Does this mod require absolutely the entirety of the required mod list? even adding new villages and gameplay changes? I don't particularly want to download them but the vortex since yesterday is claiming now that I need it. I basically had to redownload this mod yesterday because the Oblivion Character Overhaul Version 2 mod had a bug where its new hairstyles will not load into the game or replace the old vanilla ones.
This mod does not require all of the mods listed in the requirements tab. You need to use Wrye Bash to use this mod. It is a filter patch. You need to deactivate and import it into your bashed patch in Wrye Bash for it to work, otherwise you will get an error that masters are missing.
As far as I can tell, Wrye Bash doesn't seem interested in importing the patch for some reason; unless there's something I'm not understanding... I have it deactivated but, when Wrye Bash brings up windows for the Bashed Patch, it doesn't provide any options to import the patch. :/
I'm using Wrye Bash 312.1, too, so I don't understand what it is I'm doing wrong here.
EDIT: I just realized it's in a specific submenu; specifically Import Actors: Faces My bad
Open Wryebash. Mods Tab. Right click the bashed patch. Select "Rebuild patch". If you get "deactivate before patching" adjust or skip as you like. From the left menu list, select the fourth option from the top. It will probably have a blue checkmark already. From the right menu list, select Oblivion_Character_Overhaul_Faces.esp. Build patch.
Hi, even in the last version of Wrye Bash (311) I don't manage to make the filter patch work. It doesn't even appear in the list of mods (both mergeable and non mergeable). What can I do?
I'm sure I'm doing something wrong but I can get neck seams using this mod with better cities -- only on the NPCs added by that mod. Looking in xedit at the bashed patch, it seems to have updated the eyes and appropriately changed the facegen data. Any pointers?
Edit: Apologies, it's not your mod. I reran bash without it present and the neck seams abide.
I feel as though I am still missing a step. I rebuilt the bash patch (using version 311) with the deactivated mod file in its proper place and not ticked for mergability, of course.
Yet, several of the new NPCs still look... not quite well. Did it work and some of them just ARE oogly? Or am I missing an thing?
Addendum: Yeeeeah it definitely didn't take. Some NPCs are clearly not well. haha Are you sure it patches automatically when I rebuild the bash patch?
if anyone else is having issues with this, you need to run loot for the proper tags to be added. then enable this plugin in wryebash, make sure it loaded before the bash patch. Then when you rebuild the patch, it will show up in the list of plugins to be merged into the patch.
Does anyone know perhaps in general what the majority of these fixes are doing? I ask because the patch is no longer maintained and mods like manuremaster towns have all been merged together (so the filter patch no longer works with it), same with HESU etc.
When look at the screenshots, some of the changes fix issues but some are more a change for taste/consistency. (hoping that it tends towards the later)
Sadly it seems there are NPCs in Better Cities that aren't affected properly or something. A decent amount of the mod-added NPCs such as Sailor Sim and have random dark faces. Unsure why this is occurring as checking with zEdit shows nothing else editing them besides the generated bashed patch, unless they just weren't covered.
EDIT: I was able to fix the missing NPCs myself but it took a lot of trial and error. I highly appreciate that you've made all these other patches for us, while it wasn't difficult once I figured it out, it took a long time for me to actually get one working.
Yeah I genuinely have no idea what was going wrong, the face shapes were perfectly fine but the textures were completely wrong. I did manage to fix it after a while. I'm just extra confused because it wasn't just Sim, but not all the NPCs from Better Cities seemed broken like that. Neither did any of the other NPCs from the other included patches I use.
I had to build a patch with TES4Edit using the original OCOv2 esp, then open that in the CK and export the facegen. It did not fix the weird instance of the hanging man in Bravil though as he's an object and I had no idea what to do about him. Sadly I stopped using Better Cities as my game can't handle it apparently lol
Thank you for the quick response! Most likely I will have to deal with the default Better Cities faces as my modding capabilities pretty much end at creating Bashed patches.
Is the mod Mages Guild Quest and Advancement worth it? Given that you made the filter patch for them I assume that you use them in your playthroughs. On the comment sections of those mods I saw a lot of people reporting gamebreaking bugs with vanilla quests. What is your take on these mods?
Thank you for the reply. Unrelated, but I saw a comment of yours on the mod "Tavern Goers 2 - Redux" about unwanted NPC aggression. Would you say that mod makes it more likely for AI shenanigans to take place (i.e., NPCs killing each other)? I was on the fence about installing it.
Hmmm. The mod description says to deactivate this mod and merge it into your bashed patch, but Wryebash itself say its marked as "NoMerge". So then are we supposed to merge it anyway?
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I have it deactivated but, when Wrye Bash brings up windows for the Bashed Patch, it doesn't provide any options to import the patch. :/
I'm using Wrye Bash 312.1, too, so I don't understand what it is I'm doing wrong here.
EDIT:
I just realized it's in a specific submenu; specifically Import Actors: Faces
My bad
NVM i got it working.
For posterity:
Open Wryebash. Mods Tab. Right click the bashed patch. Select "Rebuild patch". If you get "deactivate before patching" adjust or skip as you like. From the left menu list, select the fourth option from the top. It will probably have a blue checkmark already. From the right menu list, select Oblivion_Character_Overhaul_Faces.esp. Build patch.
Rejoice.
Edit: Apologies, it's not your mod. I reran bash without it present and the neck seams abide.
Yet, several of the new NPCs still look... not quite well. Did it work and some of them just ARE oogly? Or am I missing an thing?
Addendum: Yeeeeah it definitely didn't take. Some NPCs are clearly not well. haha Are you sure it patches automatically when I rebuild the bash patch?
When look at the screenshots, some of the changes fix issues but some are more a change for taste/consistency.
(hoping that it tends towards the later)
The description hints that this doesn't have to be the case:
But I have no idea how to use this 'filter tag' to import the mod correctly, without a million of dependencies. Any tips?
EDIT: I was able to fix the missing NPCs myself but it took a lot of trial and error. I highly appreciate that you've made all these other patches for us, while it wasn't difficult once I figured it out, it took a long time for me to actually get one working.