Oblivion
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Dispensation and various mod authors

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Dispensation

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61 comments

  1. marob307
    marob307
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    Does your imperial fort plugin restore the damaged fort? The one with the goblin quest?
    1. Dispensation
      Dispensation
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      No.
  2. DoomFruit
    DoomFruit
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    Your Lost Spires change breaks one of the quests, where you need to attend Teav's funeral. The guild members go outside as they should, but then immediately wander off the moment they arrive (presumably this is their new AI packages kicking in?). As a result, the funeral never happens and the questline doesn't advance. I assume that the trigger for Rythor to ignite the pyre is when they're all standing outside.
    1. TheRomans
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      Hmm for a temporary workaround, install it as a separate .esp instead of merging and deactivate the .esp during the funeral quest.
    2. Dispensation
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      Please send me your save file so I can test this.
  3. kallekukhuve
    kallekukhuve
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    You are the captain of Oblivion modding community's vanguard
  4. HazardDuty
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    Wsg Dispensation? I just wanted to know how nomerge mods like Immersive Porters work in Wrye Bash. Is it sposed to be color coded yellow and kept deactivated after rebuilding the bashed patch?
    1. starlessmao81ac
      starlessmao81ac
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      Imported mods have a dot, merged mods a plus. Mods with no merge tag should never be activated. If background is yellow (Disp correct me if I'm wrong), I think means wrong master order (mod's masters are in a different order in your LO from what mod expects,which shouldn't be an issue)
    2. HazardDuty
      HazardDuty
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      Thanks brodie
    3. Dispensation
      Dispensation
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      Keep Immersive Porters deactivated at all times when using a bashed patch. This means keep it deactivated even after rebuilding the bashed patch too.

      kdimi11, as I don't agree with your post advice and find it to be wrong, I am going to hide your post to avoid confusion.
    4. kdimi11
      kdimi11
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      No problem, that's fine. I just started using Wrye only recently, and it's what I read in the advanced readme and some other sources (partially what I found in the bug tracker and such, as it seemed hard to understand the implications and differences of these specific tags). I was confused too and thought I had it right. But it seems, there's more to it/something different to it, as I test out things further, and some info I got was either older or not accurate.

      So, anything appearing in gold letters in wrye bash and imported, can be manually deactivated - as wrye bash seems to deactivate only non-NoMerge mods automatically it seems (marked with a plus). Is that correct?

      May I ask you then:
      What does the NoMerge tag implicitly express then (what's technically different, so to say), if their relevant records have actually been imported by 100% and the mod does not need to stay active for any reason - is that in this specific case not identical to being merged?
    5. Dispensation
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      NoMerge only imports the specific tags it also has like Graphics or whatever. Merging a mod without NoMerge will merge the entire mod, potentially including things you don't want or need merged into the bashed patch.
    6. HazardDuty
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      Thanks for the clarification. On an unrelated note, how would an aspiring mod author go about creating mods for Oblivion? Most if not all modmaking guides I have seen are severely outdated

      Edit: Peeped you have stepped away from modding Oblivion. Wish you the best big dawg.
  5. ApatheticTomCat
    ApatheticTomCat
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    Thank you for your generosity in sharing all these patches!
  6. UneteroKenora
    UneteroKenora
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    Do I still need the original ESP's as masters? the new ESP's are asking for the original ones as masters, or am I doing something wrong?
    Imperial city canal overhaul, and Imperial waters
    To clarify: are these new ESP's "Patches", and should overwrite the Original ones, or are they Replacements for the originals?
    1. Dispensation
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      Those two patches requires the original mod's ESPs.
    2. UneteroKenora
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      Ah ok then, ty
  7. ElderScrollsFan001
    ElderScrollsFan001
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    I'm using you version of East Empire Company Mod (Vanilla Version) - Fixed and found it removes the bridge near Fort Redman like the original mod dose
    1. TheRomans
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      Likely intentional, since the story of the mod features ship trade on the Niben as well overseas.  Just have to be sure that the pathgrid and the "roads" grid (long distance analogue of of pathgrid) is appropriately edited.
    2. ElderScrollsFan001
      ElderScrollsFan001
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      The pathgrid and the "roads" grid (long distance analogue of of pathgrid) was not appropriately edited in the original version and I forgot to check in this version. I just found it ingame.
  8. ElderScrollsFan001
    ElderScrollsFan001
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    I using More Mythic Dawn Agents - Cleaned and it seems to have stopped an issue I been having with the original version. When a mythic dawn agent transformed the town no longer starts attacking each other. Thanks!!!!
    1. Dispensation
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      I don't think I fixed anything related to that on my end, but good to know.
    2. TheRomans
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      I have never experienced that.  I am guessing it has to do with friendly fire hits generating combat.  A common problem when hostiles enter a crowded urban or interior cell.  I use a mod that allows more  friendly fire hits without it starting a fight between non-hostiles, Allies Play Nicer.
      https://www.nexusmods.com/oblivion/mods/29737
    3. ElderScrollsFan001
      ElderScrollsFan001
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      TheRomans I did know about that mod thanks

      I'll have to try that
    4. ElderScrollsFan001
      ElderScrollsFan001
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      TheRomans By chance do you have any suggestions for bash tags for Allies and Companions Play Nicer ?
    5. TheRomans
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      Not me.  I am too old and ossified to use Wrye Bash.
      The only thing that it edits is a game seeting, if that helps.
    6. Dispensation
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      @ElderScrollsFan001, no bash tags are needed for the Knightwalker - Allies and Companions Play Nicer mod.
    7. ElderScrollsFan001
      ElderScrollsFan001
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      thanks
  9. ConorWolfborn
    ConorWolfborn
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    Grabbed Immersive Porters since I was planning to install that one anyway and it saves me having to fix it myself. Adding names for the porters was a nice touch! Thanks for your work!
  10. Bergwein
    Bergwein
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    Hi Dispensation! Thanks for the great modding guide and all the work you're doing here! (:

    Bit of a detail, but I don't really understand this: Some of your esps here have a NoMerge tag, yet Wrye Bash says they're technically mergeable. For example, I'm using your "Immersive Porters" fix. I'm following Wrye Bash's advice to deactivate it before rebuilding the patch, and then it's reactivated afterwards. Everything's fine.
    Now, out of curiosity - what would happen if I merged it into the patch anyway? <.<
    1. Dispensation
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      What Wrye Bash version are you using? Please update to Wrye Bash version 311 or greater.

      Immersive Porters also has the Deactivate bash tag, so it should never be reactivated afterwards. Keep it deactivated and imported at all times.
    2. Bergwein
      Bergwein
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      Ah, so that's what the green dot means! I always manually reactivated it after rebuilding. Now everything makes more sense. So this means the mod's changes are actually implemented via the bashed patch, without having to have the esp active, even though it has the NoMerge tag? I'll keep it deactivated after rebuilding from now on. Thanks for reiterating!
    3. Dispensation
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      So this means the mod's changes are actually implemented via the bashed patch, without having to have the esp active, even though it has the NoMerge tag?
      Yes, because of the other bash tags that this ESP has on it.