BOSS - Better Oblivion Sorting Software

Post » Fri May 27, 2011 3:25 am

-----------------------------------------------------------------
Unrecognised mod files:
Reorder these by hand using your favourite mod ordering utility.
-----------------------------------------------------------------

Unknown mod file: thievery - EE patch.esp
Unknown mod file: BlackScreenToggleFix.esp


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

Patch for Enhanced Economy and Thievery in the Imperial City
alternative nvidia fog bug fix
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kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Fri May 27, 2011 8:50 am

Excellent program here. It's saved me so many headaches. Now if only I'd discovered this a long time ago, I'd have saved even more... :brokencomputer:

Anyway, listing of unrecognized mods, using Masterlist_update_20th_September_2009-20516.zip from http://tesnexus.com/downloads/file.php?id=20516:

-----------------------------------------------------------------Unrecognised mod files:										  Reorder these by hand using your favourite mod ordering utility. -----------------------------------------------------------------Unknown mod file: Natural_Weather_with_darker_Nights_by_Max_Tael_RD.espUnknown mod file: Crowded Roads 23.espUnknown mod file: KnightClassAbility1.espUnknown mod file: CLS-craftybits-GarlicArrows.espUnknown mod file: X-Skills.espUnknown mod file: TGInheritEarlOfImbelsICHouse.espUnknown mod file: Sylar0712_ICAgarmirHouse.espUnknown mod file: Kats Better Rosethorn Hall.espUnknown mod file: Skingrad_House_Basemant_Addon-4110.espUnknown mod file: Elven_Gardens_Apartment.espUnknown mod file: Cropsford Cottage.espUnknown mod file: 101_Anvil Cottage.espUnknown mod file: Guards.espUnknown mod file: Sinderion Fix.espUnknown mod file: Oblivion Acheivement Rewards.espUnknown mod file: Oblivion Achievements Core.espUnknown mod file: The Southlanders.espUnknown mod file: [NPC] Sharmina.espUnknown mod file: SkullofMondain.espUnknown mod file: Guide Cities of Cyrodiil.espUnknown mod file: NoObsoleteEnemies.espUnknown mod file: NoObsoleteLoot.espUnknown mod file: TurretDisable.espUnknown mod file: SBDummyTraining.espUnknown mod file: 100% Harvest Chance Shivering Isles.espUnknown mod file: 100% Harvest Chance.espUnknown mod file: UnexpurgatedBarenziahv100.espUnknown mod file: Mysteries Of Atrene Camp.esp-----------------------------------------------------------Done.


Individual mods follow:

1. http://tesnexus.com/downloads/file.php?id=14918
Fixes (well, in theory) the sped-up weather change bug that occurs with Natural Weather by Max Teal. Also tones down the extreme colors in some situations.

2. http://tesnexus.com/downloads/file.php?id=4820
Adds merchant suppliers, travlers, and other NPCs to the roadways that go from city to city. Now it's not just you and the imperial legion out on the roads.

3. http://tesnexus.com/downloads/file.php?id=26885
From the post description: Basically I wanted to make the default Knight class more playable by changing the skills to more useful ones. Also added the Knight's Valor ability that allows Knights to resist paralysis 100%, as per several previous Elder Scrolls games.

4. http://thewormhole.nfshost.com/forum/index.php?board=161.0
This is a work in progress from the Craftybits Team. Posting it for consistency and thoroughness, but wouldn't advise attempting to sort this one out as of yet. You may if you wish, but that's up to your discretion. Essentially, makes Craftybits Arrows painful against Vampires (as per Retro's fletching from way back when) and other misc changes to Craftybits that are all being worked on.

5. http://tesnexus.com/downloads/file.php?id=25998
Short description: This mod allows you to integrate any custom skill into the normal skill list seamlessly. (better description on the way) Does not add any new skills on its own! BETA/WIP ...

6. http://tesnexus.com/downloads/file.php?id=24428
Short mod description: After you complete the corresponding quest in the Thieves Guild questline, and Jak is dead, this small modification lets you become the house's owner, after you talk to the Gray Fox. Tested and working. ...

7. http://tesnexus.com/downloads/file.php?id=26912
Short description: Finish the quest "Unfriendly Competition" and Agarmir's House will be avaiable to be bought like the original houses in the game. ...

8. http://tesnexus.com/downloads/file.php?id=9761
Mod Description: This mod is my attempt to improve Rosethorn Hall while still keeping the origional feel. It is a work in progress and if there is demand, updated versions may be available. This mod is intended to be used AFTER you have purchased Rosethorn Hall and purchased ALL the upgrades for it.

9. http://tesnexus.com/downloads/file.php?id=4110
Essentially, expands the basemant of Skingrad's Rosethorn Hall. Appears to not conflict with Kat's Better Rosethorn Hall above.

10. http://tesnexus.com/downloads/file.php?id=14556
Mod Description: This mod adds a player-owned apartment to the IC Elven gardens District. It's small, but there are upgrades to make it very livable. You will need to speak to Vinicia Melissaeia at the Office of Imperial Commerce in the IC Market District to purchase the pad.

11. http://tesnexus.com/downloads/file.php?id=25573
Unravel the mystery behind the death of the previous owner of the last surviving house in Cropsford, and become the owner... ...

12. 101_Anvil Cottage.esp
Sorry, but this one I don't know anything about. I can't seem to find it on TesNexus anymore. It shoudln't have many conflicts, but I'm afraid I can't offer any more information then that.

13. http://tesnexus.com/downloads/file.php?id=26223
Description: Join the Imperial Legion by talking to Garius Mentus in the Imperial City, Prision District, Bastion
You can advance through the ranks and recieve rewards by arresting criminals and becoming famous. There is also a quest line to complete with two endings

Player Note: This is said to be bug-free, but I have yet to actually play the mod. It is active, but untested as of yet.

14. Sinderion Fix.esp
Sorry, this one is also apparently gone from TesNexus, and I can't seem to find it. What it is said to do is make it so Sinderion doesn't have an endless vendor inventory anymore, resulting in huge wait times after you've sold him a lot of items.

15. http://tesnexus.com/downloads/file.php?id=26356
Adds over 110 Achievements to earn while playing Oblivion, and a rewards mod for those who want to get rewarded for it. The achievements are similar to those on the Xbox360, with more creativity on it.

16. http://tesnexus.com/downloads/file.php?id=14921
This mod adds a new playable human race called the "Southlander," a Southlander NPC camp with wolves, a Southlander Bow, and a book on Southlanders. It is being developed further.

17. http://tesnexus.com/downloads/file.php?id=18182
This little plugin adds Sharmina - an independent fen... uh... "collector of redistributed wealth" - to the top floor of the Lighthouse in the Waterfront District of the Imperial City.

18. http://tesnexus.com/downloads/file.php?id=18482
Mod Description: straight out of a game where everything was designed to tempt you to sin, comes the ultimate in powerful artifacts; The Skull of Mondain. It will give you untold power, but at a price too great for anyone with half a heart to use.

19. http://tesnexus.com/downloads/file.php?id=27173
Mod Description: This mod adds a Guide Book to the four book shops called "Cities of Cyrodiil". It contains maps with all locations within the cities officially known by the Imperial Government and provides information on services. Enjoy! ...

20. http://tesnexus.com/downloads/file.php?id=1952
Makes it so that none of the items or enemies in the levelled lists become obsolete.

21. http://tesnexus.com/downloads/file.php?id=21714
This esp will allow you to disable the Oblivion turrets with any cold damage.

22. http://tesnexus.com/downloads/file.php?id=27259
This mod allows you to use any training implement (chaindoll, hanging target, hay bail) anywhere placed by any mod. In addition, it offers immersive and intuitive training target finding as well as boasting a levelled, comprehesive training experience.

23. http://tesnexus.com/downloads/file.php?id=20636
This mod just finishes what flodapoe's 100% Harvest Chance started. That is to say, you can no longer fail to harvest ingredients in the Shivering Isles. Also uploaded a new file exactly like the old one, except adding support for the Pitcher Plant and Tiger Lilly ingredients added to the game by EggDropSoap's mod.

24. http://tesnexus.com/downloads/file.php?id=11581
Description: This is a very simple mod, all it does is increase the chance that you will harvest anything (Does not include Shivering Isles plants) to 100%.

25. http://tesnexus.com/downloads/file.php?id=26072
Description: This mod, [The] Unexpurgated Barenziah, adds an advlt version, in the form of bound manuscripts, of all five volumes of "The Real Barenziah" to the game. The premise is that these are the original manuscripts on which the published version of "The Real Barenziah" was based.

26. http://tesnexus.com/downloads/file.php?id=26206
Description: What has happened at Atrene Camp? Why is it Abandoned? During this series of quests i'll try to find out. This first part of the story sends you through the footsteps of a man on the run. Why was he killed? Why is his body lying dead outside the tent at Atrene Camp? Follow the clues and find Out.
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Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Fri May 27, 2011 11:50 am

Unknown mod file: thievery - EE patch.esp

I can add that this is a patch to make Enhanced Economy work better with "thievery.esp". The file must load after "thievery.esp", so I suggest a placement just after it.
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kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Fri May 27, 2011 4:05 am

I've made the latest (r326) version of the masterlist available on TESNexus, dated 20th September 2009

Thank you. Now the only unrecognized file is my own in-progress mod, which I haven't asked to be put in the masterlist yet. :)
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Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Fri May 27, 2011 12:46 am

Also should point out that when using BOSS, A_Bloody_Mess.esm loads before Craftybits. In order for for Craftybit's glue for Bloody_Mess to load so that you get blood on you when you skin something, Craftybits must load before it. As it stands, this is the result of BOSS:

A_Bloody_Mess.esmCLS-craftybits.esm


To fix this, you must reorder the mods manually so Craftybits loads before Bloody Mess.
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m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Fri May 27, 2011 10:16 am

I just noticed that the latest masterlist finally has my mod, "http://www.tesnexus.com/downloads/file.php?id=25895", in it. I also noticed that it was placed in the "Mods which fix bugs that are probably fixed in the UOP" section which is not correct.

That main way of figuring this out is that while my mod requires OBSE, the UOP does not. Basically, my mod prevents the bug mentioned in the title from occuring in the four situations mentioned in the description. This problem is caused by the "Player.RemoveAllItems " command being called in each of these situations while the player is wearing an enchanted quest item. It does this by adding this script:
LabelSet EquippedItem to 0Set EquippedItem to player.GetEquippedObject NumberIf EquippedItem != 0	player.UnEquipItem EquippedItemEndIfIf Number < 8	Set Number to Number + 1	GoToElseIf Number == 8	Set Number to 13	GoToElseIf Number == 13	Set Number to 15	GoToElseIf Number == 15	Set Number to 18	GoToEndIf

...just before the RemoveAllItems call. In Sanguine's spell and Through a Nightmare, Darkly's amulet scripts, I just added the code before the RemoveAllItems command. In the case of the Go to Jail dialogue topic and Harrow's quest stage, I had to replace the RemoveAllItems command with a command to add a token to the player and then that token has the above code attached (had to be done this way because a topic and quest stage's result script doesn't allow reference variables to be used).

I also compared my mod to the UOP and the only conflict occurs in Sanguine's script and a different bug is fixed there. So I updated the mod today where I copied the UOP's script into my mod and then added my code in. This means that the script is an exact copy of UOP's script with my fix also added. This means that my mod should be loaded after the UOP.

Also, I would attach a message to "Permanent Effects from Quest Items fix.esp" asking users to check that they have version 1.1 (the version with UOP's fix added). Also, "Permanent Effects from Quest Items fix Merge.esp" is obsolete as of version 1.1.

And lastly, I added the "Script" bash tag to my mod. Since PacificMorrowind added that tag into Wrye Bash, could you (PacificMorrowind) please tell me how exactly that would affect my mod and it's load order/ conflict with UOP. Also, the knowledge of what that tag can and can't do would be nice for future mods. Thank you.
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Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Fri May 27, 2011 9:34 am

-----------------------------------------------------------------
Unrecognised mod files:

added, thanks (and thanks NiceOne for the LO note)
Excellent program here. It's saved me so many headaches. Now if only I'd discovered this a long time ago, I'd have saved even more... :brokencomputer:

Anyway, listing of unrecognized mods, using Masterlist_update_20th_September_2009-20516.zip from http://tesnexus.com/downloads/file.php?id=20516:

thanks and all added - except for the garlic arrows since I think that file will be merged.
Pacific Morrowind
To fix this, you must reorder the mods manually so Craftybits loads before Bloody Mess.

thanks and fixed.
I just noticed that the latest masterlist finally has my mod, "http://www.tesnexus.com/downloads/file.php?id=25895", in it. I also noticed that it was placed in the "Mods which fix bugs that are probably fixed in the UOP" section which is not correct.

that section is really for fixes to vanilla problems and some may be fixed by the UOP. However to prevent overwriting by UOP I moved those down to just after UOP.
And lastly, I added the "Script" bash tag to my mod. Since PacificMorrowind added that tag into Wrye Bash, could you (PacificMorrowind) please tell me how exactly that would affect my mod and it's load order/ conflict with UOP. Also, the knowledge of what that tag can and can't do would be nice for future mods. Thank you.

not really applicable... though I am making a new tag that would be applicable (I'll send you a beta if you're interested when I got that readyish) the current Import Scripts tag imports the link to the script on items ie. MMM H&C adds scripts to items that then are modified by X which can't be merged and loses those scripts ... but with the import scripts tag it gets to keep that change and everything is happy (unless they both add a script in which case only one can win and there needs to be a compatibility patch.
Pacific Morrowind
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Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Fri May 27, 2011 6:36 am

that section is really for fixes to vanilla problems and some may be fixed by the UOP. However to prevent overwriting by UOP I moved those down to just after UOP.

Thank you for clearing that up. I noted the movement in the google code list but I'm still not completely happy. Permanent Effects from Quest Items fix Merge.esp is obsolete because the latest version of this mod, 1.1, removes that ESP from the archive. Second, I would like to have a note added to Permanent Effects from Quest Items fix.esp asking the BOSS user to check that they have version 1.1 as it is this version that has the UOP fix in it. Otherwise, the UOP fix will be overwritten by version 1.0 (and I consider the UOP fix as more important than my fix).

not really applicable... though I am making a new tag that would be applicable (I'll send you a beta if you're interested when I got that readyish) the current Import Scripts tag imports the link to the script on items ie. MMM H&C adds scripts to items that then are modified by X which can't be merged and loses those scripts ... but with the import scripts tag it gets to keep that change and everything is happy (unless they both add a script in which case only one can win and there needs to be a compatibility patch.
Pacific Morrowind

Thank you for that explanation. I guess the Script tag was an unnecessary addition. I hope there won't be any bad effects (I'm guessing that nothing will happen though). As for the beta Wrye Bash, thanks for the offer but I think I will wait for the stable release like everyone else.
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Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Fri May 27, 2011 12:32 pm

Is the new version of BOSS out? I see the last is still 1st September.
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Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Fri May 27, 2011 5:09 am

Kia Ora

I have jus been through the FCOM install and I fine the only issue so far is all the mesh's for the barrels and crates are missing and the
2 cupboards by the bed in the master bedroom in Hoarfrost Castle that ate "DrawerUpperClothing02.nif" I believe.

I'd like to know which mod it is I need to maybe move to change load order so these items show again of if I need edit it in CS to fix this
problem, I'd like to know also how I go about useing the Boss output with Bash to sort issues

this is my BOSS output

-----------------------------------------------------------
Better Oblivion Sorting Software Load Order Utility

© Random007 & the BOSS development team, 2009
Some rights reserved.
CC Attribution-Noncommercial-No Derivative Works 3.0
http://creativecommons.org/licenses/by-nc-nd/3.0/
v1.4 (31 August 09)
-----------------------------------------------------------

Master .ESM date: Wed Jan 03 02:28:50 2001
FCOM detected.


------------------------------------
Recognised and re-ordered mod files:
------------------------------------

Oblivion.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Cobl Main.esm
. Note: Do not use Tamrielic Ingredients and COBL at the same time.

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

FCOM_Convergence.esm

bookplacing.esm

CM Partners.esm

Lineage II Elves.esm

Unofficial Oblivion Patch.esp
. Bashed Patch tag suggestion: {{BASH:C.Climate,C.Light,C.Owner,Delev,Invent,Names,Relev,Stats,Relations}} and remove the C.Water tag.

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp
. Note: Remember to use the 'MOBS' version when using Francesco's and FCOM.
. Note: Newest MOBS and non-MOBS versions have the same name.
. Bashed Patch tag suggestion: {{BASH:C.Light,C.Owner,Invent,Names,Stats,Delev}}

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Leveled Guards.esp
. Note: Requires Shivering Isles expansion.

Francesco's Dark Seducer Weapons Patch.esp
. Bashed Patch tag suggestion: {{BASH:Delev, Relev}}

FCOM_Francescos.esp
. Note: Francesco's Leveled Creatures-Items 4.5b required.

FCOM_FrancescosItemsAddOn.esp
. Note: Francesco's Leveled Creatures-Items 4.5b required.
. Note: Francesco's supplementary addon package required.

ln.esp

MIS.esp

MIS Low Wind.esp

MIS New Sounds Optional Part.esp

PCSoundAlgernon.esp

PCSoundIndarion.esp

PCSoundInnocent.esp

PCSoundRhett.esp

Added Realistic NPC's v1.0.esp

advlt Books.esp

Book Jackets Oblivion - BP.esp
. Bashed Patch tag suggestion: {{BASH:Graphics}}

Daggerfallbooks.esp

ES4_Alchemists Reference.esp

Guide Books.esp

kalikuts_raretradegoods2_0.esp

Morrowindbooks.esp

Morrowind Ingredients.esp

Musical Immersion 1.0.esp

P1DseeYouSleep.esp

Reznod_Mannequin.esp

Slof's Oblivion Pillow Book.esp

Trainer_Book.esp

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

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

P1DseeYouSleep - DLCVileLair.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp
. Bashed Patch tag suggestion: {{BASH:Relev}}

DLCSpellTomes - Unofficial Patch.esp
. Note: Not compatible with 'CDM-CGO Compatibility plugins'.

ExnemEyeCandy.esp

MaleBodyReplacerV4.esp
. Bashed Patch tag suggestion: {{BASH:Body-M,Graphics}}

Adonnays Elven Weaponry.esp

Blackheart and Gizmodian ECRobes.esp

BlackLuster.esp

Corthian Akavir Clothing.esp

DarkIllusionArmor.esp

ElegantVests.esp

Growlfs Hot Clothes.esp

RavenWearClothing.esp

Slof's Neckchains.esp

Slof's Robe of the Dark Arts.esp

Tegeals Extra Robes.esp

vermillionandsilverthorn.esp

RealSwords - Argonian HI.esp
!!! FCOM INSTALLATION ERROR: Delete. Use FCOM_RealSwords instead.
. Note: Requires Wrye Bash for compatibility with overhaul mods like OOO/MMM/Fran's.
. Bashed Patch tag suggestion: {{BASH:Invent}} if using overhaul mods (except FCOM).

RealSwords - Bosmer HI.esp
!!! FCOM INSTALLATION ERROR: Delete. Use FCOM_RealSwords instead.
. Note: Requires Wrye Bash for compatibility with overhaul mods like OOO/MMM/Fran's.
. Bashed Patch tag suggestion: {{BASH:Invent}} if using overhaul mods (except FCOM).

RealSwords - Breton HI.esp
!!! FCOM INSTALLATION ERROR: Delete. Use FCOM_RealSwords instead.
. Note: Requires Wrye Bash for compatibility with overhaul mods like OOO/MMM/Fran's.
. Bashed Patch tag suggestion: {{BASH:Invent}} if using overhaul mods (except FCOM).

RealSwords - Goblin.esp
!!! FCOM INSTALLATION ERROR: Delete. Use FCOM_RealSwords instead.
. Note: Requires Wrye Bash for compatibility with overhaul mods like OOO/MMM/Fran's.
. Bashed Patch tag suggestion: {{BASH:Invent}} if using overhaul mods (except FCOM).

RealSwords - Khajiit HI v1.3.esp
!!! FCOM INSTALLATION ERROR: Delete. Use FCOM_RealSwords instead.
. Note: Requires Wrye Bash for compatibility with overhaul mods like OOO/MMM/Fran's.
. Bashed Patch tag suggestion: {{BASH:Invent}} if using overhaul mods (except FCOM).

RealSwords - Orc HI v1.0.esp
!!! FCOM INSTALLATION ERROR: Delete. Use FCOM_RealSwords instead.
. Note: Requires Wrye Bash for compatibility with overhaul mods like OOO/MMM/Fran's.
. Bashed Patch tag suggestion: {{BASH:Invent}} if using overhaul mods (except FCOM).

RealSwords - Redguard HI.esp
!!! FCOM INSTALLATION ERROR: Delete. Use FCOM_RealSwords instead.
. Note: Requires Wrye Bash for compatibility with overhaul mods like OOO/MMM/Fran's.
. Bashed Patch tag suggestion: {{BASH:Invent}} if using overhaul mods (except FCOM).

EY_Vampirehunter.esp

ShaiyaOutfit.esp

StockClothingArmor-forExnems.esp
. Bashed Patch tag suggestion: {{BASH:Graphics,NoMerge}} if using overhaul mods.

Babarized FjotreidsArmor.esp

Blood Elves and Egyptian Armors for Exnems body.esp

ExnemEC_Rogue01.esp

Blood Illusion and Arcania armors for Exnem's body.esp

300_Brocade_Outfits.esp

CrimsonEyeCandy.esp

Arynns-Heavenly-Sword_HGEC-sixy.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

ExnemRuneskulls.esp
. Note: Requires 'FCOM_ExnemRuneskulls.esp'.

FCOM_ExnemRuneskulls.esp
. Note: Requires 'ExnemRuneskulls.esp'.

Slof's Oblivion Robe Trader.esp
. Note: Requires 'FCOM_SlofsRobeTrader.esp'.

Cobl Glue.esp
. Note: Requires 'FCOM_Cobl.esp'.

Cobl Glue MW Ingred.esp

FCOM_Cobl.esp
. Note: Requires 'Cobl Glue.esp' and 'OOO 1.32-Cobl.esp'.
. Note: Do not use COBL and Tamerielic Ingredients at the same time.

Bob's Armory Oblivion.esp
. Note: Requires 'FCOM_BobsArmory.esp'.

Cheat Bob's Armory Oblivion.esp

FCOM_BobsArmory.esp
. Note: Requires 'Bob's Armory Oblivion.esp'.

Oblivion WarCry EV.esp
. Note: Requires either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp'.

FCOM_WarCry.esp
. Note: Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both.

FCOM_WarCryNoSpawn.esp
. Note: Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both.

Oscuro's_Oblivion_Overhaul.esp

OOO-Birthsigns.esp

OOO-DLT_Immersion.esp

OOO-Magic_Effects+Enchantments.esp

OOO-Magic_Effects+Spells.esp

OOO-Magic_Game_Settings.esp

OOO-Potions.esp

FCOM_Convergence.esp

FCOM_OscurosOverhaul.esp
. Note: Only use when not using MMM.

FCOM_EntropicOrderRebalance.esp

FCOM_RealSwords.esp

OOO-WaterFish.esp

Enhanced Quest Roleplaying.esp
. Bashed Patch tag suggestion: {{BASH:Factions}}

BrumaMGRestored.esp

MountainTower.esp

One Stop Armors.esp

Slof's Oblivion Goth Shop II.esp

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp

DLCFrostcrag.esp
. Bashed Patch tag suggestion: {{BASH:C.Owner}}

DLCFrostcrag - Unofficial Patch.esp
. Note: Possible conflict with Frostcrag Reborn. Do not use both or land tearing will occur.

Knights.esp

Knights - Unofficial Patch.esp

Blood&Mud.esp
. Bashed Patch tag suggestion: {{BASH:Hair, NpcFaces}}
. Note: FCOM requires 'FCOM_WelkyndSwordBlood&Mud.esp' or 'FCOM_Blood&Mud.esp'.

Lost Paladins of the Divines.esp

HoarfrostCastle.esp
. Bashed Patch tag suggestion: {{BASH:Hair}}

FCOM_Blood&Mud.esp
. Note: Requires 'Blood&Mud.esp'.

FCOM_Knights.esp
. Bashed Patch tag suggestion: {{BASH:Delev,Relev}}
. Note: Requires DLC 'Knights.esp'.

FCOM_slofsrobetrader.esp
. Note: Requires 'Slof's Oblivion Robe Trader.esp'.

Bag of Holding.esp

DecoratorAssistant with OBSE v1.1.esp

DecoratorAssistant Unlock for OBSE version.esp

2nd to 1st person.esp
. Note: Not needed if using OOO.

ImprovedSoulgems.esp

MoreTraining.esp

Toggleable Quantity Prompt.esp

Unlimited Amulets and Rings - Shivering Isles.esp
. Note: Use Wrye Bash Bashed Patch tweak instead.

Cyrodiil Border Regions 1.2.esp
. Note: Use .ini tweak or Wrye Bash Bashed Patch tweak instead where possible to avoid conflicts.

MidasSpells.esp

Essence Extracter.esp

Francesco's Slower skills x1.5.esp

babehair_EV.esp
. Bashed Patch tag suggestion: {{BASH:Hair}} and deactivate.

Soya 4 Hair Pack - English.esp
. Bashed Patch tag suggestion: {{BASH:Hair}} and deactivate.

Corean_hair_for_Original_race.esp
. Bashed Patch tag suggestion: {{BASH:Hair}} and deactivate.

Nec Mystic High Elf-Remake.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics}}

Nec Mystic Dark Elf-Remake.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics,R.Relations}}

CuteElf11.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics}}

_Ren_BeautyPack_full.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics}}

Lineage II Elves.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics,R.Relations}}

Elves Of Lineage II.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics,R.Relations}}

Beautiful People.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics}}

Chocolate Elves.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics,R.Relations}}

Rhianna.esp
. Bashed Patch tag suggestion: {{BASH:Hair,Eyes}}

KT_CustomRaceFix.esp
. Note: Included in UOP v2.x or newer. Both should not be used at once. Use UOP.

Francesco's day lenght rescale 1-16.esp

Bashed Patch, 0.esp

-----------------------------------------------------------------
Unrecognised mod files:
Reorder these by hand using your favourite mod ordering utility.
-----------------------------------------------------------------

Unknown mod file: Races Hairs n Eyes.esm
Unknown mod file: Dark_Wolf_Clothes.esp
Unknown mod file: DEJ Harvest - Flora - CPU.esp
Unknown mod file: MD_Natural_Faces_DV.esp
Unknown mod file: dkHearthStone.esp
Unknown mod file: Face Saves.esp
Unknown mod file: Xereau's Better Birthsigns 1.0.esp
Unknown mod file: Mehrune's Razor.esp
Unknown mod file: Archers Arrows 1.1.esp
Unknown mod file: Battlespire Books.esp
Unknown mod file: FaceLibaray.esp
Unknown mod file: BGModTutBase.esp
Unknown mod file: FemaleArmorPack1.esp
Unknown mod file: ParpsAyleidGuidebook 1.0.esp
Unknown mod file: Liam's Guide Book.esp
Unknown mod file: SummonChest_v1.0.esp
Unknown mod file: No- persistant enchantment glow fix.esp
Unknown mod file: GuilesHedgewizardsHovel.esp
Unknown mod file: CompleteMagePack.esp
Unknown mod file: Female Outfits by Koutetsu.esp
Unknown mod file: 4 New Races for Rens-Beautiful People.esp
Unknown mod file: PocketGuideEmpire.esp
Unknown mod file: Unlimited Amulets - Shivering Isles.esp
Unknown mod file: Skye Village Final.esp
Unknown mod file: Unlimited Rings - Shivering Isles.esp
Unknown mod file: FaceResource.esp
Unknown mod file: AranMathi a Lost Ayelid Sanctum.esp
Unknown mod file: Playable Things.esp
Unknown mod file: SorceressArmor.esp
Unknown mod file: Coft.esp
Unknown mod file: EY_AoD.esp
Unknown mod file: ElaborateEyes-RensBeautyPackFull.esp
Unknown mod file: The UnderCroft v-04.esp
Unknown mod file: The UnderCroft v-04a.esp
Unknown mod file: Armor Chest.esp
Unknown mod file: almarprovince.esp
Unknown mod file: Eldanorcara.esp
Unknown mod file: almarprovince V1.esp
Unknown mod file: Testworld.esp
Unknown mod file: Weapons & Armor.esp
Unknown mod file: Eldanorcara AranMathi - Copy.esp
Unknown mod file: Eldanorcara AranMathi.esp
Unknown mod file: Inner Sanctum.esp
Unknown mod file: The UnderCroft v-04-Forjoining.esp
Unknown mod file: Eldanorcara Plugin - Copy.esp
Unknown mod file: Eldanorcara Plugin.esp
Unknown mod file: Weapons Armor n Clothing.esp
Unknown mod file: BlackwoodSafehouse.esp
Unknown mod file: Eldanorcara Plugin New ID's - Copy.esp
Unknown mod file: BlackwoodSafehouse01.esp
Unknown mod file: Lost Reptile Temple With Armor V1.esp
Unknown mod file: Eldanorcara Plugin New ID's.esp
Unknown mod file: Lost Reptile Temple V1 Without Boaders.esp
Unknown mod file: Underworld Armor.esp
Unknown mod file: GuilesHuntsmenLodge.esp


-----------------------------------------------------------
Done.
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Fri May 27, 2011 6:21 am

some of these i've already mentioned:

Unknown mod file: Midas Reduced Costs Quarter.esp
Unknown mod file: Midas Reduced Costs 3 Quarters.esp
Unknown mod file: Midas Eldrich Power 5x.esp
Unknown mod file: bondage_six.esp
Unknown mod file: Eroblivion.esp
Unknown mod file: JOTN longer effects & better potions.esp - Mine. doesn't exist outside of my computer.
Unknown mod file: ImmersiveFirstPersonView.esp
Unknown mod file: PlayableSheogorathModOptionalIcon.esp
Unknown mod file: walklikesheo.esp
Unknown mod file: MrMuhs Sheogorath-Anims EV.esp
Unknown mod file: Sheo Race.esp
Unknown mod file: New Duke and Duchess.esp

with Sept 20th masterfile
User avatar
Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Fri May 27, 2011 4:55 am

Very nice work. Down to one unknown file now:

Unknown mod file: NoObsoleteLoot.esp

Probably the exact same as NoObsoleteEnemies.esp - Highly likely to be incompatible with everything else. :P
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Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Thu May 26, 2011 9:35 pm

Thank you for clearing that up. I noted the movement in the google code list but I'm still not completely happy. Permanent Effects from Quest Items fix Merge.esp is obsolete because the latest version of this mod, 1.1, removes that ESP from the archive. Second, I would like to have a note added to Permanent Effects from Quest Items fix.esp asking the BOSS user to check that they have version 1.1 as it is this version that has the UOP fix in it. Otherwise, the UOP fix will be overwritten by version 1.0 (and I consider the UOP fix as more important than my fix).

Oops, I'll note those, sorry for missing that last time.
Thank you for that explanation. I guess the Script tag was an unnecessary addition. I hope there won't be any bad effects (I'm guessing that nothing will happen though). As for the beta Wrye Bash, thanks for the offer but I think I will wait for the stable release like everyone else.

it won't cause any problems unless there are name/stat/graphics changes to objects (which I don't believe there is but you'd know better than I) - if there are those changes it will pull through whatever the vanilla script link is (including nothing if it is nothing) since that is what is recorded in the esp.
Is the new version of BOSS out? I see the last is still 1st September.

yes it is - look under updates on Nexus, no changes to anything but the masterlist therefor it is under updates to save download time for current users.
some of these i've already mentioned:

some were already on http://code.google.com/p/better-oblivion-sorting-software/source/list... but added the rest, thanks.
Pacific Morrowind
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Thu May 26, 2011 8:05 pm

Kia Ora

I have jus been through the FCOM install and I fine the only issue so far is all the mesh's for the barrels and crates are missing and the
2 cupboards by the bed in the master bedroom in Hoarfrost Castle that ate "DrawerUpperClothing02.nif" I believe.

I'd like to know which mod it is I need to maybe move to change load order so these items show again of if I need edit it in CS to fix this
problem, I'd like to know also how I go about useing the Boss output with Bash to sort issues

this is my BOSS output


Greetings. Your problems are seriously difficult to asses and provide advice about. There are so many mods you are using there and the problems could be related to any of them.

Suggest the tried and tested way to debug mods: wipe everything back to vanilla, install FCOM et al, test, then install other mods a few at a time and test each iteration.

Missing meshes are not related to load order - you must have missed some files when installing something.

B.O.S.S. reported many problems with your configuration. I'm not familiar with Real Swords but the mods that say they should be replaced by FCOM's Real Swords probably should be. There are others. Read the output thoroughly and act accordingly (eg you don't need KT_CustomRaceFix.esp because it's function is included in UOP).

Good luck.
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Fri May 27, 2011 6:52 am

Kia Ora

I have jus been through the FCOM install and I fine the only issue so far is all the mesh's for the barrels and crates are missing and the
2 cupboards by the bed in the master bedroom in Hoarfrost Castle that ate "DrawerUpperClothing02.nif" I believe.

I'd like to know which mod it is I need to maybe move to change load order so these items show again of if I need edit it in CS to fix this
problem, I'd like to know also how I go about useing the Boss output with Bash to sort issues

as Random said LO will not change the fact that you are missing meshes - it may hide the fact but it doesn't change it.
THis isn't really the place for it but in this case I know what your problem with that is most likely - I answer it at least once a month on these forums:
you are missing some OOO resources - the Harvest Container segment - I suggest redownloading the complete OOO files or downloading the Harvet Containers standalone file, deleting the esp and using it's bsa.

-----------------------------------------------------------------
Unrecognised mod files:
Reorder these by hand using your favourite mod ordering utility.
-----------------------------------------------------------------

added to my list to add and a few actually added, Thanks. Also next time PLEASE use a codebox.
Very nice work. Down to one unknown file now:

and added, thanks.
Pacific Morrowind
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Thu May 26, 2011 9:29 pm

Kai Ora

Thanks for the hints and great advice,.. sorry will use a code box next time.

Just a wee thought here,.. I notice BOSS list all mod files in the dir even if theyer inactive which is what s lot are like resalwords.

they are in fact deactivated at the moment,.. is there a swtich to run BOSS to list only active modes?

As this was a print out after the first install and I had been reading the out put and deactivateing mod as it sugested this Races Hairs n Eyes.esm was my attement
to make an esm I could use each time I desided to play round making a mod and wanted races in it but when I load it all land goes out to lunch I jus haddn't got to deleteing it
cause I thought there maybe a way to clean it and fix that

These are very nice wee house mods from way back that I leave in to put life in those remote areas and the mag pack is a nice wee challenge that adds some nice armor so does Underworld Armor

Unknown mod file: GuilesHedgewizardsHovel.esp
Unknown mod file: CompleteMagePack.esp
Unknown mod file: GuilesHuntsmenLodge.esp
Unknown mod file: Underworld Armor.esp

HoarfrostCastle is a realy choice well make mod I jus got and will likely us in all my installs

These are mostly inactive and are mods I been playing round trying to make haveing copies at different stages case I break somit and
don't have to go right back to the start I have 3 mods I was messing with that I tried to combine and clean up and make new ID's etc
thats where the Races Hairs n Eyes.esm flop came about the esm killed all the land even tho all I did was combie a couple of race esps
and name and create the races I wnated save that as an esp and covert it to an esm the land was not touched.

So at moment all below are disabled

Unknown mod file: Coft.esp
Unknown mod file: The UnderCroft v-04.esp
Unknown mod file: The UnderCroft v-04a.esp
Unknown mod file: Armor Chest.esp
Unknown mod file: almarprovince.esp
Unknown mod file: Eldanorcara.esp
Unknown mod file: almarprovince V1.esp
Unknown mod file: Weapons & Armor.esp
Unknown mod file: Eldanorcara AranMathi - Copy.esp
Unknown mod file: Eldanorcara AranMathi.esp
Unknown mod file: Inner Sanctum.esp
Unknown mod file: The UnderCroft v-04-Forjoining.esp
Unknown mod file: Eldanorcara Plugin - Copy.esp
Unknown mod file: Eldanorcara Plugin.esp
Unknown mod file: Weapons Armor n Clothing.esp
Unknown mod file: Eldanorcara Plugin New ID's - Copy.esp
Unknown mod file: Lost Reptile Temple With Armor V1.esp
Unknown mod file: Eldanorcara Plugin New ID's.esp
Unknown mod file: Lost Reptile Temple V1 Without Boaders.esp

Sorry if I should have put these wee lists in a codebox but I didn't think of these as code
User avatar
Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Fri May 27, 2011 6:25 am

A codebox is used to place lists in your posting, so that instead of scrolling the screen eight pages, it makes the codebox scroll. The reason behind using a codebox is that it makes it much, much easier to work with large forum posts that way.

In any event, another one for you lot. This is up on TesNexus just recently:

http://www.tesnexus.com/downloads/file.php?id=27250

Load Order Suggestion: Place before (or after) body replacer mods I would assume, as it also replaces body textures only in this instance for monsters. I would say the Graphics Bash Tag as well, but am going on my own (sometimes flawed) common sense reasoning here.
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Fri May 27, 2011 10:42 am

you are missing some OOO resources - the Harvest Container segment - I suggest redownloading the complete OOO files or downloading the Harvet Containers standalone file, deleting the esp and using it's bsa.

and added, thanks.
Pacific Morrowind



When your right your right,.. thank you so much for that, I got down Harvet Containers standalone file

But rather than delete the esp I activated it and sadly lol (bonus) now I have some realy realy cool containers in game

Looks excellent and has very choice animations to them

Sorry I messed up your thread and thanks again
User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Fri May 27, 2011 7:29 am

I found some mods that it doesn't know about.

Unknown mod file: Lattamerv3.esm
Unknown mod file: Enhanced Economy.esp
Unknown mod file: Fjotreids Armor v1.0.esp
Unknown mod file: Underworld Armor.esp
Unknown mod file: Andragorn_Weapons_Armors.esp
Unknown mod file: Vvardenfell_Imports.esp
Unknown mod file: pale_rider's Nordic Warrior Armor.esp
Unknown mod file: Elvenguard.esp
Unknown mod file: DopplersArmory.esp
Unknown mod file: ImperialPlate.esp
Unknown mod file: Barbarians.esp
Unknown mod file: KORE- Blood Drinker Umbra.esp
Unknown mod file: ArtifactsFemaleArmor.esp
Unknown mod file: Artifacts - ArmaCompleteAddon.esp
Unknown mod file: MTCExpandedVillages.esp
Unknown mod file: BHC_Expanded.esp
Unknown mod file: Oblivifall - Let's Talk!.esp
Unknown mod file: Oblivifall - Something's Not Right.esp
Unknown mod file: Werewolf-Legends.esp
Unknown mod file: KragenirsDeathQuest-CloudtopMountains patch.esp
Unknown mod file: Ranokoas Undercover Overhaul TRN compatible.esp
Unknown mod file: PCTM.esp
Unknown mod file: LattamerV3_P-rrtyCure_Hair_Module.esp
Unknown mod file: All Natural - Indoor Weather Filter For Mods.esp
Unknown mod file: BCBravilFULL-Barrowfields patch.esp
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Fri May 27, 2011 7:42 am

When your right your right,.. thank you so much for that, I got down Harvet Containers standalone file

But rather than delete the esp I activated it and sadly lol (bonus) now I have some realy realy cool containers in game

Looks excellent and has very choice animations to them

Kia Ora yourself (yes, I am a fellow Kiwi :) )

Yeah, I love those animations (the barrels at least.)

I found some mods that it doesn't know about.

A ton of those are already in the masterlist. Make sure you get the latest version.

http://www.tesnexus.com/downloads/file.php?id=20516

http://code.google.com/p/better-oblivion-sorting-software/source/browse/masterlist.txt
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Thu May 26, 2011 9:54 pm

So we should use the Google masterlist as our source now, as its constantly updated? Not been checking this thread as often as I used to
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Fri May 27, 2011 1:35 am

Kia Ora yourself (yes, I am a fellow Kiwi :) )


http://code.google.com/p/better-oblivion-sorting-software/source/browse/masterlist.txt



Choice,.. drop by if your in the Waikato lol
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Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Thu May 26, 2011 8:14 pm

So we should use the Google masterlist as our source now, as its constantly updated? Not been checking this thread as often as I used to

You can - it is updated very frequently (as often as we commit a change), but you don't need to... no one's going to bite you if you don't :lol: .
Pacific Morrowind
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Fri May 27, 2011 12:43 am

In any event, another one for you lot. This is up on TesNexus just recently:

added, and I tagged it graphics and invent... not DLing to check (totally not my style) so I put a note for someone that uses it to confirm those tags and that they are a guestimate. Also marked all 4 sixual *creaturename*.esp as obselete while I was at it.
When your right your right,.. thank you so much for that, I got down Harvet Containers standalone file

But rather than delete the esp I activated it and sadly lol (bonus) now I have some realy realy cool containers in game

Looks excellent and has very choice animations to them

Sorry I messed up your thread and thanks again

nope I was serious about deleting the esp... OOO esp has scripts for it, and some things from OOO will be blocked if you use the HC standalone esps.
Pacific Morrowind
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Fri May 27, 2011 5:54 am

In order to detect what is activated and what isn't BOSS would have to query the registry. Not sure how to do that in C++. If anyone wants to rewrite the program and give it some enhanced functionality, I won't stop them!
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Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

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