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How To Install Boss Oblivion

BOSS also provides thousands of plugin specific messages. Including usage notes, Bash Tagsuggestions, requirements, incompatibilities, bug warnings, and installation mistake notices. BOSS utilizes a Masterlist text file to sort plugins into the correct order. Although it recognizestens of thousands of plugins, new mods are constantly being created and released every day.This means the Masterlist requires frequent updates. We depend on mod user submissions inorder to keep pace with the modding community.Program Requirements In order for the Masterlist to be of any use, you will need to have the latest version (2.3.2) ofBOSS which can be found on the Website. The program can be installed manually anywhereon your PC, and then run from that location. It doesn't need to be in the Oblivion directories.Ex: I keep it in a desktop folder labeled "Modding Tools" with all the other modding utilities.Updating The Masterlist

how to install boss oblivion


What does this do? Sorts your mods out into the correct loading order so your game doesn't get messed up. Make sure you also download the updated master-list as well. Dump it into your Data folder in your Oblivion installation directory and don't touch it for now.

Oblivion Script Extender, this is needed for some of the optimization mods. Once you've downloaded it shove it into your Oblivion directory. OMM will launch OBSE if it's installed, so as long as you have a shortcut to that, you're good. But if for some reason you don't, then go ahead and replace the shortcut you have with the .exe in OBSE.

If you've never installed Oblivion mods before they usually come in one of two ways. The majority of the time they are manual install, which basically just means pasting the extracted files directly into your data folder (located in your Oblivion directory). The minority of the time they appear as OMOD files; to install, you just double-click them, as long as you already have OBM installed. To enable OMOD files, make sure that the check-boxes within the right of Oblivion Mod Manager are blue and not green.

Well done if you made it this far you're pretty much done. The very last step you will need to do now is go to your data folder and hit the Boss.exe and Boss.bat file, these will sort your mods into correct loading order so your game doesn't crash. Now one last mod to install and you're done.

For mods, you will usually use Oblivion Mod Manager. There are different ways to do this, but most of the time it involves using the "create omod" button, then adding the archive of whatever mod you downloaded. If this doesn't work, often extracting the archive file and running the file will install the mod in OBMM (one example of this is DarNified UI). OBMM can also sync plugins with saves and use Archive Invalidation BSA tools to prevent troublesome errors (which you should do once in a while). It's easy to use and critical for mods.

Other tools exist, such as Wrye Bash and TES4 Edit cleaning. Wrye Bash is helpful for syncing a lot of things together, however it's not technically needed and there are many reports of people not being able to set it up / install it. And by many, I mean many. TES4 Edit cleaning also requires extensive knowledge on what dirty edits you're actually cleaning. Most mods don't have dirty edits, and the only real popular ones that do are the Official DLC. But for the edits that you do need to clean, it requires a lot of knowledge of what you're doing, so most people just ignore this.

You're free to experiment with whatever you want, but the best way to handle things is to install mods and scripts one by one; that is, installing them, then checking if your game loads correctly. If you don't know what you're doing, then there's a good chance that some mods might crash your game randomly. If you installed everything possible and then your game's crashing, you're now in deep trouble trying to figure out what the problem is. Some mods just don't work on certain computers for no explicable reason, so it's good to take things slow to figure out what works and what doesn't.

Supposedly, FCOM is extremely hard to install successfully. However, it actually is pretty simple at this point. Installing FCOM is extremely well documented. A step by step guide is provided here.Where it says "Check in Wrye Bash", you will instead want to check it in the Oblivion Mod Manager; It makes no difference, and OBMM is simpler. You'll still need to use the Bashed Patch though.I suggest also using TIE In, which is listed in the plugins section of that guide, and any other plugins you want to use.

Hi i have 3 friends that downloaded 1 of my friends and me got this to work no problem. but my other friend crashes everytime he loads up a new world for some reason? He is running on Alpha 19.6 b8 with age of oblivion 3.03. fresh install of everything he has done it at least 3 times now and still crashes. any reason why?

Truth be told, I avoided installing Oblivion until the last moment. I did about everything else before I started doing that. A bit late spring cleaning. Sorting all my bookmarks of the last 10 years. Painting a kitchen cabinet. Sorting my Dropbox of the last 10 years. But finally, there was almost nothing else left to try to get to work. As for the reason why I avoided it, I guess I was kinda scared, because the more I liked my new system, the more I feared that my favorite game just wouldn't work like I wanted it.

Now please keep in mind I am a total noob and don't know anything about the inner workings of Linux. Setting up games has pretty much been a case of installing Steam and Lutris and clicking "play". Between people telling me that my PC will blow up and I won't be able to play anything on Linux and instructions telling me that it's easy to fix bug x, just edit wine and compile it yourself, I wanted to write down what worked for me.

For the GOG version, I followed Kat's guide, which also worked quite well. I installed the Game, quickly tested it, installed OBSE & the GOG loader normally and instead of OblivionLauncher.exe or Oblivion.exe, I just put obse_loader.exe in all the scripts. The game launched and all was well.

Lutris is a platform similar to PlayOnLinux that allows one-click installs for a lot of games, often with scripts that apply settings that are known to work with that particular game. It has an interface that allows to easily change settings or create shortcuts for installed games and it already comes with DXVK.

I used Lutris with the downloaded offline backup installer from GOG - not the top one that comes with Galaxy. Just point the script to the downloaded exe that's in the same directory as the 2 bin files that came with it. I don't think the Lutris script does anything special other than just installing the game.

A note: Whenever available, I chose the manual install for programs, even if they offer an installer, i.e. just downloading the archive and dropping the program into a location of my liking, for example drive_c/tools.

I am having load order issues with LOOT, that is why I am looking to get BOSS installed. The idea of LOOT is nice but it has failed to many times for me to trust or rely on it. I need to BOSS to double check my order, more or less. I couldn't find the 32 bit version of BOSS, maybe someone here can point me in the right direction?

Unless this installation of MO is for Oblivion then you really should be using LOOT. Even then it's only a few die-hards that feel BOSS is better for that game. I personally feel LOOT can do just as well.

LOOT now only sorts and will move plugins that are conflicting. While I understand the functionality is the primary goal, there is something to be said about having a good organized and clean load order. LOOT does an alright job at resolving conflicts in the load order but does literally nothing in the organization department. This is why I only use LOOT for feedback when I am unsure about something. Personally I like to completely sort my load order by hand as I install mods.

Wrye Bash is a powerful mod management utility for games based on Bethesda's Creation Engine. Its features include: A mod installation and conflict manager A plugin load order manager Increased mod compatibility Lifting of the 255 plugin limit through automatic merging of compatible mods .ini and settings files tweak management Screenshot management And many, many moreIt currently supports the following games:

  • Modding for Creation Engine games has a wonderful history of confusing terminology. The list below details some terms commonly used when dealing with mods. The game is the game that Wrye Bash is managing, one of the ones listed above.

  • Windows Store refers to a game installed with the Windows Store. This could also be referred to as a Game Pass, Xbox App, or Microsoft Store game.

  • CTD is an acronym for Crash To Desktop. Used to describe the game crashing.

  • DLC refers to any of the official downloadable content for the game.

  • Mod refers to any unofficial user-made modification to the game.

  • Mod author refers to a person that makes modifications to the game. It can also refer to those who are involved in the creation of utilities that are used by mod authors and/or users.

  • ESM (case-sensitive) or ESM-flagged file refers to any file that the game treats as a master. For games before Fallout 4, the only thing that mattered was a flag inside the file called the ESM flag. For newer games, files with the extension .esm are treated as masters too, whether they have the flag set or not. These load before all ESPs (see below). It is an acronym for Elder Scrolls Master.

  • .esm (case-sensitive) refers to files with the extension .esm. See the ESM entry above for notes on how they behave in different games.

  • ESP (case-insensitive) refers to any file with a .esp extension. It is an acronym for Elder Scrolls Plugin.

  • ESL (case-sensitive) refers to any file with a flag called the ESL flag set. Files with the extension .esl are treated as ESLs whether they have the flag or not. Only Fallout 4 and Skyrim: Special Edition currently support these. Certain restrictions apply as to which plugins can be ESL-flagged. They do not take up a regular load order slot, theoretically allowing up to 4096 plugins to be loaded.

  • .esl (case-sensitive) refers to files with the extension .esl. These automatically receive the ESL and ESM flags. Only Fallout 4 and Skyrim: Special Edition currently support them.

  • ESU (case-insensitive) refers to any file with a .esu extension. These are an unofficial type of plugin used by xEdit. It is an acronym for Elder Scrolls Update.

  • Plugin refers to any of the above file types.

  • Master refers to any plugins that another plugin is dependent on to function. (It can also refer to an ESM file, as it used to be that only ESMs could be masters, until mod authors developed methods of using ESP files as masters too. The latter definition will not be used in this documentation.)

  • The game's master file refers to the ESM that must be loaded for the game to function. A short table showing the master file for each game follows:

  • GameMaster File Enderal: Forgotten StoriesSkyrim.esm Enderal: Forgotten Stories: Special EditionSkyrim.esm Fallout 3Fallout3.esm Fallout 4Fallout4.esm Fallout 4 VRFallout4.esm Fallout: New VegasFalloutNV.esm MorrowindMorrowind.esm Nehrim: At Fate's EdgeNehrim.esm OblivionOblivion.esm SkyrimSkyrim.esm Skyrim: Special EditionSkyrim.esm Skyrim VRSkyrim.esm Conflicts occur when two different mods try to change the same game variable or resource, which could be anything from a specific object in game to a script or a texture. Conflicts can cause problems, including CTDs or save game corruption, but they are not inherently bad, and most modding is the result of purposeful conflicts.

  • Resource Conflicts occur when two mods contain two different files that go in the same place, so one mod's file overwrites the others's file. This type of conflict can be managed by altering the install order of mods.

  • Data Conflicts occur when two mod plugins alter the same game data. This type of conflict can be managed by altering the load order of plugins or creating patches.

  • BSAs are Bethesda Softwork Archives, with .bsa (All but Fallout 4) or .ba2 (Fallout 4) file extensions. They can be used to store resource files such as textures and meshes.

  • ITMs are Identical To Master records, ie. data in a plugin for something that is identical to the data for that thing in the plugin's master(s). Usually a type of unintended edit, known as a dirty edit, which can break the functionality of other mods that require the record in question to have a specific value, but which have that value overridden by an ITM record.

  • UDRs are Undeleted and Disabled References. Deleted References can cause crashes, and this can be avoided by first undeleting and then disabling them instead. A type of dirty edit. Note that this acronym does not refer to the deleted references themselves - it actually refers to their fixed counterparts. For example, Scan For UDRs will scan for deleted references, not undeleted and disabled references, and BOSS/LOOT will report the UDR count for a plugin, which is actually the number of deleted references that can be fixed.

This readme will also use the placeholder [Game]. Replace this with the game that you're managing with Wrye Bash. Additional terminology specific to Wrye Bash's functions will be introduced as required. Also, links that are followed by go to pages that are not part of the Wrye Bash documentation.


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