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Tagging in Wrye Bash

#1 User is offline   desicantia 

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Post icon  Posted 18 November 2009 - 08:40 AM

I'm new to this stuff, so go easy!

The latest OBMM, OBSE, Python (+ wxPython) and Wrye Bash are all installed and working, as well as Oblivion, SI, latest official OB-SI update, all DLCs, and unofficial updates for OB, SI and all DLCs. Also, full QTP + updates, SI retex, etc. TES4LodGen is ready to go. Then there's the other mods...

I've got a whole bunch of these in mind - with lots already installed - plus some ini tweaks and so on. The only issue so far is with trying to figure out what Bashed Patch tags to give which mods before I rebuild it, and which ones need (special) tags - other than simply 'merge', that is - in the first place. Apparently, there are even cases sometimes where you merge, say, some graphics from a mod, but leave it checked, or full active as well, in other words. Even though the general rule, as I understand it, is to uncheck mods if you're going to merge them. Gah.

A bit lost now. How on Earth do you figure out which mods are the exception - and in what ways - especially if they don't necessarily tell you that they could be? Is there just a simple rule or formula that always applies, and if so, what is it?! :confused: Or maybe a comprehensive list online?

Thanks in advance.
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#2 User is offline   Nexus Set 

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Posted 18 November 2009 - 11:34 AM

Remember, not all mods are mergeable in the bashed patch. Knowing how to properly tag mods comes from experience, well, most of the time.
The BOSS Masterlist would be the next best thing to have as a comprehensive list and it's regularly updated as well.
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#3 User is offline   desicantia 

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Posted 18 November 2009 - 12:29 PM

Yeah, I know they're not all mergeable! I just ask it to tag such for me. But thanks for that suggestion - looks like just the thing! Exactly what I had in mind, even.

I'm also completely fine with trial and error, by the way. I just prefer a bit less of both, where possible. ;) I don't have limitless hours for all this.
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