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You may click on Save to save the new master list, or on Cancel to revert displaying the non renamed masters. Disallowing edits will revert the list to the original and disable Save and Cancel buttons if no other fields are edited. If the save has a cosave this will most probably corrupt the cosave. See the related issue help wanted. Masters can also be disabled again if editing is allowed if they have been removed and are preventing your save from loading, as may sometimes happen, by right-clicking them and selecting Disable.
Note that logical errors may still occur that prevent the removal of the plugin dependency, but this will let the game try to remove the dependency. MI Master Index of the save game. This means the actual number of the masters in succession starting with e. Active Plugins should correspond with plugins. Notes This section can be used to keep notes on the save file.
Exactly synced with the current load order. Compatible with the current load order. However, the current load order includes some plugins that are not used by this save game. You can use Activate Masters to sync active plugins to this save. Good, but not in sync with the current active mods.
Some plugins have changed order. However, if some of the plugins that you use made conflicting changes to the same item, a different plugin may now dominate because of the reordering.
You can use Reorder Masters to sync load order to this save. A master is missing. You should check to make sure that you have not inadvertently renamed or removed the plugin. Matches the Master Index of the save game at the time it was saved. The plugin still exists in the Data folder but a plugin was added or removed before of after this plugin.
A plugin is missing. Save Profiles Back to top Save profiles are like player accounts, in that they consist of a load order plus a set of save files. They can be used to allow safe and easy switching between different characters than may use different combinations of mods, or between different stages of the same character's life where different mods have been used in each stage.
They can also associate different versions of Oblivion. To create or modify save profiles, use the Edit Profiles You can create a new save profile using Add , delete the selected existing save profile using Remove and rename the selected save profile using Rename.
The central text field can be used to store notes on the selected save profile. To select a save profile, select it from the list visible in the Profile submenu of the column header context menu. To assign save files to a save profile, use the Move To or Copy To submenus in the save file context menu. This will also assign any related cosave files. Face Import Back to top Faces may be imported from saves to saves or plugins, or from plugins to saves.
This allows you to preserve a character's appearance should you wish to restart a character, to roleplay as a particular character, or to turn your character into an NPC that may be encountered during playing, among other uses. To import a face to a save: Select the Import Face Choose the source save or plugin in the file dialogue that is displayed.
Choose the actor whose face you want to import. Click on a face in the list to display its details. If an image is associated with the face, it will be displayed. If you chose a source plugin, the plugin's NPCs will be listed. If you chose a source save, the player character will be at the top of the list, possibly followed by some clones of the player that the game uses for various purposes and some other NPCs.
Use the checkboxes to select additional characteristics to import. The Race Import is incomplete. It will change the physical appearance and identification of the character, but not the racial powers. Use the Stats Import with care. In-game stats are a combination of base stats, magical modifiers and scripted modifications.
This command only affects the base stats. As such, the in-game effect may be negative or bizarrely high. In addition, such alteration of stats often confuses releveling mods, and such a mod may require temporary removal so that stats are imported to a save which does not have it active.
Such mods can be reinstalled once the stats have been imported. Click the Import button to finish. To import a face to a plugin: Create a new plugin using the New Mod command from the File menu of the plugin context menu in the Mods tab. Right-click the new plugin and select Import Face Choose the source save in the file dialogue that is displayed. The size of the image box is x pixels. Wrye Bash will scale down any image supplied to fit the box.
To tweak the stats of an existing character, try importing them to a plugin, editing them there and then importing the character back into your save file. Normally when importing a face to a plugin, only eyes and hair from Oblivion. However, the following steps can be used to import eyes and hairs that come from other mods.
Save the plugin in the Construction Set. Now import the face as normal. Columns This submenu allows you to choose which columns are visible in the save list. Opens the saves folder in Windows Explorer.
Opens a dialogue window allowing you to select which hidden save files to unhide. Profile Edit Profiles This submenu allows the creation, editing and removal of save profiles. Clicking a save profile will activate it. It allows you to swap the active version of Oblivion. Rename the selected save file. Creates a duplicate of the selected save file in the saves folder.
Delete Deletes the selected save s and any associated backups. Deleted saves are sent to the Recycling Bin. On first run, the backed-up save file has f appended to its file extension, giving. Revert to Backup Reverts the selected save file to the last backup made of it. Revert to First Backup Reverts the selected save file to the first backup made of it. Move To This submenu allows you to specify a save profile to move the selected save s to from the active save profile. Copy To This submenu allows you to specify a save profile to copy the selected save s to, so that it is present in both the active and specified save profiles.
Activate Masters Activates exactly the plugins present in the selected savegame's masters. Reorder Masters Reorders plugins in the load order to match the order of the selected savegame's masters.
Lists savegame masters in load order and copies the list to the clipboard. Version numbers are displayed if detected. Diff Masters If two savegames are selected, then this will compare the masters of the new save to those of the older save. If one savegame is selected, then this will compare the currently active plugins to the masters of the selected savegame.
The comparison details masters that have been removed and added in the newer save since the older save, or removed and added in the load order since the selected save. This produces a set of various technical statistics for the selected savegame.
The following information is produced: Array sizes. These arrays are for each of the major sections in the save file. Created items. These are items created in-game, through scripting or some sort of crafting skill e. This is a breakdown of the FormID table in the savegame, sorted by source plugin. If a reference is made to a record from a mod that is no longer loaded, the FormID is replaced with a 0. Record details. This gives a breakdown of the different types of records stored in the save file.
The type is given as a number and as text e. New ObjectRef Bases. These are objects that belong to the savegame, for example arrows dropped on the ground in-game. They generally are created and destroyed by the game as required, though bad scripting techniques can cause some of them to stick around.
The ObjectRef refers to these indirectly through an "iref". Usually this will map back to a FormID, but if the original mod has been removed from the load order, then the FormID is set to zero. If this has happened, then a count of such "Null Bases" will be shown. Shown is the count, the iref and the base FormID. FormIDs beginning with FF are references to an object defined by the savegame.
Otherwise, the FormID will map back to a mod. The first two digits are the modindex, and can be matched to a mod through the "MI" column in the list of savegame masters. Behaves like Dump.
Delete Spells This allows you to delete unused spells from your spell list in the selected save. Warning: This cannot be undone. Most spells may be repurchased or recreated, but quest and other special spells can most likely only be readded using the console. Rename Player Renames the player's character in the selected save.
Set Number of Uses for Weapon Enchantments Allows you to set the number of casts available to any enchanted weapon you created in-game, or that has otherwise been recorded in your savegame. Import Face Relates to Face Importing. This command allows you to import a face for the save file's player character and possibly some NPCs from another save file or from an NPC in a mod.
Rename Enchanted Allows you to rename any enchanted items that you have created in-game for the selected save. Rename Potions Allows you to rename any potions that you have created in-game for the selected save. Rename Spells Allows you to rename any spells that you have created in-game for the selected save. Reweigh Potions Potions created in-game are given a weight that is somewhat arbitrarily selected and potentially high. This command may be used to set all created potions to have a specific weight.
Potions created after the use of this command with new names, new effects or new durations will not be affected. Update NPC Levels Updates the level information for NPCs stored in the selected savegame to reflect the active load order's NPC level settings. This is required because although NPC levels are set via plugins, once an NPC is encountered its level is stored in the save file, which overrides the plugin levels.
Export Screenshot Allows you to save the image used as the save file's screenshot as a JPEG. Re-number Save s Allows the re-numbering of the selected save file s.
If more than one file is selected, the first will be renumbered to the given number and the others will be numbered in increments of one from the given number. Remove Bloat This is an experimental command. It is recommended that saves are backed up before using it on them. It attempts to determine how much bloating there is in the selected save file and then optionally remove it.
If the command reports a large number of created objects, there could be a problem with one of your mods, and such mods should be removed or updated. There are two common types of bloat: Excess created objects can occur through the use of scripting by a mod to duplicate existing objects in-game and a failure by the mod to clean up the duplicates after their use.
Null references are caused when objects from a mod that is removed are present in the game world. These objects then get replaced with null references when the game is next saved with the mod missing.
Abomb Animation Slowing is a slowing of animations that typically occurs around hours into the game, though it may occur earlier or later. This is an engine bug, and this command avoids its effects by resetting a related counter TesClass Abomb counter is reset to 0x Oblivion has a bug that will cause a crash if your PC's hair comes from a mod that has been removed and you then run showRaceMenu.
This command resets your hair to the default for that race and gender, so you can then use showRaceMenu to select a new hair again if you wish.
Allow Editing Allow or disallow editing of the masters list. Enables or disables the items' context menu entries. Clear Renames Clears the internal renames dictionary, meaning that maters that were previously renamed will no longer be automatically renamed in future plugins' master lists. Rename a master by selecting the desired replacement plugin from the Data folder. It will add the plugin to the internal renames dictionary of Wrye Bash and bold it on any master list that it appears in.
Hit Save to edit the selected file permanently. Equivalent to left clicking the selected master for a second time, just allows you to select the plugin from the Data directory instead of entering the name manually.
Note that you should only do this if the new name is a new version of the same plugin. Replacing a plugin with an unrelated plugin will cause file corruption. Note also that as of , the master will be renamed in the xSE cosave as well. As of the time of writing, all third party xSE plugins that store plugin names into the cosaves that we're aware of are supported. If you want to remove a plugin from active use, you can usually just start playing without the plugin loaded. However, this won't work if the plugin is an esm.
You can get around this by right clicking on the name and selecting Disable. This will rename the master to a non-existent esp. Note that you still may run into logical errors which prevent the esm from being removed. But at least this way the game will try to run without the master. Jump to Master Jumps to the specified master on the Mods tab. You can double-click on the master to the same effect. The Screenshots tab allows you to preview any screenshots taken in-game using the built-in Print Screen functionality.
These screenshots are saved as bitmap files. Selecting a screenshot from the list on the left will display it on the right. Screenshots can be converted from bitmaps into a few other formats using context menu commands. Change screenshots directory Oblivion Back to top By default, Oblivion stores its screenshots in Oblivion's root folder but allows you to change the default directory via an ini setting.
You can change the ini setting by directly editing Oblivion. Bash will go ahead and edit the ini for you. You may also create an ini tweak to readily switch directories. Columns This submenu allows you to choose which columns are visible in the screenshot list. Open Open the screenshot directory in Windows Explorer. Next Shot Set any or all of the base name and number of the next screenshot as well as the screenshot directory.
Opens the selected file s in the associated program s. Renames the selected file s. If multiple files are selected, they will be numbered sequentially. If a file already exists with the same name as a file's resulting name, that file will not be renamed. The extension will remain the same and specifying a non-image extension will make the rename operation fail - in short, leave the extension alone.
Empty filenames will also abort the rename. Delete Deletes the selected screenshot s. Deleted screenshots are sent to the Recycling Bin. If a file of the conversion format already exists with the same name as a file to be converted, the conversion will not take place for that file. You can hide specific launcher icons, preventing them from being displayed, by right-clicking them and selecting Hide You can hide some of the toggle buttons using the bShowTes You can unhide launchers hidden through the right-click option using the Settings menu.
See the Settings Menu for more information. Wrye Bash will then use the following information from the shortcut: Icon Working directory Command line arguments Comments If you want to have a custom icon for a launcher, place a PNG image with the same name as the shortcut, appending the icon size, in the same folder. For example: Notepadpp.
Icon size displayed can be adjusted in the bash. The Settings menu is where Wrye Bash's global settings may be accessed. To change a component's color, first select it in the dropdown, then click on the square box to the right of the dropdown to choose a new color. Finally, apply it as usual. The language page can be used to change the language that Wrye Bash will be displayed in. It is also the place to create, edit and manage localizations. See the Internationalisation section for more information.
The status bar page can be used to tweak the status bar at the bottom of the screen in various ways. Note that this does not include the actual packages from the Installers tab, only the state of those packages i.
If you want to fully back up your installation, make a manual backup of the packages in addition to Wrye Bash's backups. The confirmations page can be used to enable or disable popups with a 'Don't show this in the future' option. A checked entry in the list list means that no popup will show up in that situation anymore. Unchecking it will reenable the corresponding popup. The Drop Action dropdown is special, and allows you to change what will happen when a file is dropped onto the Installers tab:.
The Show Internal Keys checkbox is not very important, but might be useful for debugging. It shows the internal keys that each entry in the list uses to store its state. The general page acts as a sort of catch-all page for settings that don't fit on any other page or aren't numerous enough to deserve their own page.
BAIN will skip installing untrusted binaries from packages, and a popup will be shown whenever a new one is encountered. You can also use the Export The text file will include much more information, like the CRCs and sizes that Wrye Bash is using to identify binaries.
The Doc Browser allows you to quickly and easily scan through your mods' documentation. The supported document types are:. When you double-click a plugin, Wrye Bash will open the Doc Browser and attempt to determine which document to associate with it.
If it can determine one, it will display it. Otherwise, a blank page will be displayed. To associate a document with a plugin, use the Set Doc To disassociate a document with a plugin, use the Forget Doc button in the Doc Browser. You can also rename an associated document using the Rename Doc You can edit a document by ticking the Allow Editing checkbox.
The document can then be edited in the viewing window. To finish editing, uncheck the Allow Editing checkbox again. Changes are automatically saved when you select a new plugin, close the Doc Browser or finish editing.
A document can be opened in its default external editor by clicking the Open Doc A new document can be created for a plugin by clicking the Set Doc This creates a document using a blank template that you can then edit.
To view a different document, select a different plugin in the list on the left of the Doc Browser or in the Mods tab. Some notes on Doc Browser behaviour: If a plugin is renamed in the Mods tab, then any documents associated with it will become associated to the plugin's new name. If a plugin is copied in the Mods tab, then any documents associated with it will also become associated with the copy.
If you delete a plugin, its documentation will not be deleted, but it will no longer be viewable through the Doc Browser. If you hide a plugin, its documentation will still be viewable through the Doc Browser. Plugin Checker Back to top The Plugin Checker checks your active and merged plugins for errors, and provides warnings for any found, as well as configuration recaps and suggestions.
It can be opened by clicking the Plugin Checker button in the status bar or by using the Plugin Checker menu option. At the top of the report is the Active Mod Files section, which lists your load order if you enabled it using the Plugin List toggle. After that comes a report of all problems that were detected. A full list of problems detected by the Plugin Checker follows:. This is useful as it allows mod authors to make plugins that are totally SI-independent as the Shivering Isles patches Oblivion.
It can also be used to avoid the need for a fully patched Oblivion to run a plugin, but this usage is not recommended. If you want a plugin to work on older versions of Oblivion, use the Version 0. The main requirement for swapping to work is that you have the necessary copies of the different Oblivion.
This is only possible if you copy and rename Oblivion. There are three accepted versions of Oblivion. These are determined by their file size: bytes: this is the 1. You can then swap between the different versions of Oblivion. Your currently active version will be checked, select another to swap them. You can also perform the same swapping in the Saves tab column header context menu, but in addition to the swapping this will also mark the selected version as the preferred version to use with the current Save Profile.
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