for the <q>sOblivionPath</q> setting.
165 <li>Save the edited bash.ini.
166 </ol>
167 <p>Alternatively, you can launch Wrye Bash with the -o argument, quoting the path as the argument's parameter. Note that backslashes must be doubled as Python treats a single backslash as an escape character. For example, <code>"Wrye Bash Launcher.pyw" -o "C:\\Games\\Oblivion\\"</code> if you are running Wrye Bash for Oblivion.
168
169
170 <h3 id="install-components">Python Components</h3>
171 <p>If you are installing the Python version of Wrye Bash and wish to install the Python dependencies separately, the following must be installed.
172 <p style="font-style:italic;font-weight:bold;font-size:1em;color:red;">Note that the 32-bit versions are required even if you are on a 64-bit operating system.</p>
173 <ul>
174 <li><a href="https://www.python.org/ftp/python/2.7.10/python-2.7.10.msi">Python 2.7.10</a>. Versions prior to 2.7.10 may work with Wrye Bash, but have not been tested. Updating is recommended for bug and security fixes.
175 <li><a href="http://sourceforge.net/projects/wxpython/files/wxPython/2.8.12.1/wxPython2.8-win32-unicode-2.8.12.1-py27.exe">wxPython 2.8.12.1 Unicode for Python 2.7</a>
176 <li><a href="https://sourceforge.net/projects/pywin32/files/pywin32/Build%20220/pywin32-220.win32-py2.7.exe/download">PyWin32</a>: This component is required for Wizards to function. If you do not wish to use Wizards, then it need not be installed.
177 <li><a href="http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download">Comtypes 0.6.2</a>: This is an optional component, it is used to enable rendering of HTML via an ActiveX control. The following features are affected if comtypes is not installed:
178 <ul>
179 <li>The DocBrowser will display raw text when displaying an HTML readme.
180 <li>The ModChecker report will be text instead of HTML.
181 <li>The Bashed Patch build report will be displayed by opening the file in your default browser.
182 </ul>
183 </ul>
184
185 <h2 id="bain">Installers Tab</h2>
186 <h3 id="bain-ui">The User Interface In Detail</h3>
187 <p>The Installers tab is split into three main sections: on the left is the Package List, and the right is split between the Information Tabs at the top and the Comments field at the bottom. The Information Tabs and Comments sections display information specific to the currently selected package. Much of the contents of the Information Tabs depends on the install status and order of the package. The information tabs are detailed in the table below.
188 <table>
189 <thead>
190 <tr><th colspan="2">Information Tabs
191 <tr><th>Tab<th>Description
192 <tbody>
193 <tr><td>General<td>Shows summary info and the files to be installed, as determined by sub-package, esp/m, voice filtering, etc.
194 <tr><td>Matched<td>Shows files which are identical to current Data directory files.
195 <tr><td>Missing<td>Files which are missing from the Data directory.
196 <tr><td>Mismatched<td>Files which are present in the data directory, but which aren't identical to the selected package's version of those files.
197 <tr><td>Conflicts<td>Shows which other packages will conflict the current package and for what files. Note that if a given file is mismatched, but the mismatch isn't due to other packages, then it won't appear. This report can be modified to show inactive conflicts and lower order conflicts by enabling the <a href="#bainShowInactiveConflicts">Show Inactive Conflicts</a> and <a href="#bainShowLowerConflicts">Show Lower Conflicts</a> options respectively.
198 <tr><td>Underidden<td>Shows packages which should be overridden, but are not, due to install order errors. This can be corrected by running <a href="#bainAnneal">Anneal</a> or <a href="#bainAnnealAll">Anneal All</a>.
199 <tr><td>Dirty<td>Shows files which the selected package previously installed, but which now should be removed or altered due to a reconfiguration of the package. Dirty files can be cleared by running <a href="#bainAnneal">Anneal</a> or <a href="#bainAnnealAll">Anneal All</a>.
200 <tr><td>Skipped<td>Shows which files in the selected package were <a href="#bain-skipped">skipped</a> by Bain.
201 </table>
202 <p>The Comments field is provided as an area in which notes may be kept on packages. It is useful for keeping track of what packages do, what your favourite install options are, etc.
203
204
205 <h3 id="bain-refresh">BAIN Refresh</h3>
206 <p>To perform its magicks BAIN needs to know what's inside two directories: the game Data/ directory and its subdirectories and the Bash Installers folder (where the packages are). The Data
207 directory scanning is done once per run of Wrye Bash, when the Installers tab is first opened, because walking this potentially huge directory and checking sizes and modification times
208 does take a while. The Bash Installers folder however will be scanned whenever the installers tab regains focus after losing it (ie. you select another program's window, then switch back
209 to Wrye Bash, or you switch to another tab then back to installers tab). This automatic scanning just checks modification times and sizes of installers inside Bash Installers folder to
210 decide if any package changed, and should usually be very fast (although noticeable). There is a catch however: this check is almost instantaneous for packages (archives) but for biggish
211 projects takes a while as Bash needs to scan modification times and sizes for <i>all</i> files inside the project. To make this (automatic) scan faster two options are provided for
212 projects: <a href="#bainDontRefresh">Don't Refresh</a> (on the project's context menu) and <a href="#bainAutoRefreshProjects">Auto-Refresh Projects</a> (on the global menu). If a project
213 is affected by these options Bash will skip over it when scanning Bash Installers directory and changes inside the project's dir have to be detected manually. However the initial refresh
214 (on booting BAIN) will ignore those skip flags and will scan all project directories for changes (comparing their sizes and modification times with the ones it loads from Installers.dat).
215 <p>However, changes in files in the Data directory will have to be manually detected after initial refresh, as in this scenario:
216
217 <ol>
218 <li>Install a mod from some package.
219 <li>Go to the installers tab. Note the package is marked green.
220 <li>Go back to the mods tab and edit the mod using xEdit or the CK/CS/etc.
221 <li>Return to the installers tab. The package is still marked green instead of being marked as out of sync with the data.
222 </ol>
223
224 <p>This is because, as already mentioned, the refresh of the game <i>Data</i> directory is performed once on boot, so modifying/deleting/adding files in the game directory will not be detected
225 afterwards, except in some few scenarios - notably, deleting an espm from inside Bash will notify BAIN (add more actions is in the TODOs).
226 <p>BAIN provides several menu items for manually refreshing for the scenarios above (and others). What you most likely need is <a href="#bainQuickRefresh">Quick Refresh</a>. See also
227 <a href="#bainFullRefresh">Full Refresh</a>, <a href="#bainRefreshData">Refresh Data</a> and <a href="#bainRefresh">Refresh</a>.
228 <p>Technical: This situation is a limitation of our refresh model which is basically polling the directories for changes. We should switch to an event based refresh but the code is not yet
229 ready (see <a href="https://github.com/wrye-bash/wrye-bash/issues/265">relevant issue</a>).
230
231
232 <h3 id="bain-skipped">Skipped Files</h3>
233 <p>BAIN skips the installation of some files and directories. The types of files skipped are:
234 <ul>
235 <li>Silent skips. These are <i>not</i> listed on the <q>Skipped</q> panel on the right and are:
236 <ul>
237 <li><code>thumbs.db</code> and <code>desktop.ini</code> files
238 <li>any path that ends in <code>config</code>
239 <li>the omod conversion directory (<code>omod conversion data</code>, <code>fomod</code>) if on the top level of package or subpackage
240 <li>the <code>wizard images</code> directory (again if on the top level of package or subpackage)
241 <li>Developer files. Any file or directory that begins with <code>'--'</code> and is at the top level of a package or a subpackage will be silently skipped. This is so that mod
242 authors can include files related to a mod that are not required for it to work (eg. screenshots) in packages.
243 <li>Bash will also skip voices for espms that are not installed from complex installers
244 <li>Specified skips. There are a few options in BAIN to skip the installation of certain file types, namely the ones on the <a href="#bainGlobalSkips">Global Skips</a> submenu for
245 all installers and <a href="#bainSkipVoices">Skip Voices</a> (on a per installer basis). If any such options are enabled, the file type(s) in question will be <i>silently</i>
246 skipped.
247 </ul>
248 <li>Non-standard directories. Standard directories include all the game's default directories (including those only found in BSAs by default) - see
249 <a href="Wrye%20Bash%20General%20Readme.html#bain-structure">BAIN-Compatible installer layout</a> for a detailed list per game. Files skipped because of this will be
250 listed in the <q>Skipped</q> panel on the right on the <i>== Skipped (Dir)</i> section. Installation of non-standard directories may be forced by using the <a
251 href="#bainHasExtraDirectories">Has Extra Directories</a> option. Even if Has Extra Directories option is checked, directories that are silently skipped will still be skipped.
252 <b>For a complex package,</b> any top level files (with the exception of files that contain "readme" and variations in their name) will be also considered as belonging to a skipped directory
253 and will be listed in the '== Skipped (Dir)' section. Top level means at the subpackages level, not inside a subpackage.
254 <li>Archives &amp; executables. Executable files, apart from Script Extender plugins if the <a href="#bainSkipOBSEPlugins">Skip OBSE Plugins</a> option is disabled, and archives in
255 packages will be skipped. Files skipped because of this will be listed in the <q>Skipped</q> panel on the right on the <i>== Skipped (Extension)</i> section. The complete list of
256 extensions skipped is:
257 <code>.001, .7z, .7z.001, .ace, .bz2, .db, .exe, .fomod, .gz, .lzma, .manifest, .omod, .py, .pyc, .rar, .tar, .tb2, .tgz, .zip</code>
258 This includes BCFs (they have a .7z extension) - still BAIN will detect those.
259 </ul>
260
261
262 <h3 id="bain-data-dir-skipped">Skipped Data subdirectories and uninstall quirks</h3>
263 <p>When scanning the contents of the Data folder BAIN will skip some of its subdirectories either by default or based on <a href="#bainGlobalSkips">Global Skips</a> in the installer
264 tab. The directories skipped are:
265
266 <table>
267 <thead><tr><th>Skipped Data subdirectories<th colspan="2">Notes
268 <tbody>
269 <tr><td>Bash<td colspan="2"><code>Data/Bash</code> directory that may contain Bash related data
270 <tr><td>--<td colspan="2">If you create a <code>Data/--</code> directory it will be ignored by Bash - dump your cruft there
271 <tr><td>distantlod<td colspan="2">If <a href="#bainSkipDistantLOD">Skip DistantLOD</a> is checked
272 <tr><td>meshes\landscape\lod<td colspan="2">If <a href="#bainSkipLODMeshes">Skip LOD Meshes</a> is checked
273 <tr><td>textures\landscapelod\generated<td colspan="2">If <a href="#bainSkipLODTextures">Skip LOD Textures</a> <b>and</b>
274 <a href="#bainSkipLODNormals">Skip LOD Normals</a> are <b>both</b> checked
275 <tr><td>docs<td colspan="2">If <a href="#bainSkipDocs">Skip Docs</a> <b>and</b> <a href="#bainSkipImages">Skip Images</a> are
276 <b>both</b> checked
277 <tr><td>Script extender (see game specific below)<td colspan="2">If <a href="#bainSkipOBSEPlugins">Skip OBSE Plugins</a> is checked
278 <tr><td>screenshots<td colspan="2">If <a href="#bainSkipScreenshots">Skip Screenshots</a> is checked (that may change as Skip Screenshots will
279 skip a screenshots directory in the package, whose contents would be currently installed in Data/Docs, not Data/Screenshots).
280 <thead><tr><th colspan="3">Skipped file extensions
281 <tbody>
282 <td colspan="3">.001, .7z, .7z.001, .ace, .bz2, .db, .exe, .fomod, .gz, .lzma, .manifest, .omod, .py, .pyc, .rar, .tar, .tb2, .tgz, .zip
283 <thead><tr><th colspan="3">Per game skipped Data subdirectories
284 <thead><tr><th>Game<th>Skipped Data subdirectories<td>Script extender(s) directories
285 <tbody>
286 <tr><td>Oblivion<td>tes4edit backups, bgsee, conscribe logs<td>OBSE
287 <tr><td>Skyrim<td>tes5edit backups<td>SKSE, SkyProc, Script Dragon
288 <tr><td>Fallout 4<td>fo4edit backups<td>F4SEs
289 </table>
290
291 <p>Skipping of Data subdirectories has some implications vis-à-vis uninstalling those skipped files. So say you turn Skip DistantLOD on, all packages
292 that have installed files in Data/distantlod will show as dirty (as expected). You should at this point hit
293 <a href="#bainAnnealAll">Anneal All</a>. If you don't, then restart Bash, the files will no more show as dirty (remember Bash scans the data dir on
294 booting, and will now boot with Skip DistantLOD on, so will simply loose track of any files in the distantlod folder). If you want to uninstall
295 those files after a restart you should turn <a href="#bainOverrideSkips">Override Skips</a> on for the package, so that BAIN will re-detect the
296 skipped files for this package and be able to uninstall them.
297
298
299 <h3 id="bain-se">Script Extender Plugin Installation</h3>
300 <p>Script Extender (OBSE, SKSE) plugins (.dll, .dlx extensions) may be installed through BAIN if the following conditions are met:
301 <ul>
302 <li>The package or subpackage containing the OBSE plugin has it in <code>OBSE\Plugins</code> (for Oblivion), <code>SKSE\Plugins</code> (for Skyrim) or a subfolder of the same.
303 <li>The <a href="#bainSkipOBSEPlugins">Skip OBSE Plugins</a> option found in the Installers tab column header context menu is disabled.
304 </ul>
305 <p>When attempting to install a specific Script Extender plugin for the first time, Wrye Bash will display a warning dialogue and ask you to confirm or deny the plugin's installation. Thereafter you can uninstall and install the plugin as you like without seeing the warning. These additional requirements are due to the significant (though currently theoretical) dangers of installing executable files.
306 <p>The list of allowed and disallowed Script Extender plugins can be imported and exported using the <a href="#settingsImportList">Import list of allowed/disallowed OBSE plugin dlls</a> and <a href="#settingsExportList">Export list of allowed/disallowed OBSE plugin dlls</a> options in Wrye Bash's <a href="#settings">Settings</a> menu.
307
308
309 <h3 id="bain-omod">OMOD Conversion Data</h3>
310 <p>If a mod author is building a mod that supports BAIN, manual and OMOD installs, they can use the <a href="#bainOmodInfo">Omod Info...</a> option in the package context menu to create or update the OMOD config file.
311 <p>If a mod author wishes to include a screenshot for use by the OMOD, they simply need to copy the screenshot saved as a JPEG to the OMOD Conversion Data folder and rename it to <q>screenshot</q> with no file extension.
312 <p>An OMOD installation script may also be created by creating a text file named <q>script.txt</q> and writing the script in any text editor. Testing is still best done in OBMM though.
313 <p>The OMOD config file is the only true requirement for an OMOD to be created from OMOD Conversion Data. The screenshot and installation script can be used to enhance an OMOD. Note that the <q>info.txt</q> file that OMODs create when exporting Conversion Data in OBMM is unnecessary, and is provided for purely informational purposes.
314
315
316 <h3 id="bain-bcf">BAIN Conversion Files</h3>
317 <p><abbr title="BAIN Conversion Files">BCFs</abbr> are effectively automated archive converters, converting an existing archive or several archives into a new layout. They can be used to make BAIN-incompatible archives compatible, or make compatible archives easier to install. As they don't contain any files that are found in the existing archive(s), the only copyright/permissions that apply are those that the BCF creator stipulates, which generally makes distribution easier. BCFs are also usually much smaller, only containing new files that it adds (commonly <q>package.txt</q> and ini file tweaks) and a <q>BCF.dat</q> that tells Wrye Bash how to reorganise the archive(s).
318 <p>To create a BCF:
319 <ol>
320 <li>Add all of the source archives to BAIN.
321 <li>Create a new project with the contents of the source archives, and rearrange the files as you see fit.
322 <li>Right-click the project and select <a href="#bainPackToArchive">Pack To Archive...</a>.
323 <li>Name the new archive, and choose whether to use solid compression or not. Solid compression results in smaller file sizes, but also reduces performance.
324 <li>Set any options on the new archive package that you wish to be set whenever the BCF is applied (such as default sub-packages or <q>Skip...</q> options).
325 <li>Select all the source archives in the package list, then right-click them and choose <a href="#bainConversion">Conversions->Create</a>. Select the archive that you just created, and name the BCF.
326 <li>Look over the result log to make sure it looks OK. If it looks wrong, try again, you may have gotten the sources/target wrong. If it looks right, you can find the new BCF in <code>[Game] Mods\Bash Installers\Bain Converters</code>. It is recommended that you copy/paste the result log into your readme for your BCF.
327 </ol>
328 <p>Some points of interest regarding BCFs:
329 <ul>
330 <li>BCFs must end in either <code>-BCF.7z</code> or <code>-BCF-*.7z</code> (where the * is a wildcard matching any character string).
331 <li>The converted archive may use 7-zip (.7z) or Zip (.zip) compression.
332 <li>BCFs support an arbitrary number and level of archives embedded within an archive.
333 <li>BCFs store the configuration settings of the original converted archive used when creating the BCF, allowing authors to pre-select options (see instructions above).
334 <li>BCFs found to be duplicates will be moved to <code>[Game] Mods\Bash Installers\Bain Converters\--Duplicates</code>.
335 <li>BCFs use data CRCs to verify the integrity of source archives. These use the contents of an archive, but not the name or type of the archive, so a source archive may be renamed or recompressed without affecting its ability to be used by a BCF. Wrye Bash displays the data CRCs of packages on the General Info tab for this reason.
336 </ul>
337
338
339 <h3 id="bain-commands">Context Menu Commands</h3>
340 <p>The tables below detail the full list of context menu commands available in the Installers tab.
341 <table id="bainHeaderCommands">
342 <thead>
343 <tr><th colspan="3">Column Header Context Menu
344 <tr><th colspan="2">Command<th>Description
345 <tbody>
346 <tr><td rowspan="7" id="bainSortBy">Sort By<td>Sort By Active<td>Active installers will be sorted to the top.
347 <tr><td>Projects First<td>If this is checked, then project packages will be sorted to the top of the list.
348 <tr><td>Package<td>Sort packages by package name.
349 <tr><td>Order<td>Sort packages by install order.
350 <tr><td>Modified<td>Sort packages by date modified.
351 <tr><td>Size<td>Sort packages by size.
352 <tr><td>Files<td>Sort packages by number of files they contain.
353 <tr><td rowspan="5">Columns<td>Package<td>Display the Package (name) column.
354 <tr><td>Order<td>Display the Order column.
355 <tr><td>Modified<td>Display the (date) Modified column.
356 <tr><td>Size<td>Display the Size column.
357 <tr><td>Files<td>Display the (number of) Files column.
358 <tr><td colspan="2" id="bainOpenDir">Open...<td>Opens the Installers directory in Windows Explorer.
359 <tr><td colspan="2" id="bainRefreshData">Refresh Data<td>Re-scans the Data directory (and all packages). Scanning of the Data directory is done once per run of Wrye Bash, when the
360 Installers tab is first opened. If you manually alter files in the Data directory after that, <i>you had to run this command to update BAIN to reflect the changes</i>. However
361 BAIN will now scan the Data directory for changes in files corresponding to the package(s) you run <a href="#bainQuickRefresh">Quick Refresh</a> (or
362 <a href="#bainRefresh">Refresh</a>) on, so in most use cases (if the files you altered belong to a particular project/package) just use Quick Refresh. What this command basically
363 does is:
364 <ol type="a">
365 <li>rescan the game Data directory (as is done on booting BAIN). If you enabled/disabled any <a href="#bainGlobalSkips">global skip option</a> and this enabled/disabled new
366 skips in the Data dir then rescanning Data will take those skips into account. See <a href="#bain-data-dir-skipped">Skipped Data subdirectories</a> for the Data directories
367 that are skipped.
368 <li>run a Quick refresh on all installers (ignoring Skip refresh flags for projects, as Quick Refresh does)
369 </ol>
370 <tr><td colspan="2" id="bainFullRefresh">Full Refresh<td>This does a full refresh <i>of all data files</i>, both the contents of the game Data directory tree and Bash Installers
371 folder, bypassing all skip refresh flags for projects. Notably this will recalculate <abbr title="Cyclic redundancy check, digital signature of the file">CRCs</abbr> for all files
372 inside Data and Bash Installers (including project directories). Running this command will likely take <i>aeons</i>, and you seldom need it.
373 <tr><td colspan="2" id="bainAddMarker">Add Marker...<td>Creates a marker for organising your packages. The <q>==</q> will be added for you.
374 <tr><td colspan="2" id="bainCreateNewProject">Create New Project...<td>Displays a dialog that allows you to create a new project and select some starting files for it.
375 <tr><td colspan="2" id="bainMonitorExternalInstallation">Monitor External Installation...<td>When you absolutely cannot install a mod via BAIN, you can put BAIN into Monitor Mode using this command. It will scan the Data folder before and after you install the mod, then provide an option to create a Project from the changes it detects.
376 <tr><td colspan="2" id="bainListPackages">List Packages...<td>Displays a list of projects and archives and copies the list to your clipboard. This is useful for posting your package order on forums, eg. when troubleshooting an install.
377 <tr><td colspan="2" id="bainAnnealAll">Anneal All<td>Installs any missing files for active installers and corrects all install order errors.
378 <tr><td colspan="2" id="bainUnhide">Unhide...<td>Opens a dialogue window allowing you to select which hidden packages to unhide.
379 <tr><td colspan="2" id="bainUninstallAll">Uninstall All Packages<td>Uninstalls all the packages in the package list.
380 <tr><td colspan="2" id="bainCleanData">Clean Data<td>Removes files from the Data folder that are not from one of the following sources:
381 <ul>
382 <li>Vanilla game content.
383 <li>Official DLC content.
384 <li>Wrye Bash.
385 <li>Installed BAIN packages.
386 </ul>
387 The files are not deleted, but moved to the <code>[Game] Mods\Bash Installers\Bash\Data Folder Contents [timestamp]</code> folder instead, where <code>[timestamp]</code> is the date and time the command was run.
388 <tr><td colspan="2" id="bainAutoApplyEmbeddedBCFs">Auto-Apply Embedded BCFs<td>Automatically apply Embedded BCFs to archives that have one. The new package will be
389 created next to the archive that contains the BCF, and named as this archive prepended with "[Auto applied BCF] ". If a package with that name exists it will be
390 <i>overridden</i>. BAIN used to try and do that automatically on refresh based on a setting (set by this column menu item), but this had many issues and was removed.
391 <tr><td colspan="2" id="bainAvoidAtStartup">Avoid At Startup<td>Toggles Bash to avoid the Installers tab on startup, thus avoiding unnecessary data scanning. Unless you're spending a lot of time in the Installers tab, you should enable this.
392 <tr><td colspan="2" id="bainEnabled">Enabled<td>This enables/disables Bain itself. Preferred setting: Enabled (checked).
393 <tr><td colspan="2" id="bainAutoAnneal">Auto-Anneal<td>Toggles the auto-anneal process on/off. Preferred setting: enabled.
394 <tr><td colspan="2" id="bainAutoAnnealInstallWizards">Auto-Anneal/Install Wizards<td>Toggles whether or not to automatically install/anneal a package when finished with its wizard.
395 <tr><td colspan="2" id="bainAutoRefreshProjects">Auto-Refresh Projects<td>Toggles the auto-refreshing of projects on/off, for all projects. This is useful when you have many big
396 projects and you want to minimize the lag when you switch back to the installers tab, whereupon BAIN will (behind the scenes) scan the Bash Installers folder for changed
397 projects/packages. While scanning packages (archives) is pretty fast, scanning projects is slow, however you will miss on updates done in the project directories (you will have to
398 manually refresh) - so it's recommended to leave this enabled. If you are concerned about a particularly big project then consider enabling the <a href="#bainDontRefresh">Don't
399 Refresh</a> flag <i>on that particular project</i>. Keep in mind that Projects will be anyway refreshed once on Bash restart, irrespective of this setting (except if popular
400 demand arises).
401 <tr><td colspan="2" id="bainSkipBethsoftContent">Skip BethSoft Content<td>Toggles whether or not refreshing the Data directory will also scan Bethsoft BSAs, ESPs, and ESMs. Disabling this option will cause a significant increase in refresh time if the timestamps on the Bethsoft BSAs are changed. However, enabling this setting is the only way to allow BAIN to install Vanilla ESPs, ESMs, and BSAs. Preferred setting: disabled.
402 <tr><td colspan="2" id="bainBSARedirection">BSA Redirection<td>Uses Quarn's <a href="http://devnull.sweetdanger.com/archiveinvalidation/">BSA redirection technique</a> to avoid bugs with the engines texture getting system. This is compatible with both OBMM and Quarn's original BSA redirection approaches.
403 <tr><td colspan="2" id="bainCleanDataDirectory">Clean Data Directory<td>If this is checked, then any empty subfolders of the Data directory will be deleted. This reduces some clutter (especially after uninstalling packages). Removing unused data directories also improves game performance.
404 <tr><td colspan="2" id="bainShowInactiveConflicts">Show Inactive Conflicts<td>If checked, then the conflicts report will show conflicts with inactive as well as active mods. Usually only active conflicts are of interest, however sometimes it's useful to review all conflicting packages.
405 <tr><td colspan="2" id="bainShowLowerConflicts">Show Lower Conflicts<td>If checked, then the conflicts report with show conflicts with lower order packages. If you're only interested in higher order conflicts, the uncheck this to remove some clutter from the report.
406 <tr><td colspan="2">Show BSA Conflicts<td>If checked, the contents of BSAs are compared and any conflicting resources found are displayed in the conflicts list.
407 <tr><td colspan="2" id="bainWizardIconOverlay">Wizard Icon Overlay<td>If checked, installers with a Wizard will have a magic wand image displayed over their icons.
408 <tr><td colspan="2" id="bainSkipOBSEPlugins">Skip OBSE Plugins<td>If this is checked, files to go in the Data\OBSE\Plugins folder will not be installed (for other games replace OBSE with SKSE etc)
409 <tr><td colspan="2">Skip SKSE/Script Dragon Plugins<td><i>Skyrim only.</i> If this is checked, files to go in the Data\SKSE\Plugins or Data\asi folder will not be installed.
410 <tr><td rowspan="9" id="bainGlobalSkips">Global Skips
411 <tr><td id="bainSkipScreenshots">Skip Screenshots<td>If checked, then files from a Data\Screenshots directory will be skipped.
412 <tr><td id="bainSkipImages">Skip Images<td>If checked, image files will be skipped.
413 <tr><td id="bainSkipDocs">Skip Docs<td>If checked, document files will be skipped vice being swept to the Docs\ directory.
414 <tr><td id="bainSkipDistantLOD">Skip DistantLOD<td>If checked, then DistantLOD files in packages will be ignored. Useful if you're using Tes4LodGen to generate DistantLOD files.
415 <tr><td id="bainSkipLODMeshes">Skip LOD Meshes<td>If checked, landscape LOD meshes will be skipped.
416 <tr><td id="bainSkipLODTextures">Skip LOD Textures<td>If checked, landscape LOD textures will be skipped.
417 <tr><td id="bainSkipLODNormals">Skip LOD Normals<td>If checked, landscape LOD normals will be skipped.
418 <tr><td id="bainSkipBSLFiles">Skip BSL Files<td><i>Skyrim only.</i> If checked, BSL Files will be skipped.
419 <tr><td colspan="2" id="bainAutonameStringTranslationFiles">Auto-name String Translation Files<td><i>Skyrim only.</i> If checked, string translation files will be renamed so that they are loaded for the language Skyrim is currently run for, unless there are existing translation files for that language.
420 </table>
421 <table id="bainPackageCommands">
422 <thead>
423 <tr><th colspan="3">Package Context Menu
424 <tr><th colspan="2">Command<th>Description
425 <tbody>
426 <tr><td colspan="2" id="bainOpenFile">Open...<td>Opens the selected package(s) in the file system.
427 <tr><td colspan="2" id="bainDuplicate">Duplicate...<td>Makes a duplicate of the selected package(s).
428 <tr><td colspan="2" id="bainDelete">Delete<td>Deletes the selected package(s). Deleted packages are <b>not</b> sent to the Recycling Bin, they are permanently deleted.
429 <tr><td rowspan="4" id="bainOpenAt">Open at<td>Google...<td>Attempts to perform a Google search for the selected package's name.
430 <tr><td>TES Nexus...<td>Attempts to open the selected package's page on TES Nexus. This command assumes that the trailing digits in a package's name is the package ID at the site.
431 <tr><td>Skyrim Nexus...<td>Attempts to open the selected package's page on Skyrim Nexus. This command assumes that the trailing digits in a package's name is the package ID at the site.
432 <tr><td>TES Alliance...<td>Attempts to open the selected package's page on TES Alliance. This command assumes that the trailing digits in a package's name is the package ID at the site.
433 <tr><td colspan="2" id="bainHide">Hide...<td>Hides the package in the list, and moves it to the <code>[Game] Mods/Bash Mod Data/Hidden</code> folder.
434 <tr><td colspan="2" id="bainRename">Rename...<td>Renames the selected package or marker.
435 <tr><td colspan="2" id="bainRefresh">Refresh<td>As <a href="#bainRefresh">Quick Refresh</a> below. Refresh will however recalculate the
436 <abbr title="Cyclic redundancy check, digital signature of the file">CRCs</abbr> for all selected items <i>from scratch</i>, which is not what you usually need (for projects
437 especially it will take much longer than for packages, cause to calculate the CRC of a project <i>all the individual CRCs</i> of <i>all</i> the files in the project folder must be
438 recalculated). Bash will of course recalculate CRCs for files that have their dates/sizes changed <i>anyway</i>, so forcing CRC recalculation with Refresh is only needed if you
439 changed the contents of a file inside a project <i>without changing its modification time <b>and</b> its size</i> - that's super rare, you most probably just need Quick Refresh
440 below.
441 <tr><td colspan="2" id="bainQuickRefresh">Quick Refresh<td>Refreshes all info for the selected package(s), also checking the files that correspond to this package inside the Data
442 directory. It will bypass skip refresh flags on projects (see case A below). BAIN does refresh package information whenever the installer's tab regains focus, except for projects
443 if project skipping is on, but does not scan the Data folder but once on boot. So this command is useful if:
444 <ol type="A">
445 <li>a <i>project</i> has been changed and it has <a href="#bainDontRefresh">Don't Refresh</a> selected, or the <a href="#bainAutoRefreshProjects">Auto-Refresh Projects</a>
446 option is disabled
447 <li>files that correspond to a package/project have changed in the game's Data directory, but the package is still marked in sync (or out of sync) erroneously
448 </ol>Case B) is relevant cause now Bash will recheck the files in Data that would belong to the packages that are being refreshed - this was not the case in 306, where you needed
449 a full <a href="#bainRefreshData">Refresh Data</a>, which is now pretty much deprecated.
450 <tr><td colspan="2" id="bainMoveTo">Move To...<td>Moves the selected package(s) to the specified position.
451 <tr><td colspan="2" id="bainHasExtraDirectories">Has Extra Directories<td>BAIN only recognises a limited set of subdirectories of the Data folder, and skips any unrecognised subdirectories. Checking this option will cause BAIN to install unrecognised subdirectories.
452 <tr><td colspan="2" id="bainOverrideSkips">Override Skips<td>If this is checked, Bain will not skip over files that would normally be skipped due to a <a href="#bainGlobalSkips">global
453 skip option</a>.
454 <tr><td colspan="2" id="bainSkipVoices">Skip Voices<td>If this is checked, Bain will skip over any voice files in the package. This is useful if the voice files are empty and/or the user prefers not to use them. If this option is used, then the user should also use Elys' <a href="http://oblivion.nexusmods.com/mods/16622">Universal Silent Voice</a> extension to prevent dialog subtitles from fading too rapidly.
455 <tr><td colspan="2" id="bainDontRefresh">Don't Refresh<td>When refreshing installers (when switching out and in the installers tab), this <i>project</i> won't be scanned for changes.
456 The project will only get refreshed during the first refresh of BAIN on a restart, or by manually refreshing (see <a href="#bainQuickRefresh">Quick Refresh</a> and co).
457 <tr><td colspan="2" id="bainWizard">Wizard<td>Runs the Wizard for the package, if it has one.
458 <tr><td colspan="2" id="bainAutoWizard">Auto Wizard<td>Runs the Wizard for the package, if it has one, selecting the default options.
459 <tr><td colspan="2" id="bainViewWizard">View Wizard...<td>Opens the wizard.txt for viewing.
460 <tr><td colspan="2" id="bainOpenReadme">Open Readme<td>If BAIN detects a readme in the selected package, it will be opened.
461 <tr><td colspan="2" id="bainAnneal">Anneal<td>Installs missing files and corrects install order errors.
462 <tr><td colspan="2" id="bainInstall">Install<td>Fully installs the package except for files that would be overridden by later packages.
463 <tr><td colspan="2" id="bainInstallLast">Install Last<td>Moves the package to the end of the order list and installs it.
464 <tr><td colspan="2" id="bainInstallMissing">Install Missing<td>The same as Install, except that it only installs missing files – i.e. it will not override any currently existing files.
465 <tr><td colspan="2" id="bainUninstall">Uninstall<td>Uninstalls the package. If Auto-Anneal is active (the default) then files from earlier packages that were previously overridden will be installed as required.
466 <tr><td rowspan="2" id="bainConversion">Conversions<td>Create...<td>Archives only. Creates a new Bain Conversion File.
467 <tr><td>Apply->[BCF]<td>[BCF] is the name of a Bain Conversion File listed in the Apply submenu. Selecting a BCF applies it to the selected package.
468 <tr><td colspan="2" id="bainUnpackToProject">Unpack To Project(s)...<td>Archives only. Unpack the archive to a project.
469 <tr><td colspan="2" id="bainPackToArchive">Pack to Archive...<td>Projects only. Packs the project to an archive. It defaults to .7z, but also supports .zip.
470 <tr><td colspan="2" id="bainPackageForRelease">Package For Release...<td>Projects only. Just like "Pack to Archive" except it doesn't archive the following: thumbs.db, desktop.ini, and any folder that begins with "--".
471 <tr><td colspan="2" id="bainSyncFromData">Sync From Data<td>Projects only. Synchronize the project with files from the Data directory. This is essentially the reverse of "Install" for projects since it copies from the Data directory to the project rather than the other way around.
472 <tr><td colspan="2" id="bainCopyConflictsToProject">Copy Conflicts to Project<td>Copies all files that conflict with the selected package into a new project. Conflicts with inactive
473 installers and lower order packages are included as if <a href="#bainShowInactiveConflicts">Show Inactive Conflicts</a> and <a href="#bainShowLowerConflicts">Show Lower
474 Conflicts</a> options were selected. Useful for comparing conflicting resources.
475 <tr><td colspan="2" id="bainOmodInfo">Omod Info...<td>Projects only. Allows you to read/write omod configuration info.
476 <tr><td colspan="2" id="bainListStructure">List Structure...<td>Generates a list of the files and directories in a package. Useful for posting package structure on forums, eg. when troubleshooting an install.
477 </table>
478 <table>
479 <thead>
480 <tr><th colspan="2">Sub-Package Context Menu
481 <tr><th>Command<th>Description
482 <tbody>
483 <tr><td>Select All<td>Selects all the sub-packages in the list.
484 <tr><td>Deselect All<td>Deselects all the sub-packages in the list.
485 <tr><td>Toggle Selection<td>Deselects currently selected sub-packages, and selects currently deselected subpackages.
486 <tr><td>List Sub-packages<td>Generates a forum-formatted list of sub-packages in the package, highlighting checked packages with <code>***</code>.
487 </table>
488 <table>
489 <thead>
490 <tr><th colspan="2">Esp/m Filter Context Menu
491 <tr><th>Command<th>Description
492 <tbody>
493 <tr><td>Select All<td>Selects all the plugins in the Filter list.
494 <tr><td>Deselect All<td>Deselects all the plugins in the Filter list.
495 <tr><td>List Esp/ms<td>Generates a forum-formatted list of plugins in the Filter list, highlighting checked plugins with <code>***</code>.
496 <tr><td>Rename...<td>Rename the selected plugin. Renamed plugins are displayed in the Filter list with a <code>*</code> before their name and are displayed in the information tabs as <code>original name -> new name</code>. Renaming a plugin before installing it is preferable to renaming a BAIN-installed plugin through other means, as the former allows BAIN to keep track of it, whereas the latter does not.
497 <tr><td>Reset Name<td>Resets the selected plugin's name to its default name.
498 <tr><td>Reset All Names<td>Resets all renamed plugins to their default names.
499 </table>
500
501
502 <h2 id="mods">Mods Tab</h2>
503 <h3 id="mods-exclusion">Exclusion Groups</h3>
504 <p>Exclusion groups can be used to help flag plugins that are incompatible. Incompatible plugins can be placed into exclusion groups, and when more than one plugin in a group is present, the plugins will be highlighted in orange.
505 <p>An exclusion group may be defined or added to by renaming a plugin, putting the exclusion group name first, then a comma, then the plugin's original name. Eg. <code>Group, My plugin.esp</code>. If plugins share the same exclusion group name, they will be members of the same exclusion group.
506 <p><b>Note:</b> The usage of exclusion groups is not recommended. Renaming plugins will cause them to become unrecognised by features such as BAIN or utilities such as BOSS that expect plugins to have the names they are distributed with. Renaming plugins will also break any plugins that are dependent on them.
507
508 <h3 id="mods-details">The Plugin Details Panel</h3>
509 <figure>
510 <img src="../bash/images/readme/mods-plugin-details-panel.png" alt="plugin details panel"/>
511 <figcaption>The plugin details panel on the right hand side of the Mods tab.</figcaption>
512 </figure>
513 <p>The plugin details panel contains the following:
514 <table>
515 <thead><tr><th>Item<th>Description
516 <tbody>
517 <tr><td>File Name<td>The filename of the selected plugin. Note that changing this does not change the filename in the Masters Lists of any dependent plugins.
518 <tr><td>Modification Time<td>For Oblivion, this affects the load order of the selected plugin. For Skyrim, it has no effect, except that if it is changed for a plugin obtained from Steam Workshop, it will cause the plugin to be redownloaded as Steam Workshop uses modification time to detect file versions.
519 <tr><td>Author<td>Who made the selected plugin.
520 <tr><td>Description<td>Commonly used for a short description of what the selected plugin does, plus the version number and any Bash Tags the author sets.
521 <tr><td>Masters List<td>The Masters list show the plugins (.esm or .esp) that the currently selected plugin depends on, the load order
522 (Mod Index) of that master in the plugin file, and the current load order of the master plugin if present and active.<br /><br />
523 Plugins' entries in the Masters List may be renamed to reflect name changes of the plugins themselves. To rename a master, first allow editing from the
524 masters list column context menu and then either left-click the plugin entry and edit it in the column display, or right-click the
525 plugin and select <q>Change To...</q> then select the replacement plugin. <b>Do not</b> use this to change a plugin's masters to
526 unrelated plugins, as this will cause file corruption.<br />
527 If editing is allowed, items that are renamed inside Bash internal dictionaries appear <b>bolded</b> - on clicking on the masterlist they
528 take their renamed values and the <i>Save</i> and <i>Cancel</i> buttons are enabled. You may click on Save to save the new master list,
529 or on Cancel to revert displaying the non renamed masters.<br />
530 Disallowing edits will revert the list to the original and disable Save and Cancel buttons (if no other fields are edited).<br />
531 <tr><td>MI<td>Master Index of the mod. This means the actual number of the masters in succession starting with 00 Skyrim.esm, or 00 Oblivion.esm.<br />
532 <tr><td>Current LO<td>Current load order in relation to the load order of the Active Plugins. Active Plugins should correspond with plugins.txt.
533 <tr><td>Bash Tags<td>This field lists any Bash Tags that are assigned to the selected plugin. Right-clicking will display a list of Bash Tags and allow you to add or remove tags by checking or unchecking them.
534 </table>
535
536 <h3 id="mod-masters-symbols">Color scheme for Plugin Masters (MI &amp; Current LO)</h3>
537
538 <p>In the table below suppose you see details for displayed_mod.esp which depends on [Oblivion.esm, displayed_mod.esm, some_other.esp, some_other2.esp]
539 in this order. So the MIs displayed in the master list for Oblivion.esm, displayed_mod.esm, some_other.esp, some_other2.esp are 0, 1, 2, 3.
540 <table>
541 <thead>
542 <tr><th>Checkbox Colour<th>Meaning
543 <tbody>
544 <tr><td><img src="../bash/images/checkbox_blue_on.png" alt="Blue"/><td>Good. Matches the Master Index of the the Current load order.
545 <tr><td><img src="../bash/images/checkbox_green_on.png" alt="Green"/><td>Good, but the Master Index is not in sync with the Current
546 load order.<br />
547 <br />So for instance if you have a load order with active mods (in this order) [Oblivion.esm, displayed_mod.esm, yet_some-other.esp,
548 some_other.esp, some_other2.esp, displayed_mod.esp], some_other.esp will display in green as its current load order is 3 while its
549 master index is 2. Note that the <em>relative load order of masters</em> is the same as it is in the MI list.
550 <tr><td><img src="../bash/images/checkbox_orange_on.png" alt="Orange"/><td>The plugin loads in a different order compared to its order in
551 the master array of displayed_mod.esp<br />
552 <br />So for instance if you have a load order with active mods (in this order) [Oblivion.esm, displayed_mod.esm, some_other2.esp,
553 some_other.esp, displayed_mod.esp], some_other.esp and some_other2.esp will display in orange as they load in different
554 <em>relative order</em> than they are recorded in the master array of displayed_mod.esp.<br />
555 <br />If a plugin has two masters that are siblings (one doesn't have the other as a master, so they can load in either order) and they are overriding the same record from an earlier master (e.g. both are overriding a record from the main game master file), then loading them in a different order will result in a different version of the overridden record being the "winner". But the plugin might depend on the winner being the one indicated by the order in which it references the masters. The plugin should be examined in xEdit (meaning any version) to see if it is best to alter the load order or if Sort Masters should be used to correct the issue.
556 <tr><td><img src="../bash/images/checkbox_red_on.png" alt="Red"/><td>A Master that is missing. If unintended then you should check to make
557 sure that you have not inadvertently renamed or removed the plugin.
558 </table>
559
560 <h3 id="mods-csv">CSV Files</h3>
561 <p>Wrye Bash uses CSV files for many of its plugin data related features. CSV files are a very widely supported type of spreadsheet file, and once exported may be edited in programs like Microsoft Excel, LibreOffice Calc or even in text editors such as Notepad or Notepad++.
562 <p>CSV files are used by the Import/Export... commands as this allows much easier editing of record data in large batches or in systematic manners than in the Construction Set. The data may be exported, edited in the CSV, then imported again. The following notes apply to CSV files.
563 <ul>
564 <li>Wrye Bash will ignore any lines in a CSV file for which the second column does not begin with <code>0x</code>, so such lines can be used for comments.
565 <li>For Sigil Stones and Spell Stats CSV exports, additional effects can be added to a stone/spell by appending effects to the end of a line, leaving one blank column between each effect. If any of the Script Effect columns are set to <q>None</q> then all the script effects for that effect will be ignored.
566 <li>For the values of object stats such as price or weight or damage, etc., formulae may be used to work out the numerical values, but the file should contain the resulting numbers, not the formulae used.
567 <li>The faction lists for actors do not need to be complete - only the actor/faction pairs added or changed need to be listed. A rank of -1 in a faction will remove an actor from that faction.
568 <li>Relation lists do not need to be complete for each faction - only the added/changed main/other pairs need to be listed.
569 </ul>
570 <p>CSV files can also be used when building the Bashed Patch, for a number of options. The Bashed Patch builder will automatically detect the presence of any CSV files in the <code>Data\Bash Patches</code> folder and have the correct filename ending. These filename endings are:
571 <table>
572 <thead><tr><th>Import Type<th>Required Filename Ending
573 <tbody>
574 <tr><td>Replace Form IDs<td>Formids.csv
575 <tr><td>Import Factions<td>Factions.csv
576 <tr><td>Import Names<td>Names.csv
577 <tr><td>Import Relations<td>Relations.csv
578 <tr><td>Import Spell Stats<td>Spells.csv
579 <tr><td>Import Stats<td>Stats.csv
580 </table>
581
582
583
584 <h3 id="mods-commands">Context Menu Commands</h3>
585 <p>The tables below detail the full list of context menu commands available in the Mods tab.
586 <table>
587 <thead>
588 <tr><th colspan="3">Column Header Context Menu
589 <tr><th colspan="2">Command<th>Description
590 <tbody>
591 <tr><td rowspan="5">Active Mods<td id="modsLoadAll">Activate All<td>Activates all the plugins in the mod list. If more than 255 mods are
592 present Bash will activate all it can from the bashed patches, then non mergeable and then mergeable mods then will display an
593 error message. Bash will try to activate mods in their load order.
594 <tr><td>De-activate All<td>Deactivates all the plugins in the mod list. Some plugins will not be deactivated (for instance Fallout 4
595 DLCs) as the game force loads them when present.
596 <tr><td>Activate Selected<td>Activate only the mods selected in the mod list interface - warning: their masters won't be activated !
597 <tr><td>Save Active Mods List<td>Saves the currently active mods to a new list.
598 <tr><td>Edit Active Mods Lists...<td>Allows the deletion and renaming of active mods lists.
599 <tr><td>[Active Mods List]<td>[Active Mods List] items are listed below the separator in the Active Mods submenu. Clicking a
600 list name will apply the list, trying to activate exactly the plugins that are listed in it.
601 <tr><td colspan="2">Sort By<td>This submenu allows you to choose by which column the plugin list is sorted. This is equivalent to clicking on a column header. You can also choose to sort by <q>Type</q>, which will place .esms before .esps regardless of the sorting criteria, or by <q>Selection</q>, which places selected plugins before unselected plugins regardless of criteria.
602 <tr><td colspan="2">Oblivion.esm<td><i>Oblivion only.</i> This submenu relates to <a href="#tools-swapping">Oblivion.esm Swapping</a>.
603 <tr><td colspan="2">Columns<td>This submenu allows you to choose which columns are visible in the mod list.
604 <tr><td rowspan="4">File<td>New Bashed Patch...<td>Creates a new Bashed Patch plugin. Useful if you accidentally delete your current one or wish to have more than one.
605 <tr><td>New Mod...<td>Creates an empty plugin.
606 <tr><td>New Mod (masterless)...<td>Creates an empty plugin with no masters.
607 <tr><td>Open...<td>Opens the Data folder in Windows Explorer.
608 <tr><td>Unhide...<td>Opens a dialogue window allowing you to select which hidden plugins to unhide.
609 <tr><td colspan="2" id="modsListMods">List Mods<td>This outputs a BBCode-formatted load order, including version information, activation status and major load order errors. It can be useful for debugging a broken load order. If the 'c' keyboard key is pressed when this command is selected, the CRCs of plugins will also be displayed in the output.
610 <tr><td colspan="2">List Bash Tags<td>This outputs a BBCode-formatted list of all the Bash Tags applied to the plugins in your load order, and where/how the Bash Tags were specified. It can be useful for debugging a broken load order.
611 <tr><td colspan="2" id="modsAutoGhost">Auto-Ghost<td>The game engine has a bug where it reads all the plugins in the Data folder, and this can affect performance when the number of plugins is around 300+. Auto-Ghosting adds a <q>.ghost</q> extension to all inactive plugins automatically to prevent the game engine reading them, and so helping to avoid the performance drop. When a ghosted plugin is activated, the <q>.ghost</q> extension is removed, allowing it to function as normal. Note that other utilities will not recognise ghosted plugins, so there are options available for individual plugins to control which get ghosted.
612 <tr><td colspan="2">Lock Load Order<td>This prevents other utilities from altering plugin modification times. More accurately, it detects changes to modification times when Wrye
613 Bash starts or is focused (ie. on top of all other program windows) and reverses those changes.
614 <tr><td colspan="2">Debug Mode<td>Activates debug output. Only a few commands will display any debug output, but it may be useful for troubleshooting.
615 <tr><td colspan="2">TES4Edit Expert<td>If checked, this option runs TES4Edit with the <code>-IKnowWhatImDoing</code> argument, activating more advanced functionality, whenever TES4Edit is run from its launcher in the status bar.
616 <tr><td colspan="2" id="modsRemoveDummyMasters">Remove Dummy Masters...<td>Removes all dummy master files created using <a href="#modsCreateDummyMasters">Create Dummy Masters...</a> on a plugin.
617 <tr><td colspan="2">Check mods against BOSS's dirty mod list<td>BOSS's masterlist contains information on dirty plugins that can be used by Wrye Bash to highlight these plugins in the mod list. Checking this setting tells Wrye Bash to use this information if BOSS is installed.
618 </table>
619 <table>
620 <thead>
621 <tr><th colspan="3">Plugin Context Menu
622 <tr><th colspan="2">Command<th>Description
623 <tbody>
624 <tr><td rowspan="11">File<td id="modsCreateDummyMasters">Create Dummy Masters...<td>Creates an empty plugin for each missing master a mod has. This is useful for allowing TES4Edit to open a 'Filter' patch without having all of the required masters. These dummy plugins can later be removed using the <a href="#modsRemoveDummyMasters">Remove Dummy Masters</a> command.
625 <tr><td id="modsBackup">Backup<td>Creates a backup of the selected plugin in <code>[Game] Mods\Bash Mod Data\Backups</code>. On first run, the backed-up plugin has <code>f</code> appended to its file extension, giving <code>.espf</code> or <code>.esmf</code>.
626 <tr><td id="modsDuplicate">Duplicate...<td>Creates a duplicate of the selected plugin in the Data folder.
627 <tr><td id="modsSnapshot">Snapshot...<td>Creates a snapshot copy of the selected plugin in <code>Bash\Snapshots</code>. Snapshot filenames are appended with <code>-n</code> where n is a number between 01 and 99. Eg. the first snapshot of <code>Plugin.esp</code> is <code>Plugin-01.esp</code>. The number is incremented each time the plugin has a snapshot taken. Additionally, if there is a version line in the plugin's description field, then the snapshot number will be appended to the version number in the same manner.
628 <tr><td>Delete<td><b>Permanently</b> deletes the selected plugin, and any backups of it, but not snapshots.
629 <tr><td>Hide<td>Moves the selected plugin to the <code>Bash\Hidden</code> subdirectory. If the plugin's group is defined and there is a Bash\Hidden subdirectory of the same name, the plugin will be placed there.
630 <tr><td>Redate...<td>Change the modification time of the selected plugin. If more than one plugin is selected, then all the plugins will have their modification times altered, with the first in the list being set to the specified time and the rest at one minute intervals from that time.
631 <tr><td>Sort<td>Set the load order of the selected plugins, sorting them alphabetically.
632 <tr><td>Revert To Backup<td>Reverts the selected plugin to the last backup made of it.
633 <tr><td>Revert To First Backup<td>Reverts the selected plugin to the first backup made of it.
634 <tr><td>Revert To Snapshot...<td>Reverts the selected plugin to a selected snapshot.
635 <tr><td rowspan="9">Groups<td>Export Group<td>Exports the selected plugin's groups to a CSV file as plugin name/groups pairs.
636 <tr><td>Import Group<td>This will set the groups for selected mods as specified in a csv file (as created by the Export Groups command). If selected mods are not assigned a group in the file nothing happens.
637 <tr><td rowspan="6">Edit Groups...<td>Add: add a new group to existing groups. Group names can be in Unicode.
638 <tr><td>Rename: rename selected group. Mods that belong to it will have the group renamed.
639 <tr><td>Remove: delete selected group. Deleting a group removes it from mods that belong to it.
640 <tr><td>Refresh: pick up assigned groups and add them to the existing ones. Use it after importing groups from a file to update available groups.
641 <tr><td>Sync: sync the list of available groups to the assigned ones - in other words delete unassigned groups.
642 <tr><td>Default: reset the list of available groups to the default ones. This won't delete non default assigned groups. It's a feature. Use Refresh to pick up your groups and add them to the defaults.
643 <tr><td>Groups Menu<td>Set a group for the selected plugin(s) (do not confuse with an <a href="#mods-exclusion">Exclusion Group</a>). Groups that are assigned to the selected plugins appear checked. They provide no functionality other than to place hidden plugins in group folders provided those folders already exist. Use them to group plugins together so you can disable or enable them at once, etc. Note to old timers: <abbr title="Bash Auto Load Ordering">BALO</abbr> has been removed taking balo groups for the ride - those of you who remember them shed a tear goodbye.
644 <tr><td colspan="2">Rating<td>A purely cosmetic feature, this allows you to assign different rating values to plugins.
645 <tr><td colspan="2">Details...<td>Displays a list of the records in the selected plugin, similar to the Details view in the Construction Set.
646 <tr><td colspan="2">List Masters...<td>Outputs a list of the selected plugin's masters.
647 <tr><td colspan="2">Readme...<td>Attempts to open the selected plugin's associated readme in the <a href="#tools-docs">Doc Browser</a>.
648 <tr><td colspan="2">List Bash Tags...<td>Outputs a BBCode-formatted list of all the Bash Tags applied to the selected plugin, and where/how the Bash Tags was specified. It can be useful for debugging a broken load order.
649 <tr><td colspan="2" id="modsCreateBOSSReport">Create BOSS Report...<td>Outputs the plugin filename, <abbr title="Cyclic Redundancy Check">CRC</abbr>, and <abbr title="Identical To Master record">ITM</abbr>/<abbr title="Undeleted and Disabled Reference">UDR</abbr> count for easy reporting of the plugin to an official BOSS thread.
650 <tr><td colspan="2" id="modsCopyModInfo">Copy Mod Info...<td>Outputs a report on the selected plugins(s) with the info from the currently displayed columns.
651 <tr><td colspan="2">List Dependencies<td>Displays and copies to the clipboard a list of mods that have the currently selected
652 mod as master. Active mods are prefixed with their load order while merged, imported and inactive mods are prefixed with
653 <code>++</code>, <code>**</code> and <code>__</code> respectively.
654 <tr><td colspan="2">Jump to installer<td>Jump to the installer of the selected mod, if the Installers tab is displayed and enabled and the
655 plugin has an installer. You can Alt click on the mod to the same effect.
656 <tr><td colspan="2" id="modsDontGhost">Disallow Ghosting<td>Displayed if a single plugin is selected. Don't ghost this plugin when it is inactive, even if Auto-Ghost is enabled. Will unghost a ghosted plugin if enabled.
657 <tr><td colspan="2">Ghost/Unghost<td>Displayed if a single plugin is selected. Manually ghost/unghost this plugin (active ones can't be ghosted). Ghosting a plugin will clear its Disallow Ghosting flag if set. Note that, if Auto-Ghost is enabled, <i>manually unghosting a plugin <b>will be reverted</b> on refresh</i> - mark the plugin as <a href="#modsDontGhost">disallow ghosting</a> if you want your changes to persist.
658 <tr><td colspan="2">Ghost<td>Displayed if multiple plugins are selected. Ghost selected plugins (no effect on active ones). Unghost all at once is on the todo list, if you wondered.
659 <tr><td rowspan="3">Ghosting<td>Allow Ghosting<td>Displayed if multiple plugins are selected. Unchecks <a href="#modsDontGhost">Disallow Ghosting</a> for the selected plugins.
660 <tr><td>Disallow Ghosting<td>Displayed if multiple plugins are selected. Checks <a href="#modsDontGhost">Disallow Ghosting</a> for the selected plugins.
661 <tr><td>Invert Ghosting<td>Displayed if multiple plugins are selected. Toggles the status of <a href="#modsDontGhost">Disallow Ghosting</a> for the selected plugins.
662 <tr><td colspan="2" id="modsMarkMergeable">Mark Mergeable...<td>Scans the selected plugin(s) to determine if they are mergeable or not. Wrye Bash does this automatically, but this command reports why mods are unmergeable.
663 <tr><td colspan="2">Mark Mergeable (CBash)...<td><i>Oblivion only.</i> Does the same thing as <a href="#modsMarkMergeable">Mark Mergeable...</a>, but uses CBash to scan the plugins. A Bashed Patch built using CBash can merge more plugins, so the results between the two Mark Mergeable commands will differ.
664 <tr><td colspan="2">Rebuild Patch...<td>Rebuild the selected Bashed Patch using the Python patcher.
665 <tr><td colspan="2">Rebuild Patch (CBash *Beta*)...<td><i>Oblivion only.</i> Rebuild the selected Bashed Patch using the CBash patcher.
666 <tr><td colspan="2" id="modsListPatchConfig">List Patch Config...<td>Displays a summary of how the selected Bashed Patch is configured.
667 <tr><td colspan="2" id="modsExportPatchConfig">Export Patch Config...<td>Exports the configuration of the selected Bashed Patch to a file.
668 <tr><td rowspan="13">Export<td>Cell Block Info...<td><i>Oblivion only.</i> Exports a list of cell block Editor IDs and their coordinates in the selected plugin to a CSV file.
669 <tr><td id="modsExportEditorIDs">Editor Ids...<td><b>For advanced mod authors only.</b> Exports the Editor IDs of the records in the selected plugin to a CSV file.
670 <tr><td id="modsExportFactions">Factions...<td><b>For advanced mod authors only.</b> Exports the factions defined for actors in the selected plugin to a CSV file, which can be imported to a plugin or used in the Bashed Patch's Import Factions option.
671 <tr><td id="modsExportNames">Names...<td>Exports the names of the objects in the selected plugin to a CSV file. All the records displayed in the Construction Set's Objects Window are supported - cells and dialogue are not. As well as being useful for the usual large-scale changes, this command is useful for translators. The CSV file can also be used in the Bashed Patch's Import Names option.
672 <tr><td id="modsExportNPCLevels">NPC Levels...<td><b>For advanced mod authors only.</b> Exports NPC level info from the selected plugin to a CSV file. Only NPCs which are dynamically levelled (ie. offset from the player's level) will be exported.
673 <tr><td>Map Markers...<td><i>Oblivion only.</i> Exports information about the map marker data in the plugin.
674 <tr><td>Prices...<td>Exports the prices of objects in the selected plugin to a CSV file.
675 <tr><td id="modsExportRelations">Relations...<td><b>For advanced mod authors only.</b> Exports the faction relationships in the selected plugin to a CSV file. This does not export race relationships. The CSV file can also be used in the Bashed Patch's Import Relations option.
676 <tr><td id="modsExportIngredients">Ingredients...<td>Exports alchemy ingredient record data from the selected plugin to a CSV file.
677 <tr><td>Scripts...<td>Exports the scripts in the selected plugin to a series of text files. The scripts may then be edited in the text files and re-imported. <b>Warning:</b> Do not change the first three lines of each text file exported when editing unless you know what you're doing.
678 <tr><td id="modsExportSigilStones">Sigil Stones...<td>Exports the stats of sigil stones from the selected plugin to a CSV file.
679 <tr><td id="modsExportSpellStats">Spells...<td>Exports spell stats in the selected plugin to a CSV file. The CSV file can also be used in the Bashed Patch's Import Stats option. There are two modes of export, Basic and Detailed. The spell stats exported in Basic mode are as follows.
680 <ul>
681 <li>Form ID
682 <li>Editor ID
683 <li>Name
684 <li>Cost
685 <li>Level type
686 <li>Spell type
687 </ul>
688 In Detailed mode, all Basic stats are exported as well as a variety of flags and all the spell effects.
689 <tr><td id="modsExportStats">Stats...<td>Exports stats for the following record types in the selected plugin to a CSV file. The CSV file can also be used in the Bashed Patch's Import Stats option.
690 <ul>
691 <li>Ammunition
692 <li>Apparatus
693 <li>Armor
694 <li>Book
695 <li>Clothing
696 <li>Ingredient
697 <li>Key
698 <li>Light
699 <li>Misc. Item
700 <li>Sigil Stone
701 <li>Soulgem
702 <li>Weapon
703 </ul>
704 <tr><td rowspan="14">Import<td>Editor Ids...<td><b>For advanced mod authors only.</b> Imports the Editor IDs for records in the selected plugin from a CSV file. As well as updating the Editor IDs of records themselves, this also updates any Editor IDs referenced in normal (non quest stage or dialogue) scripts to reflect the changes. <b>Note:</b> You may have to recompile any altered scripts in the Construction Set.
705 <p>If you wish to update script references <i>after</i> the Editor IDs were changed, edit the CSV file and add another column after the eid column and give the old Editor IDs in the new column. E.g. <code>MISC Oblivion.esm 0x0123456 newEid oldEid</code>
706 <tr><td id="modsImportFactions">Factions...<td><b>For advanced mod authors only.</b> Applies to the selected plugin the factions defined for actors in a CSV file previously exported using Wrye Bash.
707 <tr><td id="modsImportNames">Names...<td>Imports names for objects from a CSV file (or other mod) into the selected plugin. Only records that already exist in the plugin will have their names changed, no records will be added.
708 <tr><td id="modsImportNPCLevels">NPC Levels...<td><b>For advanced mod authors only.</b> Imports NPC level info from a CSV file into the selected plugin. This does not affect Creature levels or leveled lists, nor does it affect the levels of NPCs in existing saves, for which <a href="#savesUpdateNPCLevels">Update NPC Levels</a> must be used. As well as the format exported by <a href="#modsExportNPCLevels">Export NPC Levels</a>, an older format is supported:
709 <ul>
710 <li>The first column is the Form ID. <b>This must not have been edited.</b>
711 <li>The second column is the Editor ID, which is ignored on import.
712 <li>The next three columns are the levelling info.
713 <li>The last four columns are the original NPC levels from the game's master file. If the NPCs are mod-added, these will be blank. These columns are ignored on import.
714 </ul>
715 <tr><td>Map Markers...<td><i>Oblivion only.</i> Imports map marker data from a CSV file into the selected plugin.
716 <tr><td>Prices...<td>Imports the prices of objects from a CSV file (or other mod) into the selected plugin.
717 <tr><td id="modsImportRelations">Relations...<td><b>For advanced mod authors only.</b> Imports faction relationships from a CSV file into the selected plugin.
718 <tr><td id="modsImportIngredients">Ingredients...<td>Imports alchemy ingredient record data from a CSV file into the selected plugin.
719 <tr><td>Scripts...<td>Imports scripts from a series of text files into the selected plugin. <b>Note:</b> You must recompile any altered or new scripts in the Construction Set.
720 <tr><td id="modsImportSigilStones">Sigil Stones...<td>Imports the stats of sigil stones from a CSV file into the selected plugin.
721 <tr><td id="modsImportSpellStats">Spells...<td>Imports spell stats from a CSV file into the selected plugin. Only records that exist in the plugin will have their spell stats change, no records will be added. The spell stats supported are those exported by <a href="#modsExportSpellStats">Export Spell Stats...</a>, and importing uses the same Basic and Detailed mode distinctions.
722 <tr><td id="modsImportStats">Stats...<td>Imports stats from a CSV file into the selected plugin. Only records that exist in the plugin will have their stats change, no records will be added. The object stats supported are those exported by <a href="#modsExportStats">Export Stats...</a>.
723 <tr><td id="modsImportFace">Face...<td>This command relates to <a href="#saves-face">Face Importing</a>.
724 <tr><td id="modsImportFormIDs">FormIDs...<td><b>For advanced mod authors only.</b> It is useful if you want to replace the records in one master with equivalent records in another master. This command replaces the Form IDs in a plugin according to a CSV file that acts as a Form ID mapper. An example of such a file is <code>Data\Bash Patches\TI to Cobl_Formids.csv</code>. The instructions below detail how to create a Form ID mapper.
725 <ol>
726 <li>Use <a href="#modsExportEditorIDs">Export Editor Ids</a> on both the plugin containing the Form IDs to be replaced and the plugin containing the replacement Form IDs.
727 <li>Combine the two CSV files produced into a CSV file with the following columns:
728 <ul>
729 <li>Record type. This is ignored by Wrye Bash, but can be useful for reference.
730 <li>Old Mod. This supplies the first two digits in the old Form ID.
731 <li>Old Object. This supplies the rest of the old Form ID.
732 <li>Old Eid. The Editor ID for the old object.
733 <li>New Eid. The Editor ID for the new object.
734 <li>New Mod This supplies the first two digits in the new Form ID.
735 <li>New Object. This supplies the rest of the new Form ID.
736 </ul>
737 <p>Note that if either of the new or old sides of a row are empty, the row will be skipped. Also, the new object does not have to be of the same type as the old object, but they should be compatible.
738 <li>Save the new CSV file so that its filename ends with <q>Formids.csv</q>.
739 </ol>
740 <p>If you've completely swapped from one base plugin to another, you may wish to remove the old dependency. This can be done using TES4Edit's <q>Clean Masters</q> command or TES4Gecko's <q>Edit Master List</q> command. The former only removes totally unused masters while the latter can remove used masters with the appropriate cleanup, and is not an automated procedure.
741 <p><b>Note:</b> You can also use TES4Edit to change the Form IDs using its <q>Batch Change Referencing Records</q> command together with the CSV file created. TES4Edit will also change the definition of a Form ID, rather than just any references to it, unlike Wrye Bash.
742 <tr><td rowspan="6">Mod Cleaning<td>Don't check against BOSS's dirty mod list<td>Overrides the setting in the column header context menu for the specific plugin(s) selected.
743 <tr><td id="modsScanForDirtyEdits">Scan for Dirty Edits<td><i>Oblivion only.</i> Scans the selected plugin for Identical To Master records and deleted references, outputting counts of the dirty edits found. The dirty edit counts may differ from the output provided by TES4Edit as that includes other "junk" records in the <abbr title="Identical To Master record">ITM</abbr> count. Wrye Bash does not count these junk records as they are non-harmful.
744 <tr><td>Scan for <abbr title="Undeleted and Disabled Reference">UDR</abbr><td><i>Skyrim only.</i> Behaves as the above <a href="#modsScanForDirtyEdits">Scan for Dirty Edits</a>, but only for deleted references.
745 <tr><td id="modsRemoveWorldOrphans">Remove World Orphans<td>Some plugins have a mild form of corruption where exterior cells of new worldspaces in an esp master of the plugin are included in the plugin even if they are not edited, but the parent worldspace is not included, creating "orphaned" cells. This command removes these "orphans".
746 <tr><td id="modsNvidiaFogFix">Nvidia Fog Fix<td>Systems with Nvidia graphics cards can suffer a black screen bug when interior cell fog distances are set to 0. This command scans the selected plugin(s) and sets any zero-valued fog distances to 0.001. <b>It is advised that mod authors use this on their mods before release.</b>
747 <tr><td id="modsUndeleteRefs">Undelete Refs<td><b>This is an experimental feature for advanced mod authors. If you're trying to undelete references, you should probably use TES4Edit instead.</b> Deleted references can cause crashes. This command undeletes references and disables them instead. However, the undeleted reference does not contain the missing data caused by deletion. TES4Edit can add this data back in.
748 <tr><td colspan="2">Add Master...<td>Adds specified master to the list of masters for the selected plugin, thus ceding ownership of new content
749 of this mod to the new master. Useful for splitting mods into esm/esp pairs. <b>Warning:</b> For advanced mod authors only.
750 You should only use this if you know exactly what you're doing: adding a master through Bash does not update record FormIDs,
751 so new content added by the mod will now seem added by the mod's new master (the "cedes ownership" part above) - resulting in
752 the mod marked as mergeable - info from Arthmoor and Lojack here: http://forums.bethsoft.com/topic/1536340-wrye-bash-thread-105/page-3#entry24345148
753 see previous posts for the confusion that this might cause. As Lojack points out if you're doing that sort of low level adding of masters,
754 you should be using xEdit.
755 <tr><td colspan="2" id="modsCopyToEsm">Copy To Esm/Esp<td>Creates a .esp copy of a .esm or vice versa.
756 <tr><td colspan="2" id="modsDecompileAll">Decompile All<td>Undoes the effect of a <q>Compile All</q> performed in the Construction Set. It will not do anything to the game's master file.
757 <tr><td colspan="2" id="modsEsmifySelf">Esmify/Espify Self<td>The distinction between esp and esm plugins is not dependent on their file
758 extensions, but on a bit in the file. This command toggles this bit so that .esp files behave as .esm files and vice versa. It is
759 useful for creating and editing plugins with .esp files as masters, which cannot be done in the Construction Set otherwise.
760 Esm files cannot be edited in the Construction Set as esp files, so this command is disabled for them. NB: the file extension won't change
761 and this is used by Bash so do not mess with it. <b>Warning:</b> Make sure to toggle any plugins back before playing the game, otherwise
762 savegames will get confused, possibly causing bugs and corruption. To toggle the masters back use the same command on the plugin which
763 should now be named Espify Self.
764 <tr><td colspan="2" id="modsEsmifyMasters">Esmify/Espify Masters<td>This works as <a href="#modsEsmifySelf">Esmify/Espify Self</a> does,
765 but toggles a plugin's masters rather than the plugin itself. The load order of plugins will change to reflect their new status but
766 since the modification time won't change they will revert back to their original positions for modification time based load orders.
767 Be sure to backup your load order for Skyrim.
768 <tr><td colspan="2" id="modsVersion0.8">Version 0.8<td>Resets the file version number of the selected plugin so that it can be edited in an older version of the Construction Set, which is required when making certain changes due to bugs in the latest Construction Set. <b>Warning:</b> It is possible that this may cause data loss.
769 </table>
770
771 <table>
772 <thead>
773 <tr><th colspan="3">Mod's Masters List Column Header Context Menu
774 <tr><th colspan="2">Command<th>Description
775 <tbody>
776 <tr><td colspan="2">Sort By<td>This submenu allows you to choose by which column the masters list is sorted.
777 This is equivalent to clicking on a column header.
778 <tr><td colspan="2">Allow editing<td>Allow (or disallow) editing of the masters list.
779 Enables (or disables) the items' context menu entries.
780 <tr><td colspan="2">Clear Renames<td>Clear internal Bash renames dictionary
781 </table>
782
783
784 <table>
785 <thead>
786 <tr><th colspan="3">Mod's Masters List Items Context Menu
787 <tr><th colspan="2">Command<th>Description
788 <tbody>
789 <tr><td colspan="2">Change To...<td>Rename a master by selecting the desired replacement esp/esm from the mods directory. It will add the
790 plugin to the internal renames dictionary of Bash and bold it on any master list that it appears. Hit Save to edit the selected file
791 permanently. Equivalent to left clicking the selected master for a second time, just allows you to select the mod from the Data
792 directory instead of entering the name manually.<br />
793 <ul>
794 <li>Note that you should only do this if the new name is a new version of the same mod. Replacing a mod with an unrelated mod will cause
795 file corruption.
796 </ul>
797 </table>
798
799
800 <h2 id="patch">Advanced Bashed Patch</h2>
801 <p>You can have multiple Bashed Patches, though one is generally enough per <a href="#saves-profiles">save profile</a> or character. The only requirement for Wrye Bash recognising a plugin as a Bashed Patch is that its <q>Author</q> field is set to <q>BASHED PATCH</q>, so you can name a Bashed Patch whatever you want.
802 <h3 id="patch-view">Viewing &amp; Editing The Bashed Patch</h3>
803 <p>As the Bashed Patch commonly has .esp files as masters, viewing and editing it can be more complicated than for the average plugin. If you wish to view its contents, it is easiest to use <a href="http://oblivion.nexusmods.com/mods/11536">TES4Edit</a>, which can also be used to edit most types of data in plugins. To edit it using the Construction Set or Creation Kit (required when editing scripts), you'll need to first use the <a href="#modsEsmifyMasters">Esmify Masters</a> command on it. Be sure to use <q>Espify Masters</q> before attempting to play the game.
804
805 <h3 id="patch-tags">Bash Tags</h3>
806 <p>Wrye Bash uses a tagging system to determine what mods can and should have which records available for importing into the Bashed Patch. These Bash Tags are specified by mod authors in the header descriptions of their plugins, or are applied using data from LOOT's masterlist and userlist files.
807 In decreasing priority the Bash tags sources are:
808
809 <ol>
810 <li>Manual Bash tags set by user in the Bash mod list
811 <li>Header of ESP or ESM file (also can be edited in bash)
812 <li>userlist.yaml (LOOT)
813 <li>masterlist.yaml (LOOT)
814 <li>taglist.yaml (LOOT)
815 </ol>
816
817 <p>Bash comes with LOOT bundled, currently version 6. It will try and parse the masterlist and userlist files, if it finds them in
818 <code>C:\Users\USER\AppData\Local\LOOT\GAME</code> directory. If that fails (the files are not there or come from a different LOOT version than
819 the one Bash bundles) it will fallback to the <code>Mopy\Bash Patches\GAME\taglist.yaml</code> file, also bundled, keep it there. For userlist
820 and masterlist relative priority and role see the LOOT docs.
821
822 <p>Bash Tags may also be set manually, by right-clicking a plugin's Bash Tags field in the Mods Tab sidebar and checking or unchecking tags in the list displayed. If you wish to revert to automatic tagging, choose <q>Automatic</q> in the right-click list. If you are a mod author, you may wish to use <q>Copy to Description</q> for your mod's plugins before releasing it to ensure that users have the tags applied automatically.
823
824 <p><b>Note:</b> A Bash Tag should only be applied when it is <b>important</b> that the plugin's change to whatever the Tag relates to is preserved. If a change your plugin makes is not important to the functioning of your mod, do not add a Bash Tag for it. Doing otherwise negates the purpose of the Bash Tag system.
825
826 <table>
827 <thead>
828 <tr><th colspan="3">Bash Tags Available For All Games
829 <tr><th>Tag<td>Used When The Mod<th>Specific Record Types/Changes Supported
830 <tbody>
831
832 <tr><td>Deactivate<td>Should be deactivated.<td><i>N/A</i>
833 <tr><td>Delev<td>Deletes entries from Leveled Lists.<td>Removal of entries from the leveled list entries of Leveled Creature (LVLC) (<i>Oblivion only</i>), Leveled Actor (LVLI) (<i>Skyrim only</i>), Leveled Item (LVLI) or Leveled Spell (LVSP) records.
834 <tr><td>Filter<td>Does not require all its masters to be installed to function. See the <a href="#patch-filter">Merge Filtering</a> section for more information.<td><i>N/A</i>
835 <tr><td>NoMerge<td>Should not be merged even though it is technically mergeable.<td><i>N/A</i>
836 <tr><td>Relev<td>Relevels items in Leveled Lists.<td>Re-levelling of entries from the leveled list entries of Leveled Creature (LVLC) (<i>Oblivion only</i>), Leveled Actor (LVLI) (<i>Skyrim only</i>), Leveled Item (LVLI) or Leveled Spell (LVSP) records.
837 </table>
838 <table>
839 <thead>
840 <tr><th colspan="3">Bash Tags Available For Oblivion Only
841 <tr><th>Tag<td>Used When The Mod<th>Specific Record Types/Changes Supported
842 <tbody>
843 <tr><td>Actors.ACBS<td>Modifies creature or NPC ACBS configuration.<td>The following NPC (NPC_) or Creature (CREA) subrecords:
844 <ul>
845 <li>Base spell points
846 <li>Fatigue
847 <li>Barter gold
848 <li>Level
849 <li>Calc min
850 <li>Calc max
851 <li>IsBiped
852 <li>Sex
853 <li>IsEssential
854 <li>IsWeaponAndShield
855 <li>IsRespawn
856 <li>IsSwims
857 <li>IsFlies
858 <li>IsWalks
859 <li>IsAutoCalc
860 <li>IsPCLevelOffset
861 <li>IsNoLowLevel
862 <li>IsNoBloodSpray
863 <li>IsNoBloodDecal
864 <li>IsNoHead
865 <li>IsNoRightArm
866 <li>IsNoLeftArm
867 <li>IsNoCombatInWater
868 <li>IsNoShadow
869 <li>IsNoRumors
870 <li>IsSummonable
871 <li>IsNoPersuasion
872 <li>IsCanCorpseCheck
873 </ul>
874 <tr><td>Actors.AIData<td>Modifies creature or NPC AI data.<td>The following NPC (NPC_) or Creature (CREA) subrecords:
875 <ul>
876 <li>Aggression
877 <li>Confidence
878 <li>Energy level
879 <li>Responsibility
880 <li>Services
881 <li>Training skill
882 <li>Training level
883 </ul>
884 <tr><td>Actors.AIPackages<td>Modifies creature or NPC AI packages list.<td>Addition or removal of AI Packages in NPC (NPC_) or Creature (CREA) records.
885 <tr><td>Actors.AIPackagesForceAdd<td>Adds to creature or NPC AI package list. This tag forces the addition of packages even if they are removed by later-loading plugins tagged with Actors.AIPackages.<td>Addition of AI Packages in NPC (NPC_) or Creature (CREA) records.
886 <tr><td>Actors.Animations<td>Modifies creature or NPC special animations lists.<td>The Animations (KFFZ) subrecord in NPC (NPC_) or Creature (CREA) records.
887 <tr><td>Actors.CombatStyle<td>Modifies creature or NPC assigned combat styles.<td>The Combat Style (ZNAM) subrecord in NPC (NPC_) or Creature (CREA) records.
888 <tr><td>Actors.DeathItem<td>Modifies creature or NPC death items.<td>The Death Items (INAM) subrecord in NPC (NPC_) or Creature (CREA) records.
889 <tr><td>Actors.Skeleton<td>Modifies creature or NPC skeletons.<td>The following NPC (NPC_) or Creature (CREA) subrecords:
890 <ul>
891 <li>Model path (MODL)
892 <li>Bound radius (MODB)
893 <li>MODT
894 </ul>
895 <tr><td>Actors.Spells<td>Modifies creature or NPC spell lists.<td>Addition or removal of spells in NPC (NPC_) or Creature (CREA) records.
896 <tr><td>Actors.SpellsForceAdd<td>Modifies creature or NPC spell lists. This tag forces the addition of spells even if they are removed by other plugins tagged with Actors.Spells.<td>Addition of spells in NPC (NPC_) or Creature (CREA) records.
897 <tr><td>Actors.Stats<td>Modifies creature or NPC stats.<td>The following NPC (NPC_) or Creature (CREA) subrecords:
898 <ul>
899 <li>Armorer
900 <li>Athletics
901 <li>Blade
902 <li>Block
903 <li>Blunt
904 <li>Hand to Hand
905 <li>Heavy Armor
906 <li>Alchemy
907 <li>Alteration
908 <li>Conjuration
909 <li>Destruction
910 <li>Illusion
911 <li>Mysticism
912 <li>Restoration
913 <li>Acrobatics
914 <li>Light Armor
915 <li>Marksman
916 <li>Mercantile
917 <li>Security
918 <li>Sneak
919 <li>Speechcraft
920 <li>Health
921 <li>Strength
922 <li>Intelligence
923 <li>Willpower
924 <li>Agility
925 <li>Speed
926 <li>Endurance
927 <li>Personality
928 <li>Luck
929 </ul>
930 <tr><td>Body-F<td>Modifies female body mesh/texture definitions.<td>The following Race (RACE) subrecords:
931 <ul>
932 <li>Female tail model path
933 <li>Female tail model bound radius
934 <li>Female tail MODT
935 <li>Female upper body texture path
936 <li>Female lower body texture path
937 <li>Female hand texture path
938 <li>Female foot texture path
939 <li>Female tail texture path
940 </ul>
941 <tr><td>Body-M<td>Modifies male body mesh/texture definitions.<td>The following Race (RACE) subrecords:
942 <ul>
943 <li>Male tail model path
944 <li>Male tail model bound radius
945 <li>Male tail MODT
946 <li>Male upper body texture path
947 <li>Male lower body texture path
948 <li>Male hand texture path
949 <li>Male foot texture path
950 <li>Male tail texture path
951 </ul>
952 <tr><td>Body-Size-F<td>Modifies female body weight/height definitions.<td>The following Race (RACE) subrecords:
953 <ul>
954 <li>Female height
955 <li>Female weight
956 </ul>
957 <tr><td>Body-Size-M<td>Modifies male body weight/height definitions.<td>The following Race (RACE) subrecords:
958 <ul>
959 <li>Male height
960 <li>Male weight
961 </ul>
962 <tr><td>C.Acoustic<td>Modifies cell Acoustic Space. (TES5)<td>The Acoustic Space (XCAS) subrecord in Cell (CELL) records.
963 <tr><td>C.Climate<td>Modifies cell climates.<td>The following Cell (CELL) subrecords:
964 <ul>
965 <li>Climate (XCCM)
966 <li>IsBehaveLikeExterior or Show Sky flag
967 </ul>
968 <tr><td>C.Encounter<td>Modifies cell Encounter Zone. (TES5)<td>The Encounter Zone (XEZN) subrecord in Cell (CELL) records.
969 <tr><td>C.ImageSpace<td>Modifies cell ImageSpace. (TES5)<td>The Image Space (XCIM) subrecord in Cell (CELL) records.
970 <tr><td>C.Light<td>Modifies cell lighting or fog.<td>The following Cell (CELL) subrecords:
971 <ul>
972 <li>Lighting Ambient Color
973 <li>Lighting Directional Color
974 <li>Lighting Fog Color
975 <li>LTMP subrecord in Cell (CELL) records
976 </ul>
977 <tr><td>C.Location<td>Modifies cell Location. (TES5)<td>The Location (XLCN) subrecord in Cell (CELL) records.
978 <tr><td>C.Music<td>Modifies cell music type.<td>The Music (XCMT) subrecord in Cell (CELL) records.
979 <tr><td>C.Name<td>Modifies cell names.<td>The Name (FULL) subrecord in Cell (CELL) records.
980 <tr><td>C.Owner<td>Modifies cell ownership.<td>The following Cell (CELL) subrecords:
981 <ul>
982 <li>Owner (XOWN)
983 <li>Rank (XRNK)
984 <li>Gobal variable (XGLB)
985 <li>IsPublicPlace flag
986 </ul>
987 <tr><td>C.RecordFlags<td>Modifies the off-limits or dangerous flags.<td>Any Cell (CELL) record flags not covered by the other Cell-related Bash Tags.
988 <tr><td>C.Regions<td>Modifies the Cells Region subrecord.<td>Any XCLR subrecord of the Cell (CELL) record
989 <tr><td>C.SkyLighting<td>Modifies Use Sky Lighting cell flag.<td>Use Sky Lighting (CELL) flag (TES5)
990 <tr><td>C.Water<td>Modifies cell water type or level.<td>The following Cell (CELL) subrecords:
991 <ul>
992 <li>Water (XCWT)
993 <li>Water height (XCLW)
994 <li>IsHasWater flag
995 </ul>
996 <tr><td>Creatures.Blood<td>Modifies the creature blood subrecords.<td>The following Creature (CREA) subrecords: (TES4)
997 <ul>
998 <li>Blood spray (NAM0)
999 <li>Blood decal (NAM1)
1000 </ul>
1001 <tr><td>Eyes<td>Adds eyes to races.<td>The Eyes (ENAM) subrecord of Race (RACE) records.
1002 <tr><td>Factions<td>Changes creature or NPC factions.<td>Addition or removal of a faction, or change of faction rank in NPC (NPC_) or Creature (CREA) records.
1003 <tr><td>Graphics<td>Is a graphics replacer.<td>The following subrecords:
1004 <ul>
1005 <li>Birthsign: Icon path (ICON)
1006 <li>Load Screen: Icon path (ICON)
1007 <li>Class: Icon path (ICON)
1008 <li>Landscape Texture: Icon path (ICON)
1009 <li>Region: Icon path (ICON)
1010 <li>Activator: Model path (MODL), bound radius (MODB) or MODT.
1011 <li>Door: Model path (MODL), bound radius (MODB) or MODT.
1012 <li>Flora: Model path (MODL), bound radius (MODB) or MODT.
1013 <li>Furniture: Model path (MODL), bound radius (MODB) or MODT.
1014 <li>Grass: Model path (MODL), bound radius (MODB) or MODT.
1015 <li>Static: Model path (MODL), bound radius (MODB) or MODT.
1016 <li>Potion: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1017 <li>Ammunition: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1018 <li>Alchemical Apparatus: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1019 <li>Book: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1020 <li>Ingredient: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1021 <li>Key: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1022 <li>Light Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1023 <li>Misc. Item: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1024 <li>Sigil Stone: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1025 <li>Soul Gem: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1026 <li>Weapon: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1027 <li>Tree: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1028 <li>Armor: Male biped model path (MODL), male biped model bound radius (MODB), male world model path (MOD2), male world model bound radius (MO2B), male icon path (ICON), female biped model path (MOD3), female biped model bound radius (MO3B), female world model path (MOD4), female world model bound radius (MO4B), female icon path (ICO2), flags or MODT.
1029 <li>Clothing: Male biped model path (MODL), male biped model bound radius (MODB), male world model path (MOD2), male world model bound radius (MO2B), male icon path (ICON), female biped model path (MOD3), female biped model bound radius (MO3B), female world model path (MOD4), female world model bound radius (MO4B), female icon path (ICO2), flags or MODT.
1030 <li>Creature: Models (NIFZ) or NIFT.
1031 <li>Magic Effect: Icon path (ICON), model path (MODL), bound radius (MODB) or MODT.
1032 <li>Effect Shader: Almost anything.
1033 </ul>
1034 <tr><td>Hair<td>Adds hairs to races.<td>The Hairs (HNAM) subrecord of Race (RACE) records.
1035 <tr><td>IIM<td>Is to be used in Item Interchange Mode. See the <a href="#patch-iim">Item Interchange Mode</a> section for more information.<td><i>N/A</i>
1036 <tr><td>Invent<td>Changes inventories.<td>Addition, removal or change in count/number of an item in NPC (NPC_), Creature (CREA) or Container (CONT) records.
1037 <tr><td>InventOnly<td><i>Deprecated. Use Invent in conjunction with IIM instead.</i><td><i>N/A</i>
1038 <tr><td>Merge<td><i>Obsolete. This tag is ignored.</i><td><i>N/A</i>
1039 <tr><td>MustBeActiveIfImported<td>Must be active to function correctly even if it is imported into the Bashed Patch.<td><i>N/A</i>
1040 <tr><td>Names<td>Changes the names of things.<td>The Name (FULL) subrecord in the following record types:
1041 <ul>
1042 <li>Class
1043 <li>Faction
1044 <li>Hair
1045 <li>Eyes
1046 <li>Race
1047 <li>Magic Effect
1048 <li>Enchantment
1049 <li>Spell
1050 <li>Birthsign
1051 <li>Activator
1052 <li>Alchemical Apparatus
1053 <li>Armor
1054 <li>Book
1055 <li>Clothing
1056 <li>Container
1057 <li>Door
1058 <li>Ingredient
1059 <li>Light
1060 <li>Misc. Item
1061 <li>Flora
1062 <li>Furniture
1063 <li>Weapon
1064 <li>Ammunition
1065 <li>NPC
1066 <li>Creature
1067 <li>Soul Gem
1068 <li>Key
1069 <li>Potion
1070 <li>Sigil Stone
1071 <li>World
1072 <li>Cell
1073 <li>Dialogue
1074 <li>Quest
1075 </ul>
1076 <tr><td>NpcFaces<td>Modifies NPC faces.<td>The following NPC (NPC_) subrecords:
1077 <ul>
1078 <li>FaceGen Geometry-Symmetric (FGGS)
1079 <li>FaceGen Geometry-Asymmetric (FGGA)
1080 <li>FaceGen Texture-Symmetry (FGTS)
1081 <li>Eyes (ENAM)
1082 <li>Hair (HNAM)
1083 <li>Hair length (LNAM)
1084 <li>Hair colour (HCLR)
1085 <li>FNAM
1086 </ul>
1087 <tr><td>NpcFacesForceFullImport<td>Modifies NPC faces, and you wish to import the unmodified subrecords as well as the modified subrecords.<td><i>See NpcFaces for the list of supported subrecords.</i>
1088 <tr><td>NPC.Class<td>Changes the classes of NPCs.<td>The Class (CNAM) subrecord of NPC (NPC_) records.
1089 <tr><td>Npc.EyesOnly<td>Modifies NPC eyes.<td>The Eyes (ENAM) subrecord of NPC (NPC_) records.
1090 <tr><td>Npc.HairOnly<td>Modifies NPC hair.<td>The Hair (HNAM) subrecord of NPC (NPC_) records.
1091 <tr><td>NPC.Race<td>Modifies NPC races.<td>The Race (RNAM) subrecord of NPC (NPC_) records.
1092 <tr><td>Relations<td>Changes faction relationships.<td>The relations of Faction (FACT) records.
1093 <tr><td>Roads<td>Modifies road records.<td>The Road (ROAD) subrecord of Worldspace (WRLD) records.
1094 <tr><td>R.AddSpells<td>Adds spells to racial spell list(s). Either R.ChangeSpells or R.AddSpells should be used for a plugin, not both.<td>Additions to the spell list of Race (RACE) records.
1095 <tr><td>R.Attributes-F<td>Modifies racial attributes for females.<td>The following Race (RACE) subrecords (ATTR):
1096 <ul>
1097 <li>Female strength
1098 <li>Female intelligence
1099 <li>Female willpower
1100 <li>Female agility
1101 <li>Female speed
1102 <li>Female endurance
1103 <li>Female personality
1104 <li>Female luck
1105 </ul>
1106 <tr><td>R.Attributes-M<td>Modifies racial attributes for males.<td>The following Race (RACE) subrecords (ATTR):
1107 <ul>
1108 <li>Male strength
1109 <li>Male intelligence
1110 <li>Male willpower
1111 <li>Male agility
1112 <li>Male speed
1113 <li>Male endurance
1114 <li>Male personality
1115 <li>Male luck
1116 </ul>
1117 <tr><td>R.ChangeSpells<td>Modifies racial spell list(s) (beyond adding spells). Either R.ChangeSpells or R.AddSpells should be used for a plugin, not both.<td>Additions or removals to the spell list (SPLO) of Race (RACE) records.
1118 <tr><td>R.Description<td>Modifies race descriptions.<td>The Description (DESC) subrecord of Race (RACE) records.
1119 <tr><td>R.Ears<td>Modifies race ears.<td>The following Race (RACE) subrecords:
1120 <ul>
1121 <li>Ear (Male) model path
1122 <li>Ear (Male) model bound radius
1123 <li>Ear (Male) MODT
1124 <li>Ear (Male) icon path
1125 <li>Ear (Female) model path
1126 <li>Ear (Female) model bound radius
1127 <li>Ear (Female) MODT
1128 <li>Ear (Female) icon path
1129 </ul>
1130 <tr><td>R.Head<td>Modifies race heads.<td>The following Race (RACE) subrecords:
1131 <ul>
1132 <li>Head model path
1133 <li>Head model bound radius
1134 <li>Head icon path
1135 <li>FaceGen Geometry-Symmetric (FGGS)
1136 <li>FaceGen Geometry-Asymmetric (FGGA)
1137 <li>FaceGen Texture-Symmetry (FGTS)
1138 </ul>
1139 <tr><td>R.Mouth<td>Modifies race mouths.<td>The following Race (RACE) subrecords:
1140 <ul>
1141 <li>Mouth model path
1142 <li>Mouth model bound radius
1143 <li>Mouth MODT
1144 <li>Mouth icon path
1145 <li>Tongue model path
1146 <li>Tongue model bound radius
1147 <li>Tongue MODT
1148 <li>Tongue icon path
1149 </ul>
1150 <tr><td>R.Relations<td>Modifies race relationships.<td>The faction list (XNAM) of Race (RACE) records.
1151 <tr><td>R.Skills<td>Modifies race skill bonuses.<td>The skill boosts (DATA) of Race (RACE) records.
1152 <tr><td>R.Teeth<td>Modifies race upper or lower teeth.<td>The following Race (RACE) subrecords:
1153 <ul>
1154 <li>Teeth (Lower) model path
1155 <li>Teeth (Lower) model bound radius
1156 <li>Teeth (Lower) MODT
1157 <li>Teeth (Lower) icon path
1158 <li>Teeth (Upper) model path
1159 <li>Teeth (Upper) model bound radius
1160 <li>Teeth (Upper) MODT
1161 <li>Teeth (Upper) icon path
1162 </ul>
1163 <tr><td>ScriptContents<td><i>Should not be used. Can cause serious issues.</i><td><i>N/A</i>
1164 <tr><td>Scripts<td>Modifies item, NPC or object scripts.<td>The Script (SCRI) subrecord in the following record types:
1165 <ul>
1166 <li>Activator
1167 <li>Potion
1168 <li>Alchemical Apparatus
1169 <li>Armor
1170 <li>Bool
1171 <li>Clothing
1172 <li>Container
1173 <li>Creature
1174 <li>Door
1175 <li>Flora
1176 <li>Furniture
1177 <li>Ingredient
1178 <li>Key
1179 <li>Light
1180 <li>Leveled Creature
1181 <li>Misc
1182 <li>NPC
1183 <li>Quest
1184 <li>Sigil Stone
1185 <li>Soul Gem
1186 <li>Weapon
1187 </ul>
1188 <tr><td>Sound<td>Replaces sounds.<td>The following subrecords:
1189 <ul>
1190 <li>(ACTI) Activator: sound (SNAM, VNAM)
1191 <li>(ADDN) Addon: Ambient Sound (SNAM)
1192 <li>(ALCH) Allchemy: Drop Sound (ZNAM), Pickup Sound (YNAM), Consume sound (ENIT)
1193 <li>(AMMO) Ammunition: Drop Sound (ZNAM), pickup Sound (YNAM)
1194 <li>(APPA) Aparatus: Drop Sound (ZNAM), Pickup Sound (YNAM)
1195 <li>(ARMA) Armor Addon (Armature): Footstep Sound (SNDD)
1196 <li>(ARMO) Armor: Drop Sound (ZNAM), Pickup Sound (YNAM)
1197 <li>(ASPC) Acustic Space: Ambient Sound (ZNAM), Pickup Sound (YNAM), Consume sound (ENIT)
1198 <li>(BOOK) Book: Drop Sound (ZNAM), Pickup Sound (YNAM),
1199 <li>(CONT) Container: open sound (SNAM), close sound (QNAM).
1200 <li>(CREA) Creature: foot weight (WNAM), inherits sounds from (CSCR), other sounds. (TES4, FO3, FNV)
1201 <li>(DOOR) Door: open sound (SNAM), close sound (ANAM), loop sound (BNAM).
1202 <li>(EXPL) Explosion: sound1, sound2 (DATA).
1203 <li>(LIGH) Light: sound (SNAM)
1204 <li>(MGEF) Magic Effect: casting/bolt/hit/area sounds.
1205 <li>(SNCT) Sound Category: parent (PNAM), staticVolumeMultiplier (VNAM). (TES5 Only)
1206 <li>(SNDR) Sound Descriptor: category (GNAM), sounds (ANAM), all from (LNAM) & (BNAM). (TES5 Only)
1207 <li>(SOPM) Sound Output Model: reverbSendpct (NAM1), outputType (MNAM), Output Values (ONAM), Attenuation Values (ANAM). (TES5 Only)
1208 <li>(SOUN) Door: open sound (SNAM), close sound (ANAM), loop sound (BNAM).
1209 <li>(WTHR) Weather: sounds
1210 <li>(WEAP) Magic Effect: Attack Sound, Looping Sounds, Attack Fail Sound, Idle Sound, Equip Sound, Unequip Sound, Gun Shot Sounds, Melee Swing Sounds, Block Sounds, Mod Shoot Sounds
1211 </ul>
1212 Not all apply to each game
1213 <tr><td>SpellStats<td>Modifies spell stats.<td>The following Spell (SPEL) subrecords:
1214 <ul>
1215 <li>Name (FULL)
1216 <li>Cost
1217 <li>Level type
1218 <li>Spell type
1219 </ul>
1220 <tr><td>Stats<td>Modifies item stats.<td>The following subrecords:
1221 <ul>
1222 <li>Potion: Weight, value.
1223 <li>Ammunition: Weight, value, damage, speed, enchantment points (ANAM).
1224 <li>Alchemical Apparatus: Weight, value, quality.
1225 <li>Armor: Weight, value, health, strength
1226 <li>Book: Weight, value, enchantment points (ANAM).
1227 <li>Clothing: Weight, value, enchantment points (ANAM).
1228 <li>Ingredient: Weight, value.
1229 <li>Key: Weight, value.
1230 <li>Light: Weight, value, duration.
1231 <li>Misc. Item: Weight, value.
1232 <li>Sigil Stone: Weight, value, uses.
1233 <li>Weapon: Weight, value, health, damage, speed, reach, enchantment points (ANAM).
1234 </ul>
1235 <tr><td>Voice-F<td>Modifies female voice definitions.<td>The male voice (VNAM) of Race (RACE) records.
1236 <tr><td>Voice-M<td>Modifies male voice definitions.<td>The female voice (VNAM) of Race (RACE) records.
1237 </table>
1238 <table>
1239 <thead>
1240 <tr><th colspan="3">Bash Tags Available For Skyrim Only
1241 <tr><th>Tag<td>Used When The Mod<th>Specific Record Types/Changes Supported
1242 <tbody>
1243 <tr><td><i>N/A</i><td><i>N/A</i><td><i>N/A</i>
1244 </table>
1245
1246
1247 <h3 id="#patch-filter">Merge Filtering</h3>
1248 <p>Merge filtering is an advanced option that allows records in a merged mod to be selectively filtered according to the current load order. For example, a patch mod could be created to rebalance weapons from several different weapon-adding mods. This feature would allow the patch to be used even if you didn't use all the mods, and the Bashed Patch would just apply the bits for the mods you do use. This saves the need for a separate patch plugin for each mod.
1249 <p>Merge filtering has requisite conditions that must be fulfilled for a plugin to take advantage of it, and some limitations. These conditions and limitations are:
1250 <ul>
1251 <li>The plugin must be mergeable and tagged with <code>Filter</code>.
1252 <li>The plugin must not be active at the time the patch is built. Note that if the user doesn't have all the plugin's masters installed, it will have to remain deactivated at all times.
1253 <li>Filtering is done according to the currently active plugins: it is therefore very important that all the desired plugins are active when the Bashed Patch is built.
1254 <li>Filtering is mostly limited to the top level, ie. if the plugin a record is from is missing, the record will be skipped. However, if a record references another record, and the latter's plugin is missing, the former will not be skipped, and the Bashed Patch will end up dependent on the latter's plugin being installed.
1255 <li>There are a few exceptions to the above limitation: entries in leveled lists will be filtered, as will spells, factions and items referenced in Creature and NPC records.
1256 </ul>
1257
1258
1259 <h3 id="#patch-iim">Item Interchange Mode</h3>
1260 <p>Item Interchange Mode is a 'hack' (a horribly inelegant and inconsistent implementation of a feature that nonetheless works) to support Vacuity's Item Interchange mod.
1261 <p>Activation of the mode for a plugin relies on the following conditions:
1262 <ul>
1263 <li>The plugin is tagged with <code>IIM</code>.
1264 <li>The plugin is being merged into the Bashed Patch.
1265 <li>The plugin is tagged with <code>Filter</code>.
1266 </ul>
1267 <p>Item Interchange Mode has the following effects:
1268 <ul>
1269 <li>Prevents the records in the plugin from being merged into the Bashed Patch, apart from leveled list records, which are merged in.
1270 <li>Prevents all the patch components except from the Leveled Lists and Import Inventory from even looking at the plugin.
1271 <li>Causes Import Inventory to ignore all changes in the plugin except inventory changes.
1272 </ul>
1273
1274
1275 <h3 id="patch-tweaks">Tweak Options In Detail</h3>
1276 <p>Each <q>Tweak...</q> section has a table below that details the options found within it.
1277 <table>
1278 <thead>
1279 <tr><th colspan="2">Race Tweaks
1280 <tr><th>Tweak<th>Description
1281 <tbody>
1282 <tr><td>Bigger Nords and Orcs<td>Adjusts the Orc and Nord race records (including mod added races named Orc/Nord) to be taller/heavier - to be more lore friendly. Three choices available - MMM settings, RBP settings or standalone Bigger Nords and Orcs settings.
1283 <tr><td>Merge Eyes From Similar Races<td>Merges eye lists from similar races ie RBP Khajiit eyes to Elsweyr Khajiits etc.
1284 <tr><td>Merge Hairs From Similar Races<td>Merges hair lists from similar races ie RBP Khajiit hair to Elsweyr Khajiits etc.
1285 <tr><td>Playable Eyes<td>Sets all eyes to be playable.
1286 <tr><td>Playable Hairs<td>Sets all hairs to be playable.
1287 <tr><td>Races Have All Eyes<td>Gives all races all eyes - although Googly Eye scanning/removal takes place after this so the final patch will not have all eyes for all races.
1288 <tr><td>Races Have All Hairs<td>Gives all races all hairs.
1289 <tr><td>Sexless Hairs<td>Sets all hairs to be useable by both male and female characters.
1290 </table>
1291 <table>
1292 <thead>
1293 <tr><th colspan="2">Tweak Actors
1294 <tr><th>Tweak<th>Description
1295 <tbody>
1296 <tr><td>As Intended: Boars<td>Adds the Bethesda Boar Resistances spells to all boars (found by the UOP team, based off of a mod made by Tejon).
1297 <tr><td>As Intended: Imps<td>Adds the Bethesda Imp Resistances spells to imps (found by the UOP team, based off of a mod made by Tejon). May choose to apply to all imps, only full size imps, or only implings.
1298 <tr><td>Irresponsible Creatures<td>Sets responsibility to 0 for all/specified creatures - so they can't report you for crimes.
1299 <tr><td>Mayu's Animation Overhaul Skeleton Tweaker<td>Sets NPC skeletons paths to match that required for MAO to work. <b>Requires</b> Mayu's Animation Overhaul or it will almost certainly cause CTDs.
1300 <tr><td>No Bloody Creatures<td>Nulls the blood records of all creatures; acts like 'Mart's Monster Mod - No Blood.esp' except it is universal and doesn't work with MMM (MMM uses a different system - it won't cause any harm if used with MMM, it will just have pretty much no effect).
1301 <tr><td>Quiet Feet<td>Removes all/some 'foot' sounds from creatures; on some computers can have a significant performance boost.
1302 <tr><td>Real Walk for female NPCs<td>Changes all female NPCs to use Mur Zuk's Real Walk. <b>Requires</b> Mur Zuk's Real Walk animation file.
1303 <tr><td>Redguard FGTS Nuller<td>Sets Redguard NPC FGTS subrecords to null; for use with Better Redguards.
1304 <tr><td>Sexy Walk for female NPCs<td>Changes all female NPCs to use Mur Zuk's Sexy Walk. <b>Requires</b> Mur Zuk's Sexy Walk animation file.
1305 <tr><td>VadersApp's Oblivion Real Bodies Skeleton Tweaker<td>Changes all (modded and vanilla) NPCs to use diverse skeletons for different look. Not compatible with MAO. <b>Requires</b> VadersApp's Oblivion Real Bodies.
1306 <tr><td>Vanilla Beast Skeleton Tweaker<td>Sets any NPCs using the vanilla non-beast skeleton path (skeleton.nif) to use the beast skeleton patch (skeletonbeast.nif). This avoids bugs when a mod changes the race of an NPC to a beast race without setting the skeleton path to the beast path, in which case the tail will appear to extend forever and weird stuff like that.
1307 </table>
1308 <table>
1309 <thead>
1310 <tr><th colspan="2">Tweak Assorted
1311 <tr><th>Tweak<th>Description
1312 <tbody>
1313 <tr><td>All Armor Playable<td>Modifies non-playable armors to make them playable, unless the armor satisfies one of the following conditions:
1314 <ul>
1315 <li>It is unnamed.
1316 <li>It is scripted.
1317 <li>It contains no body flags set other than right ring.
1318 <li>It contains any of the following (case-insensitive) words:
1319 <ul>
1320 <li>"mark"
1321 <li>"token"
1322 <li>"willful"
1323 <li>"see" and "me"
1324 <li>"werewolf"
1325 <li>"no wings"
1326 <li>"tsaesci tail"
1327 <li>"widget"
1328 </ul>
1329 </ul>
1330 <tr><td>All Clothing Playable<td>Modifies non-playable clothes to make them playable, unless the clothing satisfies one of the following conditions:
1331 <ul>
1332 <li>It is unnamed.
1333 <li>It is scripted.
1334 <li>It contains no body flags set other than right ring.
1335 <li>It contains any of the following (case-insensitive) words:
1336 <ul>
1337 <li>"mark"
1338 <li>"token"
1339 <li>"willful"
1340 <li>"see" and "me"
1341 <li>"werewolf"
1342 <li>"no wings"
1343 <li>"tsaesci tail"
1344 <li>"widget"
1345 </ul>
1346 </ul>
1347 <tr><td>Armor Shows Amulets<td>Modifies playable armor to show amulets.
1348 <tr><td>Armor Shows Rings<td>Modifies playable armor to show rings.
1349 <tr><td>Bow Reach Fix<td>Some of the bows in Oblivion (and a few in user mods) have a reach of zero. Due to a bug in the Oblivion engine, if these bows are equipped by an NPC, the game will crash. This patch changes bows with zero reach to have reach of 1.
1350 <tr><td>Clothing Shows Amulets<td>Modifies playable clothing to show amulets.
1351 <tr><td>Clothing Shows Rings<td>Modifies playable clothing to show rings.
1352 <tr><td>DarNified Books<td>Tweaks book colours and fonts for use with DarNified UI.
1353 <tr><td>Default Icons<td>Sets a default icon for any records that don't have any icon assigned.
1354 <tr><td>Disable Wind<td>Sets wind speed for all weathers to 0; this means that bushes and trees don't move in the wind since there isn't any. May help on machines with low end graphic cards.
1355 <tr><td>Faction Crime Gold Multplier Fix<td>Fix factions with unset crimeGoldMultiplier to have a crimeGoldMultiplier of 1.0.
1356 <tr><td>Harvest Chance<td>Sets the harvest chance of all flora to the desired chance.
1357 <tr><td>Magic: Script Effect Silencer<td>Script Effects will be silenced and have no graphics.
1358 <tr><td>No Light Fade Value Fix<td>Sets the fade values on all lights to a default of 1.0 if not already set.
1359 <tr><td>No Light Flicker<td>Turns off flickering effects for lights. May help on machines with low end graphic cards.
1360 <tr><td>Number of uses for pre-enchanted weapons and Staffs/Staves<td>The charge amount and cast cost will be edited so that all enchanted weapons and staffs have the amount of uses specified. Cost will be rounded up to 1 (unless set to unlimited) so number of uses may not exactly match for all weapons.
1361 <tr><td>Nvidia Fog Fix<td>Ensures that cells have at least one non-zero fog value. For avoiding the Nvidia fog-related black screen. This feature is based on <a href="http://www.nexusmods.com/oblivion/mods/11167/?">Quarn's Nvidia Black Screen Fix</a>.
1362 <tr><td>Reweigh: Arrows<td>Reweighs arrows to a maximum weight.
1363 <tr><td>Reweigh: Ingredients<td>Reweighs ingredients to a maximum weight.
1364 <tr><td>Reweigh: Potions (Maximum)<td>Reweighs potions to a maximum weight. This does not affect potions with script effects or with current weight >= 1.0. Thus it should not affect alcoholic beverages or scripted "potions" like HTS water skins. Note that this is similar to, but not the same as, the Reweigh Potions command for savegames, which reweighs user created potions rather than mod created potions.
1365 <tr><td>Reweigh: Potions (Minimum)<td>Reweighs potions to a minimum weight.
1366 <tr><td>Reweigh: Staffs/Staves<td>Reweighs staves to a maximum weight.
1367 <tr><td>Right Hand Rings<td>Makes rings behave more consistently by making all rings prefer to be on the right hand. With this tweak activated, rings will only equip to the left hand if the right hand has a ring, but the left hand does not. You can use this to make one ring permanently equipped - just equip it to the left hand and it will stay on until you specifically unequip it.
1368 <tr><td>Set Sound Attenuation Levels<td>The sound attenuation levels will be set to tweak%*current level, thereby increasing (or decreasing) the sound volume (lower attenuation = higher volume).
1369 <tr><td>Set Sound Attenuation Levels: Nirnroots Only<td>The sound attenuation levels will be set to tweak%*current level, thereby increasing (or decreasing) the sound volume (lower attenuation = higher volume). This one only affects Nirnroots.
1370 <tr><td>Skyrim-style Weapons<td>Sets all one handed weapons as blades, two handed weapons as blunt.
1371 <tr><td>Uniform Groundcover<td>Eliminates the random variation in groundcover (grass, vines, shrubs, etc). Tall groundcover will still be taller than short groundcover, but there will be less variation in size. May help on lower end machines.
1372 </table>
1373 <table>
1374 <thead>
1375 <tr><th colspan="2">Tweak Clothes
1376 <tr><th>Tweak<th>Description
1377 <tbody>
1378 <tr><td>Gloves Show Rings<td>Prevents gloves from hiding rings.
1379 <tr><td>Max Weight Amulets<td>Sets the maximum weight of amulets in the game. Amulets with higher weights will have their weight set to this value.
1380 <tr><td>Max Weight Hoods<td>Sets the maximum weight of hoods in the game. Hoods with higher weights will have their weight set to this value.
1381 <tr><td>Max Weight Rings<td>Sets the maximum weight of rings in the game. Rings with higher weights will have their weight set to this value.
1382 <tr><td>Robes Show Amulets<td>Forces all robes to show amulets.
1383 <tr><td>Robes Show Pants<td>Allows you to wear pants/skirts/greaves with robes. This is useful for armor and enchantment. Not recommended because graphics clipping is common.
1384 <tr><td>Unlimited Amulets<td>Allows you to wear an unlimited number of amulets. Not recommended because it is unbalancing and it prevents amulets from displaying (i.e., they won't appear around your or NPC's necks).
1385 <tr><td>Unlimited Rings<td>Allows you to wear an unlimited number of rings. Not recommended because it is unbalancing and it prevents rings from displaying (i.e., they won't appear on your or NPC's fingers).
1386 </table>
1387 <table>
1388 <thead>
1389 <tr><th colspan="2">Tweak Names
1390 <tr><th>Tweak<th>Description
1391 <tbody>
1392 <tr><td>Body Part Codes<td>This determines what code will be used for tweaking armor and clothes covering various body parts. There are two versions. Each code letter is assigned in order to: Amulets, Rings, Gloves, Helmets, Tail items, Robes (upper+lower body), Chest, Pants/Greaves, Boots/Shoes, Shields.
1393 <tr><td>Armor<td>Tweaks names of armors to make them sort more easily in inventory. There is a choice of formats and whether you want armor rating to be shown.
1394 <tr><td>Clothes<td>Tweaks names of clothes to make them sort more easily in inventory. There is a choice of formats.
1395 <tr><td>Lore Friendly Names: Dwarven -> Dwemer<td>Changes nearly any usage of the word Dwarven to use Dwemer instead in order to better follow lore.
1396 <tr><td>Notes and Scrolls<td>Tweaks names of notes and scrolls to make them sort more easily in inventory. There is a choice of formats and whether you want enchanted scrolls at top (~) or the bottom (.) of list. (Note that the "~" will not display in the inventory.)
1397 <tr><td>Potions<td>Tweaks names of potions to make them sort more easily in inventory. There is a choice of formats.
1398 <tr><td>Proper English Names: Dwarfs -> Dwarves<td>Renames any instances of dwarfs to dwarves
1399 <tr><td>Proper English Names: Staffs -> Staves<td>Renames any instances of staffs to staves.
1400 <tr><td>Spells<td> There is a choice of formats and whether you wish the school (e.g. D) and spell level (e.g. D2) to show.
1401 <tr><td>Weapons<td> There is a choice of formats and whether you want damage to be shown.
1402 </table>
1403 <table>
1404 <thead>
1405 <tr><th colspan="2">Tweak Settings
1406 <tr><th>Tweak<th>Description
1407 <tbody>
1408 <tr><td>Actor Strength Encumbrance Multiplier<td>Actor strength * this multiplier = actor encumbrance capacity.
1409 <tr><td>AI: Conversation Chance<td>Chance of NPCs engaging each other or the player in conversation in exteriors.
1410 <tr><td>AI: Conversation Chance - Interior<td>Chance of NPCs engaging each other or the player in conversation in interiors.
1411 <tr><td>AI: Max Active Actors<td>The maximum number of actors for AI to be processing at once. <b>Must</b> be higher than <a href="#patchCombatMaxActors">Combat: Max Actors</a>.
1412 <tr><td>AI: Max Dead Actors<td>The maximum number of dead actors allowed before Oblivion begins to remove them.
1413 <tr><td>AI: Max Smile Distance<td>Maximum distance for NPCs to start smiling.
1414 <tr><td>Arrow: Litter Count<td>Shot arrows will be automatically removed from the world if their number exceeds the Arrow Litter Count.
1415 <tr><td>Arrow: Litter Time<td>The period of time after which shot arrows will be automatically removed from the world.
1416 <tr><td>Arrow: Recovery from Actor<td>Your chance of recovering an arrow shot into an actor (including arrows shot into player).
1417 <tr><td>Arrow: Speed<td>Speed at which a full power arrow travels.
1418 <tr><td>Bounty: Attack<td>The bounty for attacking a "good" npc when observed.
1419 <tr><td>Bounty: Horse Theft<td>The bounty for horse stealing.
1420 <tr><td>Bounty: Theft<td>The bounty for stealing as a fraction of the item's value.
1421 <tr><td>Camera: Chase Distance<td>Changes the maximum distance the chase camera can be moved away from the player. Very useful for creating a bird's eye view – but also a little bit unbalancing for that reason.
1422 <tr><td>Camera: Chase Tightness<td>Tightens up the 3rd person chase camera. Highest setting (x 3.0) essentially locks camera behind player.
1423 <tr><td>Camera: PC Death Time<td>This is how long the camera lingers on the player after player's death before the reload menu appears. (Even at "Unlimited", you can hit escape to force reload menu to appear.)
1424 <tr><td>Cell Respawn Time<td>Time that must pass after you've last visited a cell before the creatures, npcs and items in it respawn. Default is 3 days. Note that setting to longer durations will result in larger savegames.
1425 <tr><td>Combat: Alchemy<td>By default, you cannot craft alchemy items in combat. Disallowing it encourages you to be ready for battle ahead of time.
1426 <tr><td id="patchCombatMaxActors">Combat: Max Actors<td>The maximum number of actors that the engine will process in combat.
1427 <tr><td>Combat: Max Ally Hits<td>The maximum number of hits on an ally allowed in combat before the ally will attack the hitting character.
1428 <tr><td>Combat: Maximum Armor Rating<td>The maximum armor rating that you can get. Default: 85.
1429 <tr><td>Combat: Recharge Weapons<td>By default, you can recharge weapons during combat. Disallowing that encourages you to be ready for battle ahead of time.
1430 <tr><td>Combat: Repair<td>By default, you cannot repair items in combat. Disallowing it encourages you to be ready for battle ahead of time.
1431 <tr><td>Companions: Max Number<td>Sets the maximum number of companions that will follow the player.
1432 <tr><td>Compass: Disable<td>Disables POI's (Points of Interest), Quest Markers, or both on the compass. This may not work with some UI mods, and make some quests very hard to complete.
1433 <tr><td>Compass: POI Recognition<td>Distance at which Points of Interest become visible on the compass. Default is 12,000 units. Lowest setting (x 0.25) is just a little farther than unvisited locations will be "found."
1434 <tr><td>Cost Multiplier: Enchantment<td>The cost multiplier factor for enchanting, OOO default: 120, vanilla default: 10.
1435 <tr><td>Cost Multiplier: Recharge<td>The cost multiplier factor for recharging.
1436 <tr><td>Cost Multiplier: Repair<td>The cost multiplier factor for repairing.
1437 <tr><td>Cost Multiplier: Spell Making<td>The cost multiplier factor for spellmaking.
1438 <tr><td>Crime: Alarm Distance<td>The distance from the player that NPCs will be alerted to crimes.
1439 <tr><td>Crime: Pickpocketing Fine<td>The fine for pickpocketing.
1440 <tr><td>Crime: Trespass Fine<td>The fine for trespassing.
1441 <tr><td>Drag: Max Moveable Weight<td>The max weight that can be dragged.
1442 <tr><td>Essential NPC Unconsciousness<td>Time for which an essential NPC stays unconscious after being knocked out.
1443 <tr><td>Fatigue from Running/Encumbrance<td>Fatigue cost multiplier for running or encumbrance.
1444 <tr><td>Greeting Distance<td>Distance at which NPCs will greet the player.
1445 <tr><td>Horse Turning Speed<td>Default Horse turning speed is rather slow. This allows you to increase it by 1.5 or 2.0 times normal speed.
1446 <tr><td>Inventory Quantity Prompt<td>Number of items in a stack at which point Oblivion prompts for a quantity.
1447 <tr><td>Jump Higher<td>Increases the maximum allowed jump height. Note that this may allow you to jump over city walls and so end up with graphical strangeness.
1448 <tr><td>Leveled Creature Max Level Difference<td>Maximum difference to player level for leveled creature.
1449 <tr><td>Leveled Item Max Level Difference<td>Maximum difference to player level for leveled items.
1450 <tr><td>Magic: Bolt Speed<td>Speed at which at which magic bolts (projectiles) travel.
1451 <tr><td>Magic: Chameleon Refraction<td>Turns off the refraction effect for chameleon, but leaves the incremental transparency effect on.
1452 <tr><td>Magic: Max NPC Summons<td>Sets the number of summons a NPC may have active at one time.
1453 <tr><td>Magic: Max Player Summons<td>Sets the number of summons the player may have active at one time. Normally less than Max NPC Summons.
1454 <tr><td>Master of Mercantile Extra Gold Amount<td>The extra barter gold all vendor's have for a master of mercantile.
1455 <tr><td>Msg: Auto Saving<td>Sets the message on autosaving to blank or either "." or "Hmm..." or a custom value entered by user.
1456 <tr><td>Msg: Equip Misc. Item<td>Sets the message on equipping a misc item to blank or either "." or "Hmm..." or a custom value entered by user.
1457 <tr><td>Msg: Harvest Failure<td>Sets the message on flora harvest failure to blank or either "." or "Hmm..." or a custom value entered by user.
1458 <tr><td>Msg: Harvest Success<td>Sets the message on flora harvest success to blank or either "." or "Hmm..." or a custom value entered by user.
1459 <tr><td>Msg: Horse Stabled<td>Sets the message on stabling a horse on fast travel to blank or either "." or "Hmm..." or a custom value entered by user.
1460 <tr><td>Msg: Loading Area<td>Sets the message when background loading area to blank or either "." or "Hmm..." or a custom value entered by user.
1461 <tr><td>Msg: No Fast Travel<td>Sets the message when attempting to fast travel when it is prohibited to blank or either "." or "Hmm..." or a custom value entered by user.
1462 <tr><td>Msg: Not Enough Charge<td>Sets the message on attempting to use an enchanted item with insufficient charge to blank or either "." or "Hmm..." or a custom value entered by user.
1463 <tr><td>Msg: Quick Load<td>Sets the message on quick loading to blank or either "." or "Hmm..." or a custom value entered by user.
1464 <tr><td>Msg: Quick Save<td>Sets the message on quick saving to blank or either "." or "Hmm..." or a custom value entered by user.
1465 <tr><td>NPC Blood<td>Sets a few gmsts to use either user specified blood textures or no blood.
1466 <tr><td>Training Max<td>Sets the training limit per level allowed by trainers.
1467 <tr><td>UOP Vampire Aging and Face Fix.esp<td>Duplicate of the UOP component that disables vampire aging (fixes a bug). Use instead of 'UOP Vampire Aging & Face Fix.esp' to save an esp slot.
1468 <tr><td>Warning: Exterior Distance to Hostiles<td>Sets the minimum distance a hostile actor has to be from the player to allow the player to sleep/fast travel/etc. in exteriors.
1469 <tr><td>Warning: Interior Distance To Hostiles<td>Sets the minimum distance a hostile actor has to be from the player to allow the player to sleep/fast travel/etc. in interiors.
1470 <tr><td>Crime: Force Jail<td>The bounty level at which the player cannot pay the fine but has to go to jail.
1471 <tr><td>Thieves Guild: Quest Attacking Penalty<td>Sets the penalty cost for attacking while completing a Thieves Guild quest.
1472 <tr><td>Thieves Guild: Quest Killing Penalty<td>Sets the penalty cost for killing while completing a Thieves Guild quest.
1473 <tr><td>Thieves Guild: Quest Stealing Penalty<td>Sets the penalty cost for stealing while completing a Thieves Guild quest.
1474 <tr><td>Timescale<td>Sets the game's timescale.
1475 </table>
1476
1477
1478 <h3 id="#patch-csv">Default CSV Files</h3>
1479 <p>The following CSV files are supplied with Wrye Bash and are can be used when building your Bashed Patch.
1480 <table>
1481 <thead>
1482 <tr><th colspan="3">Default CSV Files
1483 <tr><th colspan="2">CSV File<th>Description
1484 <tbody>
1485 <tr><td rowspan="2">Replace Form IDs<td>P1DCandles_Formids<td>Replaces the Form IDs of various candles to reference equivalents supplied by P1D's Candles For Kleptos.
1486 <tr><td>TI to Cobl_Formids<td>Replaces ingredients added by Tamrielic Ingredients with equivalents added by Cobl.
1487 <tr><td rowspan="5">Import Names<td>Guard_Names<td>Based on <a href="http://oblivion.nexusmods.com/mods/2326">Flak's Complete Names Project</a>, this CSV file gives unique names to guards, legion soldiers, couriers and a few other NPCs and creatures with generic names. It covers both vanilla Oblivion and Oscuro's Oblivion Overhaul.
1488 <tr><td>OOO_Potion_Names<td>Renames the alcoholic beverages back to vanilla names for those that don't like OOO's method of renaming them.
1489 <tr><td>Random_NPC_Alternate_Names<td>Does the same as <a href="#patchRandomNPCNames">Random NPC Names</a> above, but using different names.
1490 <tr><td id="patchRandomNPCNames">Random_NPC_Names<td>Gives unique names to generically named NPCs and renames some others from the following mods:
1491 <ul>
1492 <li>Crowded Roads Revamped by Spotty42
1493 <li>Crowded Roads Revisited by Smooth
1494 <li>Tamriel Travellers by Gratis_monsta
1495 <li>Crowded Cities 15/30 by Gratis_monsta
1496 <li>PT_RoamingNPCs by Gratis_monsta
1497 </ul>
1498 <tr><td>Rational_Names<td>Renames various items in the game to have more rational names. Based on Rational Names 2, minus the GMST settings for soulgem names, and expanded to cover the Shivering Isles, Oscuro's Oblivion Overhaul and a few more mods.
1499 <tr><td rowspan="2">Cobl Exhaustion<td>Assorted_Exhaust<td>Defines power exhaustion levels for greater powers from Oblivion, the Orrery DLC and Cobl.
1500 <tr><td>Kmacg94_Exhaust<td>Defines power exhaustion levels for greater powers from Race Balancing Project, Oblivion WarCry, Oscuro's Oblivion Overhaul and several other mods.
1501 <tr><td>Morph Factions<td>Bash_MFact<td>Used with Wrye Morph to provide faction morphing.
1502 </table>
1503
1504
1505 <h3 id="patch-lists">Leveled Lists</h3>
1506 <p>The leveled list patcher is slightly odd in comparison to the others: it's effectively an <q>Import...</q> patcher, but its options are decided automatically by default.
1507 <p>First, a bit of background. When different plugins alter the same leveled list, only the last loaded plugin's changes get applied. This tends not to be what is wanted. The leveled list patcher circumvents the issue by instead merging all the changes made to leveled lists and having this merged set of changes applied.
1508 <p>The leveled list merging is dictated by related Bash Tags, and functions as follows.
1509 <ul>
1510 <li>The load order of plugins is still important to the result of the leveled list patcher. It decides what plugins' effects override others.
1511 <li>Untagged plugins can only add new entries to leveled lists. If such a plugin adds an entry that already exists, it will be ignored. Furthermore, even if another plugin has already marked that entry as removed, it will not be re-added.
1512 <li><code>Delev</code> tagged plugins can remove entries from leveled lists. Any items present in such a plugin's masters but not in the plugin itself will be removed.
1513 <li><code>Relev</code> tagged plugins can relevel an existing entry (ie. change its levels and/or counts in the list), and can also override previous deletions of entries from leveled lists. However, it does not prevent a later-loading <code>Delev</code> tagged plugin from then removing an entry again.
1514 <li><code>Delev</code> and <code>Relev</code> tagged mods simply combines the effects of the <code>Delev</code> and <code>Relev</code> Bash Tags.
1515 <li>In addition to the above, the leveled list patcher removes any empty sublists from leveled lists, as these would otherwise cause the leveled list to select nothing if such a sublist was picked in-game.
1516 </ul>
1517 <p>It's best to simply ensure that your plugins have the correct tags and leave this section on automatic. To add plugins to or remove plugins from the list, uncheck the <q>Automatic</q> checkbox, and use the <q>Add</q> or <q>Remove</q> buttons. The latter will remove the currently selected plugin.
1518 <p>To manually override the Delev/Relev Bash Tags for a plugin, right-click it in the section list and check or uncheck the relevant options as desired. To return to the automatic setting, select the <q>Auto</q> option in the right-click menu.
1519
1520
1521 <h2 id="saves">Saves Tab</h2>
1522 <figure>
1523 <img src="../bash/images/readme/saves.png" alt="Saves Tab"/>
1524 <figcaption>Wrye Bash's Saves tab.</figcaption>
1525 </figure>
1526
1527 <h3 id="saves-overview">Overview</h3>
1528 <p>The Saves tab allows you to manage many aspects related to your game's saves. Save files are found in the <code>My Games\[Game]\Saves</code> directory and have the file extension <code>.ess</code>. When you quicksave or autosave, the game backs up the previous quick/autosave by replacing the file extension with <code>.bak</code>. This backup may be restored by restoring its original file extension.
1529 <p>If you have Pluggy and/or the game's Script Extender installed, each of your save files will have a corresponding <q>cosave</q> containing the Pluggy/OBSE/SKSE-specific data. These cosaves have file extensions <code>.pluggy</code>, <code>.obse</code>, <code>.skse</code> for Pluggy, OBSE and SKSE respectively.
1530 <p>The Saves tab is divided into two sections: the main panel lists your save files and displays some of their details in its columns. The Save Details panel on the right displays some more information relating to the currently selected save file. It comprises of the following sections:
1531 <table>
1532 <thead><tr><th>Section<th>Description
1533 <tbody>
1534 <tr><td>File Name<td>This is the filename of the save. Changing it here will rename the save file.
1535 <tr><td>Player Info<td>These three lines give the player character's name, their level, days have passed in-game, hours played and current location.
1536 <tr><td>O/P Flags<td> These two flags appear to the right of the player info, and indicate the presence of cosave files: O is for OBSE cosaves, and P is for Pluggy cosaves.
1537 <tr><td>Screenshot<td>The screenshot embedded in the save file, taken at the moment of saving.
1538 <tr><td>Masters List<td>The Masters list show the plugins (.esm or .esp) that the currently selected save file depends on, the load order
1539 (Mod Index) of that master in the save file, and the current load order of the master plugin if present and active.<br /><br />
1540 Masters in the list can be renamed if the corresponding plugin has been renamed. To rename a master, first allow editing from the
1541 masters list column context menu and then either left-click it and edit it in the column display, or right-click it and select <q>Change To...</q> to select the desired
1542 replacement plugin from the Data directory. Note that you should only do this if the new name is a new version of the same mod.
1543 Replacing a mod with an unrelated mod will cause file corruption.<br />
1544 If editing is allowed, items that are renamed inside Bash internal dictionaries appear <b>bolded</b> - on clicking on the masterlist they
1545 take their renamed values and the <i>Save</i> and <i>Cancel</i> buttons are enabled. You may click on Save to save the new master list,
1546 or on Cancel to revert displaying the non renamed masters.<br />
1547 Disallowing edits will revert the list to the original and disable Save and Cancel buttons (if no other fields are edited).<br />
1548 <ul>
1549 <li>Note that currently renaming the master in the OBSE/SKSE cosave is NOT supported (except for very old OBSE versions). If the
1550 save has a cosave this will most probably corrupt the cosave.
1551 See <a href="https://github.com/wrye-bash/wrye-bash/issues/236">the related issue</a> (help wanted).
1552 </ul>
1553 Masters can also be disabled (again if editing is allowed) if they have been removed and are preventing your save from loading, as may sometimes happen,
1554 by right-clicking them and selecting <q>Disable</q>. Note that logical errors may still occur that prevent the removal of
1555 the plugin dependency, but this will let the game <i>try</i> to remove the dependency.<br />
1556 <tr><td>MI<td>Master Index of the save game. This means the actual number of the masters in succession starting with 00 Skyrim.esm, or 00 Oblivion.esm.<br />
1557 <tr><td>Current LO<td>Current load order in relation to the load order of the Active Plugins. Active Plugins should correspond with plugins.txt.
1558 <tr><td>Notes<td>This section can be used to keep notes on the save file.
1559 </table>
1560
1561 <h3 id="saves-symbols">Color scheme for Save Game Files</h3>
1562 <table>
1563 <thead>
1564 <tr><th>Checkbox Colour<th>Meaning
1565 <tbody>
1566 <tr><td><img src="../bash/images/checkbox_purple_on.png" alt="Purple"/><td>Excellent. Exactly synced with the current load order.
1567 <tr><td><img src="../bash/images/checkbox_blue_on.png" alt="Blue"/><td>Good. Compatible with the current load order. However, the current load order includes some plugins that are not used by this save game.
1568 <tr><td><img src="../bash/images/checkbox_green_on.png" alt="Green"/><td>Good, but not in sync with the current load order. Use <a href="#savesLoadMasters">Load Masters</a> to sync load order to this save.
1569 <tr><td><img src="../bash/images/checkbox_orange_on.png" alt="Orange"/><td>Some plugins have changed order. the game and the Construction Set/Creation Kit will adjust for this when loaded. However, if some of the plugins that you depend made conflicting changes to the same item, a different plugin may now dominate because of the reordering.
1570 <tr><td><img src="../bash/images/checkbox_red_on.png" alt="Red"/><td>A master is missing. You should check to make sure that you have not inadvertently renamed or removed the plugin.
1571 </table>
1572
1573 <h3 id="saves-masters-symbols">Color scheme for Save Game Masters (MI &amp; Current LO)</h3>
1574 <table>
1575 <thead>
1576 <tr><th>Checkbox Colour<th>Meaning
1577 <tbody>
1578 <tr><td><img src="../bash/images/checkbox_blue_on.png" alt="Blue"/><td>Good. Matches the Master Index of the save game at the time it was saved.
1579 <tr><td><img src="../bash/images/checkbox_green_on.png" alt="Green"/><td>Good, but the Master Index is not in sync with the Current load order.
1580 <tr><td><img src="../bash/images/checkbox_orange_on.png" alt="Orange"/><td>Some plugins have changed order. The plugin still exists in the Data folder but a plugin was added or removed before of after this plugin.
1581 <tr><td><img src="../bash/images/checkbox_red_on.png" alt="Red"/><td>A plugin is missing. If unintended then you should check to make sure that you have not inadvertently renamed or removed the plugin.
1582 </table>
1583
1584 <h3 id="saves-profiles">Save Profiles</h3>
1585 <p>Save profiles are like player accounts, in that they consist of a load order plus a set of save files. They can be used to allow safe and easy switching between different characters than may use different combinations of mods, or between different stages of the same character's life (where different mods have been used in each stage). They can also associate different versions of Oblivion.esm with different save profiles, using <a href="#tools-swapping">Oblivion.esm Swapping</a>.
1586 <p>To create or modify save profiles, use the <a href="#savesEditProfiles">Edit Profiles...</a> command in the <q>Profile</q> submenu of the column header context menu. You can create a new save profile using <q>Add</q>, delete the selected existing save profile using <q>Remove</q> and rename the selected save profile using <q>Rename</q>. The central text field can be used to store notes on the selected save profile.
1587 <p>To select a save profile, select it from the list visible in the <q>Profile</q> submenu of the column header context menu.
1588 <p>To assign save files to a save profile, use the <a href="#savesMoveTo">Move To</a> or <a href="#savesCopyTo">Copy To</a> submenus in the save file context menu. This will also assign any related cosave files.
1589
1590
1591 <h3 id="saves-face">Face Import</h3>
1592 <figure>
1593 <img src="../bash/images/readme/wryebash_03.png" alt="Face Import from Esp"/>
1594 <figcaption>Wrye Bash's Face Import dialog.</figcaption>
1595 </figure>
1596 <p>Faces may be imported from saves to saves or plugins, or from plugins to saves. This allows you to preserve a character's appearance should you wish to restart a character, to roleplay as a particular character, or to turn your character into an NPC that may be encountered during playing, among other uses.
1597 <p>To import a face to a save:
1598 <ol>
1599 <li>Select the <a href="#savesImportFace">Import Face...</a> command in a save file's context menu.
1600 <li>Choose the source save or plugin in the file dialogue that is displayed.
1601 <li>Choose the actor whose face you want to import. Click on a face in the list to display its details. If an image is associated with the face, it will be displayed.
1602 <ul>
1603 <li>If you chose a source plugin, the plugin's NPCs will be listed.
1604 <li>If you chose a source save, the player character will be at the top of the list, possibly followed by some clones of the player that the game uses for various purposes and some other NPCs.
1605 </ul>
1606 <li>Use the checkboxes to select additional characteristics to import.
1607 <ul>
1608 <li><b>The Race Import is incomplete.</b> It will change the physical appearance and identification of the character, but not the racial powers.
1609 <li><b>Use the Stats Import with care.</b> In-game stats are a combination of base stats, magical modifiers and scripted modifications. This command only affects the base stats. As such, the in-game effect may be negative or bizarrely high. In addition, such alteration of stats often confuses releveling mods, and such a mod may require temporary removal so that stats are imported to a save which does not have it active. Such mods can be reinstalled once the stats have been imported.
1610 </ul>
1611 <li>Click the <q>Import</q> button to finish.
1612 </ol>
1613 <p>To import a face to a plugin:
1614 <ol>
1615 <li>Create a new plugin using the <a href="#modsNewMod">New Mod</a> command from the <q>File</q> menu of the plugin context menu in the Mods tab.
1616 <li>Right-click the new plugin and select <a href="#modsImportFace">Import Face...</a>.
1617 <li>Choose the source save in the file dialogue that is displayed.
1618 </ol>
1619 <p>Some notes on the usage of Face Import:
1620 <ul>
1621 <li>Face Import does not check for unique Editor IDs. The Construction Set will inform you of any duplicates and auto-rename them, though you will probably want to rename them manually as DUPLICATE0000 is not very informative.
1622 <li>If you want to associate an image with a face, save the image to <code>Data\Docs\Images\[EditorID].jpg</code>, where [EditorID] is the Editor ID of the face. The size of the image box is 250x210 pixels. Wrye Bash will scale down any image supplied to fit the box.
1623 <li>To tweak the stats of an existing character, try importing them to a plugin, editing them there and then importing the character back into your save file.
1624 <li>Normally when importing a face to a plugin, only eyes and hair from Oblivion.esm or the destination plugin will be imported. However, the following steps can be used to import eyes and hairs that come from other mods.
1625 <ul>
1626 <li>Convert the source cosmetic ESP to an ESM, using the <a href="#modsCopyToEsm">Copy to Esm</a> command in the plugin context menu in the Mods tab.
1627 <li>Open the destination plugin in the Construction Set, also loading the converted source cosmetic ESM.
1628 <li>Save the plugin in the Construction Set.
1629 <li>In Wrye Bash's Mods tab, select the converted source cosmetic ESM in the destination plugin's Masters List and use the <q>Change To...</q> command to select the source cosmetic ESP.
1630 <li>Now import the face as normal. The eyes/hair should also be imported.
1631 </ul>
1632 </ul>
1633
1634 <h3 id="saves-commands">Context Menu Commands</h3>
1635 <table>
1636 <thead>
1637 <tr><th colspan="3">Column Header Context Menu
1638 <tr><th colspan="2">Command<th>Description
1639 <tbody>
1640 <tr><td colspan="2">Sort By<td>This submenu allows you to choose by which column the save list is sorted. This is equivalent to clicking on a column header.
1641 <tr><td colspan="2">Oblivion.esm<td><i>Oblivion only.</i> This submenu relates to <a href="#tools-swapping">Oblivion.esm Swapping</a>. It allows you to swap the active version of Oblivion.esm.
1642 <tr><td rowspan="2">Profile<td>Edit Profiles...<td>This submenu allows the creation, editing and removal of <a href="#saves-profiles">save profiles</a>.
1643 <tr><td>[Profile]<td>[Profile] is the name of a save profile, which are listed below the separator in the Profile submenu. Clicking a save profile will activate it.
1644 <tr><td colspan="2">Columns<td>This submenu allows you to choose which columns are visible in the save list.
1645 <tr><td colspan="2">Open...<td>Opens the saves folder in Windows Explorer.
1646 <tr><td colspan="2">Unhide...<td>Opens a dialogue window allowing you to select which hidden save files to unhide.
1647 </table>
1648 <table>
1649 <thead>
1650 <tr><th colspan="3">Save Context Menu
1651 <tr><th colspan="2">Command<th>Description
1652 <tbody>
1653 <tr><td rowspan="8">File<td>Backup<td>Creates a backup of the selected save file in <code>[Game] Mods\Bash Mod Data\Backups</code>. On first run, the backed-up save file has <code>f</code> appended to its file extension, giving .essf.
1654 <tr><td>Duplicate...<td>Creates a duplicate of the selected save file in the saves folder.
1655 <tr><td>Delete<td>Permanently deletes the selected save file and any backups of it.
1656 <tr><td>Hide<td>Moves the selected save file to the <code>Bash\Hidden</code> subdirectory.
1657 <tr><td>Revert to Backup<td>Reverts the selected save file to the last backup made of it.
1658 <tr><td>Revert to First Backup<td>Reverts the selected save file to the first backup made of it.
1659 <tr><td>Rename...<td>Rename the selected save file.
1660 <tr><td>Re-number Save(s)...<td>Allows the re-numbering of the selected save file(s). If more than one file is selected, the first will be renumbered to the given number and the others will be numbered in increments of one from the given number.
1661 <tr><td colspan="2" id="savesMoveTo">Move To<td>This submenu allows you to specify a save profile to move the selected save(s) to from the active save profile.
1662 <tr><td colspan="2" id="savesCopyTo">Copy To<td>This submenu allows you to specify a save profile to copy the selected save(s) to, so that it is present in both the active and specified save profiles.
1663 <tr><td colspan="2" id="savesLoadMasters">Load Masters<td>Synchronizes activated plugins to savegame's masters.
1664 <tr><td colspan="2" id="savesListMasters">List Masters...<td>Lists savegame masters in load order and copies the list to the clipboard. Version numbers are displayed if detected.
1665 <tr><td colspan="2" id="savesDiffMasters">Diff Masters...<td>If two savegames are selected, then this will compare the masters of the new save to those of the older save. If one savegame is selected, then this will compare the currently active plugins to the masters of the selected savegame. The comparison details masters that have been removed and added in the newer save since the older save, or removed and added in the load order since the selected save.
1666 <tr><td colspan="2" id="savesStatistics">Statistics<td><i>Oblivion only.</i> This produces a set of various technical statistics for the selected savegame. The following information is produced:
1667 <ul>
1668 <li>Array sizes. These arrays are for each of the major sections in the save file.
1669 <li>Created items. These are items created in-game, through scripting or some sort of crafting skill (eg. alchemy, spellmaking).
1670 <li>Form IDs. This is a breakdown of the Form ID table in the savegame, sorted by source plugin. The Form ID table maps savegame reference numbers to the Form ID of the referenced record. If a reference is made to a record from a mod that is no longer loaded, the Form ID is replaced with a 0.
1671 <li>Record details. This gives a breakdown of the different types of records stored in the save file. The type is given as a number and as text (eg. <code>48 Cell</code>), and then the number of records referenced from each plugin is given below.
1672 <li>New ObjectRef Bases. These are objects that belong to the savegame, for example arrows dropped on the ground in-game. They generally are created and destroyed by the game as required, though bad scripting techniques can cause some of them to stick around. The "Base" of an objectRef is the baseid of the object (e.g., the formid of a steel arrow from Oblivion.esm). The objectRef refers to these indirectly through an "iref". Usually this will map back to a formid, but if the original mod has been removed from the load order, then the formid is set to zero. If this has happened, then a count of such "Null Bases" will be shown. After the "Null Base" count (if present) is a list of New ObjectRef Bases where the count is over 100 (e.g., if there are over 100 new arrows lying around). Show is the count, the iref and the base formid. Formid beginning with FF is reference to an object defined by the savegame. Otherwise, the formid will map back to a mod. The first two digits are the modindex, and can be matched to a mod through the "MI" column in the list of savegame masters.
1673 </ul>
1674 <tr><td colspan="2">.obse Statistics<td><i>Oblivion only.</i> This is similar to <a href="#savesStatistics">Statistics</a> above, but reports statistics for the .pluggy and/or .obse cosave files associated with the selected save.
1675 <tr><td colspan="2" id="savesDeleteSpells">Delete Spells...<td><i>Oblivion only.</i> This allows you to delete unused spells from your spell list in the selected save. <b>Warning:</b> This cannot be undone. Most spells may be repurchased or recreated, but quest and other special spells will likely have to be added using the console.
1676 <tr><td colspan="2">Rename Player...<td><i>Oblivion only.</i> Renames the player's character in the selected save.
1677 <tr><td colspan="2">Set Number of Uses for Weapon Enchantments...<td><i>Oblivion only.</i> Allows you to set the number of casts available to any enchanted weapon you created in-game, or that has otherwise been recorded in your savegame.
1678 <tr><td colspan="2">Import Face...<td><i>Oblivion only.</i> Relates to <a href="#saves-face">Face Importing</a>. This command allows you to import a face for the save file's player character (and possibly some NPCs) from another save file or from an NPC in a mod.
1679 <tr><td colspan="2">Rename Enchanted...<td><i>Oblivion only.</i> Allows you to rename any enchanted items that you have created in-game for the selected save.
1680 <tr><td colspan="2" id="savesRenamePotions">Rename Potions...<td><i>Oblivion only.</i> Allows you to rename any potions that you have created in-game for the selected save.
1681 <tr><td colspan="2">Rename Spells...<td><i>Oblivion only.</i> Allows you to rename any spells that you have created in-game for the selected save.
1682 <tr><td colspan="2" id="savesReweighPotions">Reweigh Potions...<td><i>Oblivion only.</i> Potions created in-game are given a weight that is somewhat arbitrarily selected and potentially high. This command may be used to set all created potions to have a specific weight. Potions created after the use of this command with new names, new effects or new durations will not be affected.
1683 <tr><td colspan="2" id="savesUpdateNPCLevels">Update NPC Levels...<td><i>Oblivion only.</i> Updates the level information for NPCs stored in the selected savegame to reflect the active load order's NPC level settings. This is required because although NPC levels are set via plugins, once an NPC is encountered its level is stored in the save file, which overrides the plugin levels.
1684 <tr><td colspan="2">Export Screenshot...<td>Allows you to save the image used as the save file's screenshot as a JPEG.
1685 <tr><td colspan="2" id="savesRemoveBloat">Remove Bloat...<td><i>Oblivion only.</i> <b>This is an experimental command. It is recommended that saves are backed up before using it on them.</b> It attempts to determine how much bloating there is in the selected save file and then optionally remove it. If the command reports a large number of created objects, there could be a problem with one of your mods, and such mods should be removed or updated. There are two common types of bloat:
1686 <ul>
1687 <li>Excess created objects can occur through the use of scripting by a mod to duplicate existing objects in-game and a failure by the mod to clean up the duplicates after their use.
1688 <li>Null references are caused when objects from a mod that is removed are present in the game world. These objects then get replaced with null references when the game is next saved with the mod missing.
1689 </ul>
1690 <tr><td colspan="2" id="savesRepairAbomb">Repair Abomb<td><i>Oblivion only.</i> <q>Abomb Animation Slowing</q> is a slowing of animations that typically occurs around 225 hours into the game, though it may occur earlier or later. This is an engine bug, and this command avoids its effects by resetting a related counter (TesClass Abomb counter is reset to 0x41000000).
1691 <tr><td colspan="2">Repair Hair<td><i>Oblivion only.</i> Oblivion has a bug that will cause a crash if your PC's hair comes from a mod that has been removed and you then run showRaceMenu. This command resets your hair to the default for that race and gender, so you can then use showRaceMenu to select a new hair again if you wish.
1692 </table>
1693
1694
1695 <table>
1696 <thead>
1697 <tr><th colspan="3">Save's Masters List Column Header Context Menu
1698 <tr><th colspan="2">Command<th>Description
1699 <tbody>
1700 <tr><td colspan="2">Sort By<td>This submenu allows you to choose by which column the masters list is sorted.
1701 This is equivalent to clicking on a column header.
1702 <tr><td colspan="2">Allow editing<td>Allow (or disallow) editing of the masters list.
1703 Enables (or disables) the items' context menu entries.
1704 <tr><td colspan="2">Clear Renames<td>Clear internal Bash renames dictionary
1705 </table>
1706
1707
1708 <table>
1709 <thead>
1710 <tr><th colspan="3">Save's Masters List Items Context Menu
1711 <tr><th colspan="2">Command<th>Description
1712 <tbody>
1713 <tr><td colspan="2">Change To...<td>Rename a master by selecting the desired replacement esp/esm from the mods directory. It will add the
1714 plugin to the internal renames dictionary of Bash and bold it on any master list that it appears. Hit Save to edit the selected file
1715 permanently. Equivalent to left clicking the selected master for a second time, just allows you to select the mod from the Data
1716 directory instead of entering the name manually.<br />
1717 <ul>
1718 <li>Note that you should only do this if the new name is a new version of the same mod. Replacing a mod with an unrelated mod will cause
1719 file corruption.
1720 <li>Note also that currently renaming the master in the OBSE/SKSE cosave is NOT supported (except for very old OBSE versions). If the
1721 save has a cosave this will most probably corrupt the cosave.
1722 See <a href="https://github.com/wrye-bash/wrye-bash/issues/236">the related issue</a> (help wanted).
1723 </ul>
1724 <tr><td colspan="2">Disable<td>If you want to remove a mod from active use, you can usually just start
1725 playing without the mod loaded. However, this won't work if the mod is an esm. You can get around this
1726 by right clicking on the name and selecting Disable. This will rename the master to a non-existent esp.
1727 Note that you still may run into logical errors which prevent the esm from being removed. But at least
1728 this way the game will try to run without the master.
1729 </table>
1730
1731
1732 <h2 id="screenshots">Screenshots Tab</h2>
1733 <figure class="slideshow">
1734 <img src="../bash/images/readme/screenshots-1.png" alt="Screenshots Tab"/>
1735 <img src="../bash/images/readme/screenshots-2.png" alt="Screenshots Tab"/>
1736 <figcaption style="padding-top:655px;">Wrye Bash's Screenshots tab.</figcaption>
1737 </figure>
1738 <h3 id="screenshots-overview">Overview</h3>
1739 <p>The Screenshots tab allows you to preview any screenshots taken in-game using the built-in Print Screen functionality. These screenshots are saved as bitmap files (.bmp). Selecting a screenshot from the list on the left will display it on the right. Screenshots can be converted from bitmaps into a few other formats using context menu commands.
1740
1741 <h3 id="screenshots-alt-path">Change screenshots directory (Oblivion)</h3>
1742 <p>By default, Oblivion stores its screenshots in Oblivion's root folder but allows you to change the default directory via an ini setting.
1743 You can change the ini setting by directly editing Oblivion.ini or by using the "Next Shot" column menu item in the Screenshots tab.
1744 For instance Oblivion Reloaded uses Oblivion\Screenshots. To change the screenshots directory to Oblivion\Screenshots by editing the
1745 Oblivion.ini find the following line under the <code>[Display]</code> heading:</p>
1746
1747 <code>SScreenShotBaseName=ScreenShot</code>
1748
1749 <p>and add the path to the Oblivion\Screenshots folder, i.e.:</p>
1750
1751 <code>SScreenShotBaseName=C:\Bethesda Softworks\Oblivion\ScreenShots\Screenshot</code>
1752
1753 <p>Alternatively hit "Next Shot" and supply the path as in:</p>
1754
1755 <code>C:\Bethesda Softworks\Oblivion\ScreenShots\Screenshot0</code>
1756
1757 <p>where 0 is the (optional) Screenshot base number (it will set the <code>iScreenShotIndex</code> ini setting). A relative path will
1758 also work (as in <code>Screenshots\Screenshot</code>). Bash will go ahead and edit the ini for you. You may also create an ini
1759 tweak to readily switch directories.
1760
1761 <p><b>IMPORTANT</b>: The base filename "Screenshot" (or any other base name you like) must be included in the path or Oblivion's
1762 native screenshots will not work - that is pressing the Prt Scr key will do nothing.
1763
1764 <h3 id="screenshots-commands">Context Menu Commands</h3>
1765 <table>
1766 <thead>
1767 <tr><th colspan="2">Column Header Context Menu
1768 <tr><th>Command<th>Description
1769 <tbody>
1770 <tr><td>Open<td>View the screenshot directory in Windows Explorer.
1771 <tr><td>Next Shot<td>Set any or all of the base name and number of the next screenshot as well as the screenshot directory
1772 <tr><td>JPEG Quality<td>Set the quality of JPEGs created during conversion.
1773 </table>
1774 <table>
1775 <thead>
1776 <tr><th colspan="2">Screenshot List Context Menu
1777 <tr><th>Command<th>Description
1778 <tbody>
1779 <tr><td>Delete<td>Deletes the selected file(s).
1780 <tr><td>Convert<td>Converts the selected files to one of the following formats: JPEG, PNG, BMP, TIFF. If a file of the conversion format already exists with the same name as a file to be converted, the conversion will not take place for that file.
1781 <tr><td>Rename<td>Renames the selected file(s). If multiple files are selected, they will be numbered sequentially. If a file already exists with the same name as a file's resulting name, that file will not be renamed.
1782 </table>
1783
1784 <h2 id="launchers">Advanced Launchers</h2>
1785 <h3 id="launchers-hide">Hiding Launchers</h3>
1786 <figure class="slideshow">
1787 <img src="../bash/images/readme/toolbar-11-rclick-hide-gamelauncher.png" alt="toolbar hide launcher"/>
1788 <img src="../bash/images/readme/toolbar-12-rclick-hide-autoquit.png" alt="toolbar hide launcher"/>
1789 <img src="../bash/images/readme/toolbar-13-rclick-hide-obse-toggle.png" alt="toolbar hide launcher"/>
1790 <img src="../bash/images/readme/toolbar-12-rclick-hide-boss.png" alt="toolbar hide launcher"/>
1791 <figcaption style="padding-top:95px;">The Hide option in the right-click menu for launchers.</figcaption>
1792 </figure>
1793 <p>You can hide specific launcher icons, preventing them from being displayed, by right-clicking them and selecting <q>Hide...</q> or by inserting a semicolon before their path in the <q>bash.ini</q>.
1794 <ul><li>For example, <code>sPhotoshopPath=;C:\Program Files\Adobe\Photoshop 7.0\Photoshop.exe</code>.</ul>
1795 <p>You can hide some of the toggle buttons using the <code>bShowTes4...</code> options in the <code>Tool Options</code> in the <q>bash.ini</q>.
1796 <p>You can unhide launchers hidden through the right-click option using the Settings menu. See the <a href="#tools-settings">Settings Menu</a> for more information.
1797
1798
1799 <h3 id="launchers-custom">Custom Launchers</h3>
1800 <p>Custom launcher buttons may be added by putting a shortcut to the application you wish to have a launcher for in the <code>Mopy\Apps</code> directory. Wrye Bash will then use the following information from the shortcut:
1801 <ul>
1802 <li>Icon
1803 <li>Working directory
1804 <li>Command line arguments
1805 <li>Comments
1806 </ul>
1807 <p>If you want to have a custom icon for a launcher, place a PNG image with the same name as the shortcut, appending the icon size, in the same folder. For example:
1808 <ul>
1809 <li>Notepadpp.lnk
1810 <li>Notepadpp24.png
1811 </ul>
1812 <p><b>Note:</b> 24x24 icons taken from shortcuts do not work well, so if you are using this size, be sure to include a custom icon. Icon size displayed can be adjusted in the <q>bash.ini</q> or the <a href="#tools-settings">Settings</a> menu.
1813
1814
1815
1816 <h2 id="people">People Tab</h2>
1817 <figure class="slideshow">
1818 <img src="../bash/images/readme/people-1.png" alt="People tab"/>
1819 <img src="../bash/images/readme/people-2.png" alt="People tab"/>
1820 <figcaption style="padding-top:655px;">Wrye Bash's People tab.</figcaption>
1821 </figure>
1822 <h3 id="people-overview">Overview</h3>
1823 <p>The People tab functions as a simple database that can be used to keep notes on various people (eg. why you blocked a forum user, or what a good mod someone made).
1824 <p>People are listed in the column on the left, and the large text box on the right can be used for writing notes on the selected person. Notes are saved automatically as you type them, but otherwise the text box behaves as a simple text editor such as Notepad.
1825 <p>The Karma column displays the karma level you have set for them. Karma is a simple way of rating your disposition towards a person. The Header column displays the first 75 characters of text in a person's notes. Clicking a column header will sort by that column.
1826
1827 <h3 id="people-symbols">What Symbols &amp; Colours Mean</h3>
1828 <table>
1829 <thead>
1830 <tr><th colspan="2">Checkbox Colours
1831 <tr><th>Checkbox<th>Meaning
1832 <tbody>
1833 <tr><td><img src="../bash/images/checkbox_purple_inc.png" alt="Purple"/><td>Person has +5 karma.
1834 <tr><td><img src="../bash/images/checkbox_blue_inc.png" alt="Blue"/><td>Person has +3 or +4 karma.
1835 <tr><td><img src="../bash/images/checkbox_green_inc.png" alt="Green"/><td>Person has +1 or +2 karma.
1836 <tr><td><img src="../bash/images/checkbox_grey_off.png" alt="Grey"/><td>Person has 0 karma.
1837 <tr><td><img src="../bash/images/checkbox_yellow_off.png" alt="Yellow"/><td>Person has -1 or -2 karma.
1838 <tr><td><img src="../bash/images/checkbox_orange_off.png" alt="Orange"/><td>Person has -3 or -4 karma.
1839 <tr><td><img src="../bash/images/checkbox_red_off.png" alt="Red"/><td>Person has -5 karma.
1840 </table>
1841
1842 <h3 id="people-commands">Context Menu Commands</h3>
1843 <table>
1844 <thead>
1845 <tr><th colspan="2">Column Header &amp; Person Context Menus
1846 <tr><th>Command<th>Description
1847 <tbody>
1848 <tr><td>Add...<td>Add a new person record to the list.
1849 <tr><td>Delete<td>Delete a person record from the list.
1850 <tr><td>Import...<td>Import a person record from an exported person record file.
1851 <tr><td>Export...<td>Export a person record to a person record file. Exported person records are text files that contain the person's name and any notes you have on them. It doesn't export karma.
1852 <tr><td>Columns<td>This submenu allows you to choose which columns are visible.
1853 <tr><td>Karma<td>This submenu allows you to set a karma level for a person, ranging from +5 to -5.
1854 </table>
1855
1856
1857 <h2 id="tools">Miscellaneous Tools</h2>
1858
1859 <h3 id="tools-settings">Settings Menu</h3>
1860 <figure class="slideshow">
1861 <img src="../bash/images/readme/settings-1-colour_highlighted.png" alt="Colors Dialog"/>
1862 <img src="../bash/images/readme/settings-2-tabs_highlighted.png" alt="Colors Dialog"/>
1863 <img src="../bash/images/readme/settings-3-status_bar_and_icon_size_highlighted.png" alt="Colors Dialog"/>
1864 <img src="../bash/images/readme/settings-4-language_highlighted.png" alt="Colors Dialog"/>
1865 <img src="../bash/images/readme/settings-5-plugin_encoding_highlighted.png" alt="Colors Dialog"/>
1866 <img src="../bash/images/readme/settings-6-game_highlighted.png" alt="Colors Dialog"/>
1867 <figcaption style="padding-top:400px;">Wrye Bash's Settings menu.</figcaption>
1868 </figure>
1869 <p>The Settings menu is where Wrye Bash's global settings may be accessed. The Settings menu can be opened by clicking on the <a href="Wrye%20Bash%20General%20Readme.html#launchersSettingsMenu">Settings button</a> in the status bar. The Settings menu's items are detailed in the table below.
1870 <table>
1871 <thead>
1872 <tr><th colspan="3">Settings Menu
1873 <tr><th colspan="2">Item<th>Description
1874 <tbody>
1875 <tr><td colspan="2">Backup Settings...<td>Backs up all the parts of Wrye Bash that can be changed by the user to a location of the user's choosing. The backed up items are:
1876 <ul>
1877 <li>The bash.ini
1878 <li>The Wrye Bash specific documents in <code>Data\Docs</code>
1879 <li>The Mods, Installer, and Converter meta-data stored in <code>[Game] Mods</code>.
1880 <li>Any user profiles you have created.
1881 <li>Your application and UI settings.
1882 <li>Your people from the People tab.
1883 <li>Any translation files you have.
1884 <li>All files in the <code>Data\Bashed Patches</code> directory.
1885 <li>All INI Tweaks.
1886 <li>(Optionally) image files, with a choice between all images, only changed or custom images or no images.
1887 </ul>
1888 <tr><td colspan="2">Restore Settings...<td>Restores your settings from a backup of your choice. This will force a restart of Wrye Bash to ensure the new settings take effect.
1889 <tr><td colspan="2">Save Settings<td>Normally, Wrye Bash saves its settings to disc only on closing. Use this to force a save right now.
1890 <tr><td colspan="2" id="settingsExportList">Export list of allowed/disallowed OBSE plugin dlls<td>This will save the Good/Bad OBSE dll definitions to a text file, either for editing or for backup purposes.
1891 <tr><td colspan="2" id="settingsImportList">Import list of allowed/disallowed OBSE plugin dlls<td>This will import the list of Good/Bad OBSE dll definitions from a text file previously exported using <a href="#settingsExportList">Export list of allowed/disallowed OBSE plugin dlls</a>.
1892 <tr><td colspan="2" id="settingsColors">Colors...<td>Brings up the Colors dialog. This dialog can be used to change the colors that Wrye Bash uses to communicate various bits of information.
1893 <br><br>The drop-down list is used to select the item for which you want to change the color. The square box next to the drop-down list opens a color picker, allowing you to choose a
1894 new color. The function of the other buttons is described in the table below.
1895 <tr><td colspan="2">Tabs<td>This submenu allows you to choose which of the main tabs are displayed (eg. Installers, Mods, Saves, INI Edits, Screenshots, People) by checking and unchecking the tabs listed in it.
1896 <tr><td rowspan="3">Status Bar<td>Icon Size<td>Choose between 16x16, 24x24, or 32x32 Status Bar icons.
1897 <tr><td>Unhide Buttons<td>Unhide Status Bar buttons that you have hidden.
1898 <tr><td>Show App Version<td>Shows the versions of applications in their launchers' tooltips.
1899 <tr><td colspan="2" id="settingsLanguage">Language<td>This submenu lists the languages for which translations of Wrye Bash exist.
1900 <tr><td colspan="2">Plugin Encoding<td>This submenu allows you to select the encoding that Wrye Bash assumes plugin descriptions to be written in. The <q>Automatic</q> option is selected, Wrye Bash attempts to detect the encoding from the contents of the description. If a plugin description is being displayed incorrectly, try selecting another encoding from this list.
1901 <tr><td colspan="2">Game<td>This submenu lists the games that Wrye Bash supports and detects as being installed. Selecting a game will close Wrye Bash and re-open it for the selected game.
1902 <tr><td colspan="2">Use Alternate Wrye Bash Name<td>If checked, displays in the title bar <q>Wrye Bash</q> when running for Oblivion and <q>Wrye Smash</q> when running for Skyrim. If unchecked, the title bar will contain <q>Wrye Bash for [Game]</q> instead.
1903 <tr><td colspan="2">Debug Mode<td>Opens up a window to which debugging information is written.
1904 <tr><td colspan="2" id="settingsDumpTranslator">Dump Translator<td>Generates a new translation file for your locale. See <a href="#international">Internationalisation</a> for more information.
1905 </table>
1906 <figure class="slideshow">
1907 <img src="../bash/images/readme/settings-1-colours-dialogue-1.png" alt="Colors Dialog"/>
1908 <img src="../bash/images/readme/settings-1-colours-dialogue-2.png" alt="Colors Dialog"/>
1909 <figcaption style="padding-top:400px;">The Colors dialog accessible through Wrye Bash's Settings menu.</figcaption>
1910 </figure>
1911 <table>
1912 <thead>
1913 <tr><th colspan="2">Colors Dialog Buttons
1914 <tr><th>Button<th>Function
1915 <tbody>
1916 <tr><td>All Defaults<td>Returns all colors to their default setting. <a href="#settingsApplyAll">Apply All</a> must still be used for the changes to take effect.
1917 <tr><td>Default<td>Returns the current item to its default color. <a href="#settingsApply">Apply</a> must still be used for the change to take effect.
1918 <tr><td id="settingsApplyAll">Apply All<td>Applies all changes you have made to the colors since last opening the Colors dialog.
1919 <tr><td id="settingsApply">Apply<td>Applies any change to the current item's color.
1920 <tr><td>Export...<td>Exports the current color scheme to a text file.
1921 <tr><td>Import...<td>Imports a color scheme from a text file previously exported. <a href="#settingsApplyAll">Apply All</a> must still be used for the changes to take effect.
1922 <tr><td>OK<td>Closes the dialog. Does not apply any changes made.
1923 </table>
1924
1925 <h3 id="tools-docs">Doc Browser</h3>
1926 <figure class="slideshow">
1927 <img src="../bash/images/readme/doc-browser-1.png" alt="doc browser">
1928 <img src="../bash/images/readme/doc-browser-2.png" alt="doc browser">
1929 <img src="../bash/images/readme/doc-browser-set-doc-dialogue.png" alt="doc browser">
1930 <figcaption style="padding-top:520px;">Wrye Bash's Doc Browser.</figcaption>
1931 </figure>
1932 <p>The Doc Browser allows you to quickly and easily scan through your mods' documentation. The supported document types are: text files, HTML files and MHT files (HTML archives). To display the Doc Browser, double click any plugin in the main list of the Mods tab.
1933 <p>When you double-click a plugin, Wrye Bash will open the Doc Browser and attempt to determine which document to associate with it. If it can determine one, it will display it. Otherwise, a blank page will be displayed. To associate a document with a plugin, use the <q>Set Doc...</q> button in the Doc Browser. To disassociate a document with a plugin, use the <q>Forget Doc...</q> button in the Doc Browser.
1934 <p>You can also rename an associated document using the <q>Rename Doc...</q> button to select a new name and/or location. The document will be renamed and/or moved to this location.
1935 <p>You can edit a document by clicking the <q>Edit Doc...</q> button. The document can then be edited in the viewing window. To finish editing, click the <q>Edit Doc...</q> button again. Changes are automatically saved when you select a new plugin, close the Doc Browser or finish editing.
1936 <p>A document can be opened in its default external editor by clicking the <q>Open Doc...</q> button.
1937 <p>A new document can be created for a plugin by clicking the <q>Set Doc...</q> button and choosing a new filename. This creates a document using a blank template that you can then edit. The default template is <code>Data\Docs\My Readme Template</code> if it exists, or if not, <code>Data\Docs\Bash Readme Template.txt</code>. The latter is written in Wrye wiki text format, which will be displayed as HTML when the Doc Browser is not in edit mode.
1938 <p>To view a different document, select a different plugin in the list on the left of the Doc Browser or in the Mods tab.
1939 <p>Some notes on Doc Browser behaviour:
1940 <ul>
1941 <li>If a plugin is renamed in the Mods tab, then any documents associated with it will become associated to the plugin's new name.
1942 <li>If a plugin is copied in the Mods tab, then any documents associated with it will also become associated with the copy.
1943 <li>Documents can be stored in any location, though <code>Data\Docs</code> is the standard location.
1944 <li>If you delete a plugin, its documentation will not be deleted, but it will no longer be viewable through the Doc Browser.
1945 <li>If you hide a plugin, its documentation will still be viewable through the Doc Browser.
1946 </ul>
1947
1948
1949 <h3 id="tools-checker">Mod Checker</h3>
1950 <figure>
1951 <img src="../bash/images/readme/mod-checker-1.png" alt="Mod Checker"/>
1952 <figcaption>Wrye Bash's Mod Checker</figcaption>
1953 </figure>
1954 <p>The Mod Checker checks your active and merged plugins for errors, and provides warnings for any found, as well as configuration recaps and suggestions. It can be opened by clicking the <a href="Wrye%20Bash%20General%20Readme.html#launchersModChecker">Mod Checker button</a> in the status bar.
1955 <p>At the top of the report is the Active Mod Files section, which lists your load order. It also displays any warnings that are applicable beneath the plugin(s) that they are applicable to. These warnings are either regarding missing masters or delinquent masters.
1956 <ul>
1957 <li>Missing masters occur when a plugin that an active plugin depends on is not active. This results in an immediate CTD when the game is launched.
1958 <li>Delinquent masters occur when a plugin's master loads after the plugin itself. This should be fixed to prevent issues in-game.
1959 </ul>
1960 <p>The next section of the report details the output of any rulesets installed. These are text files that contain a set of instructions that tell the Mod Checker what to look for and what to say in the report if anything is found. Currently the only ruleset distributed by Wrye Bash is for Cobl. Rulesets are stored in <code>Data\Bash Patches</code> and end in <q>Rules.txt</q>. Information on ruleset syntax can be found at <a href="http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash/Mod_Checker">UESP: Wrye Bash Mod Checker</a>.
1961 <p>The rest of the report details any plugin groups that have been set up. Each group's section contains the following information:
1962 <ul>
1963 <li>Notes: These are various notes on the plugin group, as entered by the user.
1964 <li>Configuration: This is a summary of the plugin group's configuration. It uses a few symbols to denote the status of plugins, these are: x: active; +: merged; *: imported; -: inactive/unmerged.
1965 <li>Suggestions: Specific suggestions for the plugin group. These are typically activating or deactivating certain plugins, or replacing mods with other mods.
1966 <li>Warnings: Like suggestions, but the causes are more likely to cause issues. This section will detail what should be activated or deactivated to resolve the problems.
1967 </ul>
1968 <table>
1969 <thead>
1970 <tr><th colspan="2">Mod Checker Buttons
1971 <tr><th>Button<th>Function
1972 <tbody>
1973 <tr><td>Forward/Back Arrows<td>The Mod Checker report may contain links to other pages. These two buttons allow navigation between pages viewed, similar to the forward/back buttons in a web browser.
1974 <tr><td>Mod List<td>Toggles the display of the Active Mod Files list.
1975 <tr><td>Rule Sets<td>Toggles the display of the headers for the rulesets installed, even if they produce no other output.
1976 <tr><td>Notes<td>Toggles the display of plugin group notes.
1977 <tr><td>Configuration<td>Toggles the display of plugin groups' configurations.
1978 <tr><td>Suggestions<td>Toggles display of the suggestions produced by plugin groups.
1979 <tr><td>Version Numbers<td>Toggles display of version numbers where found for the plugins in the Active Mod Files list.
1980 <tr><td>CRCs<td>Toggles display of the CRCs for the plugins in the Active Mod Files list.
1981 <tr><td>Scan for Dirty Edits<td>Toggles the scanning of plugins for dirty edits. Effectively runs <a href="#modsScanForDirtyEdits">Scan for Dirty Edits</a> on each of the plugins in the Active Mod Files list and displays the results in the Mod Checker's report.
1982 <tr><td>Copy Text<td>Copies the text of the report to the clipboard. Useful for posting on forums.
1983 <tr><td>Update<td>Forces a refresh of the report.
1984 </table>
1985
1986
1987 <h3 id="tools-swapping">Oblivion.esm Swapping</h3>
1988 <p>Oblivion.esm swapping is a feature that allows mod authors to switch between different versions of Oblivion.esm on the fly. This is useful as it allows mod authors to make plugins that are totally SI-independent (as the Shivering Isles patches Oblivion.esm instead of using a new plugin). It can also be used to avoid the need for a fully patched Oblivion to run a plugin, but this usage is <b>not recommended</b>. If you want a plugin to work on older versions of Oblivion, use the <a href="#modsVersion0.8">Version 0.8</a> command on it.
1989 <p>The main requirement for swapping to work is that you have the necessary copies of the different Oblivion.esm files. <b>This is only possible if you copy and rename Oblivion.esm before installing Shivering Isles.</b> There are three accepted versions of Oblivion.esm in addition to the latest SI one. These are determined by their file size:
1990 <ul>
1991 <li>247388848 bytes: this is the 1.1 version. Rename it to <code>Oblivion_1.1.esm</code>.
1992 <li>247388812 bytes: this is the GOTY version without SI. Rename it to <code>Oblivion_GOTY non-SI.esm</code>.
1993 <li>247388894 bytes: this is an uncommon variant of the 1.1 version. Rename it to <code>Oblivion_1.1b.esm</code>.
1994 </ul>
1995 <p>You can then swap between the different versions of Oblivion.esm using the <a href="#modsOblivion.esm">Oblivion.esm</a> submenu in the Mods tab column header context menu. Your currently active version will be checked, select another to swap them. You can also perform the same swapping in the Saves tab column header context menu, but in addition to the swapping this will also mark the selected version as the preferred version to use with the current <a href="#saves-profiles">Save Profile</a>. If you then switch to another save profile and back to this one, Oblivion.esm will be swapped automatically.
1996 <p>Wrye Bash displays the current version of Oblivion.esm in its version indicators. The main indicator is in the title bar of the main Wrye Bash window, but there are also indicators placed after Oblivion.esm in the Mods tab plugin list, and after Oblivion.esm in the Masters tab for plugins and savegames. The three possible indicators are:
1997 <ul>
1998 <li>[1.1]: You are currently using the 1.1 or 1.1b version of Oblivion.esm.
1999 <li>[GOTY non-SI]: You are currently using the GOTY without SI installed version of Oblivion.esm.
2000 <li>[SI]: You are currently using the Shivering Isles-patched version of Oblivion.esm.
2001 </ul>
2002
2003
2004 <h3 id="tools-shortcuts">Keyboard Shortcuts</h3>
2005 <p>The following keyboard shortcuts work almost everywhere in Wrye Bash.
2006 <table>
2007 <thead><tr><th>Shortcut<th>Function
2008 <tbody>
2009 <tr><td><code>ctrl-numpad plus (+)</code><td>Auto-sizes the columns to fit what is displayable.
2010 <tr><td><code>ctrl-a</code><td>Selects all.
2011 <tr><td><code>shift-ctrl-a</code><td>Deselects all.
2012 <tr><td><code>ctrl-c</code><td>Copies files to the clipboard (Mods, Saves, Installers, Screens)
2013 <tr><td><code>ctrl-z</code><td>Undo load order state change (Mods)
2014 <tr><td><code>ctrl-y</code><td>Redo load order state change (Mods)
2015 </table>
2016
2017 <h3 id="tools-arguments">Command Line Arguments</h3>
2018 <p>The following table lists all command-line arguments Wrye Bash
2019 understands.
2020 <p>
2021 <table>
2022 <thead>
2023 <tr>
2024 <th>Argument
2025 <th>Function
2026 <tbody>
2027 <tr>
2028 <td><code>-g&nbsp;GAMENAME, --game=GAMENAME</code>
2029 <td>Bash reads the windows registry to find supported games and
2030 checks the <code>-o</code> argument, the sOblivionPath ini option
2031 and the position of the Mopy folder (namely checks if Mopy's parent
2032 folder contains a supported game exe). If via any of the last three
2033 methods a path to a supported game is found then this game will be
2034 used, even if <code>-g</code> is not set. But in case those options
2035 are not set or a supported game exe (NB: only exe name is checked)
2036 is not found using them, Bash will prompt you to choose amongst the
2037 games found in the registry (if any) except if <code>-g</code> is
2038 set. <code>-g</code> takes precedence on the heuristics above which
2039 may lead to surprises.
2040 <tr>
2041 <td><code>-d, --debug</code>
2042 <td>Useful if bash is crashing on startup or if you want to
2043 print a lot of information (e.g. while developing or debugging).
2044 <tr>
2045 <td><code>-C, --Cbash-mode</code>
2046 <td>enables CBash and uses CBash to build the bashed patch.
2047 <tr>
2048 <td><code>-P, --Python-mode</code>
2049 <td>disables CBash and uses python code to build the bashed
2050 patch.
2051 <tr>
2052 <td><code>-L&nbsp;LANGUAGE, --language=LANGUAGE</code>
2053 <td>Specify the user language overriding the system language
2054 settings.
2055 <thead>
2056 <tr>
2057 <th>Path Arguments
2058 <th>All path arguments must be absolute paths and use either
2059 forward slashes (/) or two backward slashes (\\). All of these can
2060 also be set in the ini (where you can also use relative paths) and
2061 if set in both cmd line takes precedence.
2062 <tbody>
2063 <tr>
2064 <td><code>-o&nbsp;OBLIVIONPATH,
2065 --oblivionPath=OBLIVIONPATH</code>
2066 <td>Specifies the game directory (the one containing the game's
2067 exe). Use this argument if Bash is located outside of the game
2068 directory and you have no ini option (or want to override it).
2069 Bash reads the windows registry to find supported games
2070 so this is not needed if the game entry is present in the registry.
2071 If however more than one game entries are present in the registry
2072 consider providing the <code>--game</code> argument to specify
2073 which one to use - otherwise Bash will prompt you.
2074 <thead>
2075 <tr>
2076 <th>User Directory Arguments
2077 <th>These arguments allow you to specify your user directories
2078 in several ways. These are only useful if the regular procedure for
2079 getting the user directory fails. And even in that case, the user is
2080 probably better off installing win32com.
2081 <tbody>
2082 <tr>
2083 <td><code>-p&nbsp;PERSONALPATH,
2084 --personalPath=PERSONALPATH</code>
2085 <td>Specify the user's personal directory. (Like "C:\\Documents
2086 and Settings\\Wrye\\My Documents") If you need to set this then you
2087 probably need to set <code>-l</code> too.
2088 <tr>
2089 <td><code>-u&nbsp;USERPATH, --userPath=USERPATH</code>
2090 <td>Specify the user profile path. May help if HOMEDRIVE and/or
2091 HOMEPATH are missing from the user's environment.
2092 <tr>
2093 <td><code>-l&nbsp;LOCALAPPDATAPATH,
2094 --localAppDataPath=LOCALAPPDATAPATH</code>
2095 <td>Specify the user's local application data directory. If you
2096 need to set this then you probably need to set <code>-p</code> too.
2097 <thead>
2098 <tr>
2099 <th>Backup and Restore Arguments
2100 <th>These arguments allow you to do backup and restore settings
2101 operations.
2102 <tbody>
2103 <tr>
2104 <td><code>-b, --backup</code>
2105 <td>Backup all Bash settings to an archive file before the app
2106 launches. Either specify the filepath with the <code>-f/--filename</code>
2107 options or Wrye Bash will prompt the user for the backup file path.
2108
2109 <tr>
2110 <td><code>-r, --restore</code>
2111 <td>Backup all Bash settings to an archive file before the app
2112 launches. Either specify the filepath with the <code>-f/--filename</code>
2113 options or Wrye Bash will prompt the user for the backup file path.
2114
2115 <tr>
2116 <td><code>-f FILENAME, --filename=FILENAME</code>
2117 <td>The file to use with the <code>-r</code> or <code>-b</code>
2118 options. Must end in '.7z' and be a valid path and for <code>-r</code>
2119 exist and for <code>-b</code> not already exist.
2120 <tr>
2121 <td><code>-q, --quiet-quit</code>
2122 <td>Close Bash after creating or restoring backup and do not
2123 display any prompts or message dialogs.
2124 <tr>
2125 <td><code>-i, --include-changed-images</code>
2126 <td>Include changed images from mopy/bash/images in the backup.
2127 Include any image(s) from backup file in restore.
2128 <tr>
2129 <td><code>-I, --include-all-images</code>
2130 <td>Include all images from mopy/bash/images in the
2131 backup/restore (if present in backup file).</td>
2132 </tr>
2133 </table>
2134
2135 <h2 id="international">Internationalisation</h2>
2136 <h3 id="international-overview">Overview</h3>
2137 <p>Wrye Bash has built-in support for translation into other languages, using text files that tell it which English strings in the source code should be translated, and into what. These text files are found in <code>Mopy\bash\l10n\</code>. New translations or updates to existing translations should be presented to the Wrye Bash team so that they may be included in future releases.
2138 <p>To begin translating, or to update an existing translation, use the following steps.
2139 <ol>
2140 <li>Select <a href="#settingsDumpTranslator">Dump Translator</a> from Wrye Bash's Settings menu. This generates a new version of the translation file for your locale. The new file will be named appropriately, except from the leading "NEW", and will contain any translations already done.
2141 <li>Delete any existing translation text file for the same language.
2142 <li>Rename the new translator file, removing the leading "NEW". Do not change the rest of the filename.
2143 <li>Edit the translator file, adding translations or editing existing translations.
2144 <li>To test a translator file, save your changes then restart Wrye Bash, and select the language from the <a href="#settingsLanguage">Language</a> submenu in Wrye Bash's Settings menu.
2145 </ol>
2146
2147
2148 <h3 id="international-format">Translator File Format</h3>
2149 <p>Below is an excerpt from a translator file.
2150 <code class="box">=== basher.py, 3711
2151 Active profile cannot be removed.
2152 >>>>
2153
2154 === basher.py, 3717
2155 Delete profile %s and the %d save files it contains?
2156 >>>>
2157 DELETE PROFILE %s AND THE %d SAVE FILES IT CONTAINS?
2158 </code>
2159 <p>The above contains two separate translation entries. Each entry begins with the source code file and line number the string to be translated is found on.
2160 <p>The file line is followed by the original text string on a new line, which is then followed by a line containing only <code>&gt;&gt;&gt;&gt;</code>. The translation entry ends with a final line containing the translated text string.
2161 <p><b>Note:</b> It is important that the formatting characters are not removed or moved or added to. Formatting characters are those that start with a percentage sign or a backslash, eg. <code> %s %d %08X \n</code>. If a formatting character is missing, Wrye Bash will throw an exception, which is bad.
2162
2163 <script>
2164 function nextImage(imgs){
2165 for(var i=0;i<imgs.length;i++){
2166 if(imgs[i].style.opacity=='1' || imgs[i].style.opacity==''){
2167 imgs[i].style.opacity='0';
2168 if(i+1<imgs.length){
2169 imgs[i+1].style.opacity='1';
2170 }else{
2171 imgs[0].style.opacity='1';
2172 }
2173 break;
2174 }
2175 }
2176 setTimeout(nextImage, 5000, imgs);
2177 }
2178
2179 var figures = document.getElementsByTagName('figure');
2180 if(figures!=null){
2181 for (var i=0; i < figures.length; i++) {
2182 if (figures[i].className == 'slideshow'){
2183 var wrapper = function(i){
2184 return function(){nextImage(figures[i].getElementsByTagName('img'));}
2185 }
2186 setTimeout(wrapper(i),5000);
2187 }
2188 }
2189 }
2190 </script>

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