Rites wrote:
i dont know how everyone feels about this, but i have learned something over the past few years of playing oblivion: Mods are SUPPOSED to create conflicts, thats how they properly work with the game. bashing/tagging/tes4Editing really breaks how mods are supposed to work in oblivion. try using BOSS only as a guide for install order and ignore the whole "needs tes4edit" garbage
of course this is just an opinion, but i run 200+ mods constantly without ever "cleaning" any of them and never have any issues with my game
This is bad information from the Giskard camp which has been disproven time and again.
Yes all mods are conflicts with the Oblivion.esm - that is correct, but that is not the issue. The issue arises when mods conflict with each other over how they overwrite the Oblivion.esm.
While it is totally possible to run 200+ mods without issue - that would depend on what 200 mods. Certainly it is possible to have 200 mods that have absolutely no overlap. All it takes is just two that do conflict in a bad way to cause issues. And you may have two or more that do already ... you just haven't 'activated' the conflict ... yet.
Floreria is correct about the deleted issue. using TES4Edit doesn't set things to invisible as much as disable their appearance by setting them way down below the ground. They can then be accessed by later loading mods without their being a crash to the referencing a deleted item.
Identical To Master records are ever only needed by mods that need to override another mod and set a record back to vanilla settings. Mostly it is certain overhauls that need this. I'm not aware of WAC needing this. Otherwise ITM records can undo earlier loading mods.
While they can be intentional - mostly these edits are the result of just moving things around in the CS. It generates them often even if you don't want them too. [In fact just removing the Abacean camp as described below - I generated over 30 ITMs and I didn't even move anything but the landscape - not one tree .. not one rock. Just a bunch of deleting (from WAC not Oblivion.esm)].
No overhaul or mod needs to have deleted records (deleted from Oblivion.esm that is). Ever.
In summary - yes if a mod with deleted or ITM record has such records that do not conflict with other mods then you are golden. The way to find out if they do is best done by tes4edit. Otherwise this stuff about bashed patches ruining mods is nonsense.
=========================
For the next version is there any chance the Gnoll camps can be shifted out to an extra esp?
The reason I ask is due to incompatibility with Shezrie's Towns which places a town right on top of the Abacean Gnoll camp.
=========================
Well since Shezries village is more complicated and has to be there for her mod - I've attempted to remove the Abacean Gnoll Camp from my copy of WAC.esp but something is not right. I've deleted as much of the area as I can think of but I get crashing in that area (without Shezrie's town even loaded). A few questions.
Is removing the door to the gnoll chieftain bad? Or only bad with a game already in progress?
It seems turning off the scripts prevents a crash - is there a script set to run upon approaching the camps?

for any help.