

Because of this, these are not standard plug-in ESP files. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. There is way too many old sources referring to BSA redirection etc.The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. (Primarily using WyreBash.) Also took me a while to figure out the best archive invalidation method is the "ArchiveInvalidationInvalidated!.bsa". (I recall editing the paths in Slof's Robe Trader.esp to be up to date.)įor someone new to the modding scene the early recommendations appear to be OBMM but after a few days it becomes clear WyreBash is required for the larger combination of mods so now I use a mix of both. Or even updating older mods to be more compatible. Other than that it was a matter of using on missing meshes and hunting down where I'd gone wrong in installing. It would really make much more sense for people to do this before uploading and even having a certification program where TESNexus or whoever ensures each mod hosted is pre-cleaned then given the tick or something. Over the period of a week of doing nothing but working on getting Oblivion mods installed and working (FCOM + numerous others) I found the biggest thing to help my game being stable was doing the TES4Edit cleaning. When your cleaning, be sure to remove identical to master edits, undelete and remove references, and sort masters and clean Yes.
