Maybe a dumb question, but since it's a single sound record ovverride and no script or other sorcery is involved, why is it tagged NoMerge ?? I'm sure gonna merge it...
NoMerge ensures only the sound related data is merged into the bashed patch, and nothing else. So keep the NoMerge tag on it. And keep this ESP deactivated at all times.
I didnt know Wrye Bash treated the NoMerge tag like this. I'm no expert tho, far from that. Problem is, it kept the plugin NOT merged, and ACTIVE, after having rebuilt the bashed patch, even tho it was ticked in the list of mergeables. For some obscure reason, I could only get the behaviour you described after removing the NoMerge tag in xEdit than rebuilding the bashed patch. Any advice on that so I can understand what's going on with my Wrye Bash? Also I'm not sure if it's the correct way to do it but since I force-merged it by removing the tag, it still works great.
Edit: Ok I got it wrong, it was merged, it was just not automatically deactivated after. Weird that Wrye bash does that.
My mod has the exact same sound values as the Better Bell Sounds mod (basically just maximised all values):
Better Bell Sounds overwrites the BellTowerScript [SCPT:000677CD] that UOP optimises:
; Rewritten by the UOP to be more efficient (got rid of 24 elseifs in a row for each hour)
And so Better Bell Sounds reintroduces the 24 elseifs from the vanilla script, not using UOP's optimised script:
Basically, if you use my mod Louder Chapel Bells alongside UOP, then you will have all of the same functionality as the Better Bell Sounds mod, but with UOP's optimised bell script instead of the outdated script from Better Bell Sounds. And, you will even save an ESP slot, as my mod can be deactivated and imported into the bashed patch. UOP does let you hear chapel bell sounds while inside of the chapel interiors, rendering the script fixes in the Better Bell Sounds mod to be unessesary, if not even burdensome.
I've never had an issue running Better Bell Sounds (individually or merged) on top of the UOP, but given my usual load orders it makes sense to take any reduction in script load I can get lol. Thanks.
9 comments
Edit: Ok I got it wrong, it was merged, it was just not automatically deactivated after. Weird that Wrye bash does that.
Better Bell Sounds overwrites the BellTowerScript [SCPT:000677CD] that UOP optimises:
And so Better Bell Sounds reintroduces the 24 elseifs from the vanilla script, not using UOP's optimised script:
Basically, if you use my mod Louder Chapel Bells alongside UOP, then you will have all of the same functionality as the Better Bell Sounds mod, but with UOP's optimised bell script instead of the outdated script from Better Bell Sounds. And, you will even save an ESP slot, as my mod can be deactivated and imported into the bashed patch. UOP does let you hear chapel bell sounds while inside of the chapel interiors, rendering the script fixes in the Better Bell Sounds mod to be unessesary, if not even burdensome.