Contents

Introduction Back to top

A companion to the General Readme, this document details those features that were omitted from the aforementioned readme. They are often more specialized, advanced or complicated, and many are geared more towards mod authors than mod users. This readme is also more technical and goes into more depth on how Wrye Bash functions. It assumes the reader has previously read the General Readme.

You can toggle the visibility of the tabs in Wrye Bash's main tab bar by right-clicking the tab bar and checking or unchecking the options in the context menu displayed.

Title Bar Info Back to top

As a quick note that doesn't really belong anywhere else, Wrye Bash's title bar contains some useful information. The title is formatted as:

[Application Name] [Bash Version] [Install Type] [Game Modifier]: [Save Profile] [Version Indicator]

The square bracketed information is:

Advanced Installation Back to top

Alternative Install Locations Back to top

Wrye Bash can be installed in any folder, and actually if you do manage multiple games the preferred way of installing Bash is to have a single installation and redirect Bash via the command line and/or ini. But in this case you must tell Bash where the game folder is. Bash checks (in this order) the -o argument, the sOblivionPath ini option and the position of the Mopy folder (namely checks if Mopy's parent folder contains a supported game exe). The first of those three methods that yields a path to a supported game exe will "win" and this game will be used. But in case those options are not set or a supported game exe (NB: only exe name is checked) is not found using them, Bash reads the windows registry to find supported games. If no games are found in the registry Bash will notify you and exit. If one game is found then Bash will use that. If however more than one games are found Bash will prompt you to choose amongst those games.

So if you have installed Bash outside of a game folder (recommended for multi-game installs), and you don't want to be prompted (or your games do not figure in the registry) you have to either launch Wrye Bash with the -o argument or set the bash.ini sOblivionPath setting.

To set the OblivionPath bash.ini option:

  1. Open bash_default.ini in the Mopy folder and save it as bash.ini.
  2. In the new bash.ini, enter the full path of your game's installation folder (the one that contains the game's executable) for the sOblivionPath setting.
  3. Save the edited bash.ini.

Alternatively, you can launch Wrye Bash with the -o argument, quoting the path as the argument's parameter. Note that backslashes must be doubled as Python treats a single backslash as an escape character. For example, "Wrye Bash Launcher.pyw" -o "C:\\Games\\Oblivion\\" if you are running Wrye Bash for Oblivion.

For more settings (such as changing the Wrye Bash Installers Path), please read the Bash_Default.ini.

Python Components Back to top

If you are installing the Python version of Wrye Bash and wish to install the Python dependencies separately, the following must be installed.

Note that the 64-bit versions are required - we no longer support 32-bit operating systems.

Python 3.12: Versions prior to this one or newer than this one may work with Wrye Bash, but have not been tested. Updating to the latest 3.12 release is recommended for bug and security fixes.

Installation is easiest by just using pip, which comes with Python (see above). Simply run path/to/python.exe -m pip install -r requirements.txt (obviously replacing path/to/python.exe with the actual path to your python.exe).

If you want to do it manually, the rest of this section will list out each dependency and what it's used for. Using the latest version of these is recommended. If that one doesn't work, use the newest version that does work.

Required libaries:

Optional libaries:

Installers Tab Back to top

The User Interface In Detail Back to top

The Installers tab is split into three main sections: on the left is the Package List and the right is split between the Information Tabs at the top and the Comments field at the bottom. The Information Tabs and Comments sections display information specific to the currently selected package. Much of the contents of the Information Tabs depends on the install status and order of the package. They are detailed in the table below.

Information Tabs
Tab Description
General Shows summary info and the files to be installed, as determined by sub-package, plugin, voice filtering, etc.
Matched Shows files which are identical to current Data directory files.
Missing Files which are missing from the Data directory.
Mismatched Files which are present in the data directory, but which aren't identical to the selected package's version of those files.
Conflicts Shows which other packages will conflict with the current package and for what files. Note that if a given file is mismatched, but the mismatch isn't due to other packages, then it won't appear here (see Mismatched above). This report can be modified to show inactive conflicts and lower order conflicts by enabling the Show Inactive Conflicts and Show Lower Conflicts options, respectively.
Underidden Shows packages which should be overridden, but are not, due to install order errors. This can be corrected by running Anneal on the packages or Anneal All globally.
Dirty Shows files which the selected package previously installed, but which now should be removed or altered due to a reconfiguration of the package. Dirty files can be cleared by running Anneal on the packages or Anneal All globally.
Skipped Shows which files in the selected package were skipped by BAIN.

The Comments field is provided as an area in which notes may be kept on packages. It is useful for keeping track of what packages do, what your favourite install options are, etc. Wrye Bash does not read or alter it in any way, so feel free to use it for whatever you want.

BAIN Refresh Back to top

To perform its magicks BAIN needs to know what's inside two directories: the game Data/ directory and its subdirectories and the Bash Installers folder (where the packages are). The Data directory scanning is done once per run of Wrye Bash, when the Installers tab is first opened, because walking this potentially huge directory and checking sizes and modification times does take a while. The Bash Installers folder however will be scanned whenever the installers tab regains focus after losing it (i.e. you select another program's window, then switch back to Wrye Bash, or you switch to another tab then back to installers tab). This automatic scanning just checks modification times and sizes of installers inside Bash Installers folder to decide if any package changed, and should usually be very fast (although noticeable). There is a catch however: this check is almost instantaneous for packages (archives) but for biggish projects takes a while as Bash needs to scan modification times and sizes for all files inside the project. To make this (automatic) scan faster two options are provided for projects: Don't Refresh (on the project's context menu) and Auto-Refresh Projects (on the global menu). If a project is affected by these options Bash will skip over it when scanning Bash Installers directory and changes inside the project's dir have to be detected manually. However the initial refresh (on booting BAIN) will ignore those skip flags and will scan all project directories for changes (comparing their sizes and modification times with the ones it loads from Installers.dat).

However, changes in files in the Data directory will have to be manually detected after initial refresh, as in this scenario:

  1. Install a mod from some package.
  2. Go to the installers tab. Note the package is marked green.
  3. Go back to the mods tab and edit the mod using xEdit or the CK/CS/etc.
  4. Return to the installers tab. The package is still marked green instead of being marked as out of sync with the data.

This is because, as already mentioned, the refresh of the game Data directory is performed once on boot, so modifying/deleting/adding files in the game directory will not be detected afterwards, except in some few scenarios - notably, deleting a plugin from inside Bash will notify BAIN (add more actions is in the TODOs).

BAIN provides several menu items for manually refreshing for the scenarios above (and others). What you most likely need is Quick Refresh. See also Full Refresh, Refresh Data and Refresh.

Technical: This situation is a limitation of our refresh model which is basically polling the directories for changes. We should switch to an event based refresh but the code is not yet ready (see relevant issue).

Skipped Files Back to top

BAIN skips the installation of some files and directories. The types of files skipped are:

The Plugin Filter Back to top

The Plugin Filter can be used to select which of the installer's plugins you actually want to install. It can also be used to install plugins using a different name, see the documentation for the Rename... option for more information about this.

Double-clicking on a plugin or using the Jump to Plugin option on it will take you to that plugin's position on the Mods tab.

There are several more options available in the right click context menu, see the Plugin Filter Context Menu documentation for more information.

Skipped Data subdirectories and uninstall quirks Back to top

When scanning the contents of the Data folder BAIN will skip some of its subdirectories either by default or based on Global Skips in the installer tab. The directories skipped are:

Skipped Data subdirectories Notes
Bash Data/Bash directory that may contain Bash related data
-- If you create a Data/-- directory it will be ignored by Bash - dump your cruft there
docs If Skip Docs and Skip Images are both checked - see those links for more information
screenshots, screens, ss If Skip Screenshots is checked
Skipped file extensions Notes
.001, .7z, .7z.001, .ace, .bz2, .ckm, .db, .exe, .fomod, .gz, .lzma, .manifest, .omod, .py, .pyc, .rar, .tar, .tb2, .tgz, .zip N/A
.pdb If Skip PDB Files is checked.
Per game skipped Data subdirectories
Skipped Data subdirectories Games Notes
tes4edit backups, tes4edit cache, bgsee, conscribe logs Oblivion & Nehrim: At Fate's Edge N/A
textures\landscapelod\generated Oblivion & Nehrim: At Fate's Edge If Skip LOD Textures is checked.

Does not skip LOD normals, see below.
textures\landscapelod\generated\*_fn.dds Oblivion & Nehrim: At Fate's Edge If Skip LOD Normals is checked.
obse Oblivion & Nehrim: At Fate's Edge If Skip OBSE Plugins is checked.
fo3edit backups, fo3edit cache Fallout 3 N/A
fose Fallout 3 If Skip FOSE Plugins is checked.
fnvedit backups, fnvedit cache Fallout: New Vegas N/A
nvse Fallout: New Vegas If Skip NVSE Plugins is checked.
textures\landscape\lod Fallout 3 & Fallout: New Vegas If Skip LOD Textures is checked.

Does not skip LOD normals, see below.
textures\landscape\lod\*\normals\*.dds Fallout 3 & Fallout: New Vegas If Skip LOD Normals is checked.
distantlod Oblivion, Fallout 3 & Fallout: New Vegas If Skip DistantLOD is checked.
meshes\landscape\lod Oblivion, Fallout 3 & Fallout: New Vegas If Skip LOD Meshes is checked.
tes5edit backups, tes5edit cache Skyrim N/A
enderaledit backups, enderaledit cache Enderal: Forgotten Stories N/A
asi, skse Skyrim & Enderal: Forgotten Stories If Skip SKSE/Script Dragon Plugins is checked.
fo4edit backups, fo4edit cache Fallout 4 N/A
f4se Fallout 4 If Skip F4SE Plugins is checked.
sseedit backups, sseedit cache Skyrim: Special Edition N/A
skse Skyrim: Special Edition If Skip SKSE64 Plugins is checked.
meshes\lod All games since Skyrim If Skip LOD Meshes is checked.
textures\lod All games since Skyrim If Skip LOD Textures is checked.

Does not skip LOD normals, see below.
textures\lod\*_n.dds All games since Skyrim If Skip LOD Normals is checked.
Per game skipped file extensions
Skipped file extension Games Notes
.bsl Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition If Skip BSL Files is checked.
.psc Skyrim, Enderal: Forgotten Stories, Skyrim: Special Edition & Fallout 4 If Skip Script Sources is checked.

Skipping of Data subdirectories has some implications vis-à-vis uninstalling those skipped files. So say you turn Skip DistantLOD on, all packages that have installed files in Data/distantlod will show as dirty (as expected). You should at this point hit Anneal All. If you don't, then restart Bash, the files will no more show as dirty (remember Bash scans the data dir on booting, and will now boot with Skip DistantLOD on, so will simply loose track of any files in the distantlod folder). If you want to uninstall those files after a restart you should turn Override Skips on for the package, so that BAIN will re-detect the skipped files for this package and be able to uninstall them.

Script Extender Plugin Installation Back to top

Script Extender (e.g. OBSE, SKSE, F4SE) plugins (.dll, .dlx extensions) may be installed through BAIN if the following conditions are met:

When attempting to install a specific Script Extender plugin for the first time, Wrye Bash will display a warning dialog and ask you to confirm or deny the plugin's installation. Thereafter you can uninstall and install the plugin as you like without seeing the warning. These additional requirements are due to the significant (though currently theoretical) dangers of installing executable files.

The list of allowed and disallowed Script Extender plugins can be imported and exported using the Import list of allowed/disallowed **SE plugin DLLs and Export list of allowed/disallowed **SE plugin DLLs options in Wrye Bash's Settings menu.

OMOD Conversion Data Back to top

If a mod author is building a mod that supports BAIN, manual and OMOD installs, they can use the OMOD Info... option in the package context menu to create or update the OMOD config file.

If a mod author wishes to include a screenshot for use by the OMOD, they simply need to copy the screenshot saved as a JPEG to the OMOD Conversion Data folder and rename it to screenshot with no file extension.

An OMOD installation script may also be created by creating a text file named script.txt and writing the script in any text editor. Testing is still best done in OBMM though.

The OMOD config file is the only true requirement for an OMOD to be created from OMOD Conversion Data. The screenshot and installation script can be used to enhance an OMOD. Note that the info.txt file that OMODs create when exporting Conversion Data in OBMM is unnecessary, and is provided for purely informational purposes.

BAIN Conversion Files Back to top

BCFs are effectively automated archive converters, converting an existing archive or several archives into a new layout. They can be used to make BAIN-incompatible archives compatible, or make compatible archives easier to install. As they don't contain any files that are found in the existing archive(s), the only copyright/permissions that apply are those that the BCF creator stipulates, which generally makes distribution easier. BCFs are also usually much smaller, only containing new files that it adds (commonly package.txt and ini file tweaks) and a BCF.dat that tells Wrye Bash how to reorganise the archive(s).

To create a BCF:

  1. Add all of the source archives to BAIN.
  2. Create a new project with the contents of the source archives, and rearrange the files as you see fit.
  3. Right-click the project and select Pack To Archive....
  4. Name the new archive, and choose whether to use solid compression or not. Solid compression results in smaller file sizes, but also reduces performance.
  5. Set any options on the new archive package that you wish to be set whenever the BCF is applied (such as default sub-packages or Skip... options).
  6. Select all the source archives in the package list, then right-click them and choose Conversions > Create.... Select the archive that you just created, and name the BCF.
  7. Look over the result log to make sure it looks OK. If it looks wrong, try again, you may have gotten the sources/target wrong. If it looks right, you can find the new BCF in [Game] Mods\Bash Installers\Bain Converters. It is recommended that you copy/paste the result log into your readme for your BCF.

Some points of interest regarding BCFs:

Monitor External Installation Back to top

Wrye Bash can monitor your game's Data directory to detect any changes made by an external application or manual installation. It will take the new or changed files and create a new BAIN package that can be handled, installed, and uninstalled just like any other standard BAIN. This is very useful for mod authors or anyone that wants to keep strict control of what gets placed into their data directory.

Example usage scenarios

How to use the "Monitor External Installation" feature

  1. Launch Wrye Bash and switch to the Installers tab.
  2. At the top of any column (e.g. Packages), right click and select "Monitor External Installation..." from the context menu.
  3. Wrye Bash will then begin to scan your data directory to snapshot all data contained within it before any changes are made.
  4. Once this has completed, you will be prompted to begin your external installation.
  5. At this point, switch to your external application and perform the installation or content creation you intend to perform. There is no time limit.
  6. Once you have completed the task in the external application, switch back to Wrye Bash and click the OK button to proceed.
  7. Wrye Bash will scan the data folder again to calculate what files have changed, or what new files have been placed into your game's data directory.
  8. Once this has completed, Wrye Bash will present a dialog box with a list of files that are new or changed. You can select and deselect files to be included in the BAIN package at this point. It is advisable to exclude log files and other non-essential files from the final BAIN package.
  9. Click OK when you are ready to build the package.
  10. You will now be prompted for a name for your package. Enter a name and confirm.
  11. Wrye Bash will then create the package and run a final CRC scan on the newly created BAIN package to add it to the installer manifest. This will take a few seconds depending on the speed of your computer and the size of the data being packaged.
  12. The resulting project can be found at the bottom (highest number) of your package order on the Installer tab. You can then install, uninstall, or anneal the project as you would any other regular BAIN package, or zip it up as a BAIN archive.

Usage Notes

Context Menu Commands Back to top

Installers Column Header Context Menu
Command Description
Sort By.. Installed First If this is checked, then installed packages will be sorted before packages that haven't been installed yet.
Simple First If this is checked, then simple packages will be sorted before complex packages, which will be sorted before scattered packages.
Projects First If this is checked, then projects will be sorted before archives.
Package Sort packages by their filename.
Order Sort packages by their install order.
Modified Sort packages by the last time they were modified.
Size Sort packages by their file size.
Files Sort packages by the number of files they contain.
Columns.. Manual Don't make any automatic column width changes.
Fit Contents Automatically adjust column width to fit the contents. You can press Ctrl+Numpad Plus (+) to the same effect.
Fit Header Similar to Fit Contents, but ensure that each column is wide enough to make the full column header text readable too.
Package Display or hide a column showing each package's filename.
Order Display or hide a column showing each package's install order.
Modified Display or hide a column showing the last date at which each package was modified.
Size Display or hide a column showing each package's file size.
Files Display or hide a column showing the total number of files in each package.
Files.. Open Folder... Open the Bash Installers directory in your system's default file explorer. You can press Ctrl+O to the same effect.
Unhide... Open a dialog window allowing you to select hidden packages which will then be unhidden, i.e. moved back to the Bash Installers folder. Projects are not yet supported.
New Project... Display a dialog that allows you to create a new project and select some starting files for it. You can press Ctrl+N to the same effect.
New Marker... Create a marker for organising your packages. The == will be added for you. You can press Ctrl+Shift+N to the same effect.
Data.. Monitor External Installation... When you absolutely cannot install a mod via BAIN, you can put BAIN into Monitor External Installation mode using this command. It will scan the Data folder before and after you install the mod, then provide an option to create a project from the changes it detects. You can then track the installed files via BAIN using the created project.
Clean Data... Remove files from the Data folder that are not from one of the following sources:
  • Vanilla game content.
  • Official DLC content.
  • Wrye Bash (including the Bashed Patches and their corresponding docs in Data/Docs, e.g. Bashed Patch, 0.html).
  • Installed BAIN packages.
You will be shown a preview first that lets you deselect files you do not wish to clean.

The files are not deleted, but moved to the [Game] Mods/Bash Installers/Bash/Data Folder Contents [timestamp] folder instead, where [timestamp] is the date and time the command was run.
Refresh Data Re-scan the Data directory (and all packages). Use this command (or Quick Refresh on the affected packages if you know which ones are affected) after you have made changes in the Data folder that BAIN did not pick up when tabbing back into Wrye Bash.

What this command basically does is:
  1. Rescan the game Data directory (as is done on booting BAIN). If you enabled/disabled any global skip option and this enabled/disabled new skips in the Data dir then rescanning Data will take those skips into account. See Skipped Data subdirectories for the Data directories that are skipped.
  2. Run a Quick refresh on all installers (ignoring Skip refresh flags for projects, as Quick Refresh does)
Full Refresh This does a full refresh of all files relevant to BAIN, both the recursive contents of the game's Data directory and the Bash Installers folder, bypassing all skip refresh flags for projects. Notably this will recalculate CRCs for all files inside Data and Bash Installers (including project directories). Running this command will likely take a long time and you are very unlikely to ever need it.
Packages.. Anneal All Update all installed packages to match their configuration, installing changed and missing files and uninstalling removed ones. Identical to running Anneal on all packages.
Uninstall All Packages Uninstall all packages. Identical to running Uninstall on all packages.
Apply Embedded BCFs Apply embedded BCFs to all archives that have them. The created packages will be placed after the archive that contained the BCF and named the same as that archive, with [Auto applied BCF] prepended. If a package with that name already exists, it will be overwritten.
List Packages... Display a list of projects and archives and copies the list to your clipboard. This is useful for posting your package order on forums, e.g. when troubleshooting an install.
Wizard Icon Overlay If checked, packages with a BAIN wizard will have a magic wand icon displayed over their icons.
Export Order... Export the current package install order and installation status as a CSV file. May be useful e.g. if you want to quickly transfer it to another computer, give it to a friend, etc. Use Import Order... to import the resulting file.

Note that this only exports install order and whether or not a package was installed. It does not export, for example, which sub-packages you have selected. If you want to preserve such information, make a backup. See the technical readme for information on the format used by this command.
Import Order... Imports the result of an Export Order... command. This will not change the contents of the Data folder in any way, you will have to manually install, anneal and uninstall packages afterwards if you want to update the Data folder to match.

See the technical readme for information on the format used by this command.
Enabled This enables/disables BAIN itself. If BAIN is off, it won't refresh itself on boot or on tabbing back into Wrye Bash. If you're only using Wrye Bash for some of its functionality, e.g. only the Bashed Patch, you can turn this off. But seeing as you're reading this section of the advanced readme, you probably want this on.
Avoid At Startup If this is enabled and the last used tab was the Installers tab, switch to the Mods tab on startup. This shortens Wrye Bash's boot time a bit, depending on how many files you have in your Data and Bash Installers folders. If you're spending a lot of time on the Installers tab and find having to switch to it every time annoying, you might want to disable this.
Validate FOMODs If checked, then BAIN will validate FOMODs against the official XML schema and show a warning if validation fails. You can find more information on this modding.wiki page.
Installation Settings.. Auto-Anneal If enabled, BAIN will automatically anneal relevant packages when you uninstall a package.
Auto-Anneal/Install Wizards If this is checked, then the Install this package checkbox at the end of every BAIN wizard will default to being checked. If this is unchecked, they will default to unchecked. Said checkbox controls whether BAIN will immediately anneal/install the package after its wizard has run.
Auto-Refresh Projects Toggles the auto-refreshing of projects on/off, for all projects. This is useful when you have many big projects and you want to minimize the lag when you switch back to the Installers tab, whereupon BAIN will (behind the scenes) scan the Bash Installers folder for changed packages. While scanning archives is pretty fast, scanning projects is slow. However, with this on you will miss on updates done in the project directories (you will have to manually refresh). So it's recommended to leave this enabled. If you are concerned about a particularly big project, then consider enabling the Don't Refresh flag on that particular project. Keep in mind that projects will always be refreshed once when BAIN first starts after boot, irrespective of this setting.
Ignore FOMODs If checked, then the 'smart' Install... command will ignore FOMODs and only run wizards or the manual procedure. You can still run FOMODs manually via Run FOMOD....
BSA Redirection Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only. Use Quarn's BSA redirection technique to avoid bugs with the engine's BSA system. This is compatible with both OBMM and Quarn's original BSA redirection approaches.

Note: In Oblivion, this is unnecessary if SkyBSA is installed.
Remove Empty Directories If this is checked, then any empty subfolders of the Data directory will be deleted. This reduces some clutter (especially after uninstalling packages).
Conflict Settings.. Show Inactive Conflicts If checked, then the Conflicts tab will show conflicts with inactive as well as active packages. Usually only active conflicts are of interest, however sometimes it's useful to review all conflicting packages.
Show Lower Conflicts If checked, then the Conflicts tab will show conflicts with packages that are ordered before the package in question (or with earlier-loaded BSAs when BSA conflicts are enabled). If you're only interested in higher-order conflicts, then you can uncheck this to remove some noise from the report.
Show Active BSA Conflicts If checked, the contents of the selected package's active BSAs are compared with the contents of other packages' active BSAs and any conflicting resources found are displayed in the conflicts list. Active BSAs are installed BSAs that have a correspondingly named plugin active in the load order (e.g. MyMod.bsa for MyMod.esp), plus BSAs loaded via the game's INI file.

Lower and Higher conflicts therefore have a different meaning than with loose file conflicts. Higher means that the corresponding active mod has a higher load oder number (loads later) so its BSA will load later and its assets will be used. Note that this may lead to a package having its BSAs appear in both Higher and Lower sections depending on how they load.

If Show Lower Conflicts is not checked, lower-loading conflicting BSAs won't be shown. Again, this is different from loose files, where lower packages (lower install order) won't be shown.

Warning: we currently cannot open the assets inside BSAs and check if they actually conflict or are identical, so take the displayed conflicts with a grain of salt and check manually in case of doubt.
Skip Vanilla Content Change whether or not BAIN should skip vanilla plugins and BSAs. For example, DLC plugins which have been cleaned with xEdit and placed into a package can only be installed through BAIN if this option is off.
Global Skips Skip **SE Plugins Non-Skyrim only. If this is checked, files that go in the Data/[**SE]/Plugins folder will not be installed.
Skip SKSE/Script Dragon Plugins Skyrim and Enderal: Forgotten Stories only. If this is checked, files that go in the Data/SKSE/Plugins or Data/asi folders will not be installed.
Skip Screenshots If checked, then files from screenshots directories (screenshots, screens and ss) will be skipped.
Skip Script Sources Not available for Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas. If checked, loose script sources (.psc files) will be skipped.
Skip Images If checked, image files (.bmp, .gif, .jpg, .jpeg, .png, .tif and .webp) will be skipped.
Skip Docs If checked, documentation files (.css, .doc, .docx, .htm, .html, .md, .mht, .odp, .ods, .odt, .pdf, .ppt, .pptx, .rst, .rtf, .txt, .url, .xls and .xlsx) will be skipped.
Skip DistantLOD Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only. If checked, then DistantLOD files in packages will be ignored. Useful if you're using xLodGen to generate DistantLOD files.
Skip LOD Meshes If checked, landscape LOD meshes will be skipped. See Skipped Data subdirectories for more information.
Skip LOD Textures If checked, landscape LOD textures will be skipped. See Skipped Data subdirectories for more information.
Skip LOD Normals If checked, landscape LOD normals will be skipped. See Skipped Data subdirectories for more information.
Skip BSL Files Skyrim, Enderal: Forgotten Stories and Skyrim: Special Edition only. If checked, BSL files will be skipped. BSL files are only needed when viewing BSA files in the Creation Kit's archive.exe.
Skip PDB Files If checked, PDB files will be skipped. They contain debug information that can help plugin developers find and fix issues with their xSE plugins. You can skip them here if you want.
Global Redirects Redirect CSVs If checked, top-level CSV files (.csv) will be moved to a Bash Patches subfolder of the Data folder. Such top-level CSV files are usually intended to be manually installed for use by the Bashed Patch, but BAIN will be able to handle installing them with this option checked.
Redirect Docs If checked, top-level documentation files (see Skip Docs for a list of affected file extensions) will be moved to a Docs subfolder of the Data folder. This is both to organize them better and, in earlier games like Oblivion, to work around engine issues when too many files are installed in the Data folder.
Redirect Script Sources Skyrim: Special Edition only. If checked, loose script sources (.psc files) installed to the incorrect folders (source\scripts and source) will be redirected to the correct folder (scripts\source). Skip Script Sources must be off.
Rename Docs If checked, documentation files (see Skip Docs for a list of affected file extensions) with common names will be renamed to avoid different packages with shared docs files overwriting each other's documentation (e.g. two mods that each include a readme.txt would normally result in only one file winning and being installed - with this checked, the result will instead be two files with different names being installed). The full list of common names is:
  • changelog, change_log and change log
  • changes
  • credits
  • licence and license
  • versionhistory, version_history and version history
These are case insensitive and may have any document extension. Skip Docs must be off.
Rename String Translation Files Skyrim, Enderal: Forgotten Stories, Skyrim: Special Edition & Fallout 4 only. If checked, string translation files will be renamed so that they are loaded for the language the game is currently run for, unless there are existing translation files for that language.
Save Data Make Wrye Bash save its internal state to disk right now. Automatically done when you close Wrye Bash. You can press Ctrl+S to the same effect.
Global Settings... Open the Settings Menu.
Package Context Menu
Command Description
File.. Open... Open the selected archives in your system's default archive program or the selected projects in your system's default file explorer. You can double-click a package or press Enter to the same effect.
Rename... Rename the selected packages or markers. All selected items must be of the same type (i.e. no mixing archives, packages and markers). For archives, the extension must remain the same. You can click on an already selected item or press F2 to the same effect.
Duplicate... Create a copy of the selected packages.
Hide... Hide the selected packages, and move them to the [Game] Mods/Bash Mod Data/Hidden folder.
Delete Delete the selected packages and/or markers. Deleted packages are sent to the Recycling Bin, deleted markers simply disappear. You can press Delete to the same effect.
Open At.. Google... Attempt to perform a Google search for the selected package's name. This will automatically attempt to extract a more readable name for Nexus and TES Alliance downloads by stripping out the version and/or package ID data in the filename.
[Game] Nexus... Attempt to open the selected package's page on the current game's matching Nexus. This command assumes that the trailing digits in a package's filename are the package ID at the site.
TES Alliance... Attempt to open the selected package's page on TES Alliance. This command assumes that the trailing digits in a package's name are the package ID at the site.
Open Readme Open the package's readme, if BAIN managed to find one in it.
Anneal Update an installed ("active") package to match changes in its installation configuration or in the order of packages. If you check a subpackage, or change the order of two conflicting packages, for example, you will have to run this command.

Technically, what this does is install any missing and changed files according to the package's configuration (for active packages only, plus see the note below) and uninstall all files that have been removed from the package's configuration.

Note: If an already installed file is changed outside of Wrye Bash's control, Wrye Bash will not anneal that file. Anneal is relative to other installed packages. This is because we do not want to override user changes like cleaning plugins. If you do want to override those changes, use Install Configured instead. If you want to change the files inside the package to match instead, use Sync From Data....

Note 2: The change will be detected immediately in case of INI tweaks, plugins or BSAs, but on next Wrye Bash load for other files (e.g. meshes and textures). To detect the change without restarting, run Refresh Data or Quick Refresh the affected packages.
Quick Refresh Refresh all info for the selected packages. Also refresh the files that correspond to this package inside the Data directory. This will bypass Don't Refresh flags on projects (see case 1 below). Note that BAIN refreshes package information whenever the Installer's tab regains focus (except for projects if project skipping is on), but it does not scan the Data folder (use Refresh Data for that). This command is useful if:
  1. A project has been changed and it has Don't Refresh selected, or the Auto-Refresh Projects option is disabled.
  2. Files that correspond to a package have changed in the game's Data directory, but the package is still marked as changed (or unchanged) erroneously.
Move To... Move the selected packages to the specified position.
Sync From Data... Synchronize the selected package with files from the Data directory. This is essentially the inverse of Install..., since it copies from the Data directory to the package rather than the other way around. You will be shown a preview of what files inside the package would be overwritten and can choose which ones you actually want to overwrite.
Install... Install the selected package, preferring a visual method (i.e. BAIN or FOMOD wizard) if possible.
Advanced Installation.. Install Configured Fully install the package, except for files that will be overridden by later packages.
Install Missing Files Identical to Install Configured, except that it will only install missing files, i.e. it will not override any files that are currently present in the Data folder.
Install Last Identical to Install Configured, except that it will first move the the selected packages to the end of the package order, thereby guaranteeing that they will win all resource conflicts.
FOMOD Installer.. Run FOMOD... Run the FOMOD for this package and install the output into the Data folder via BAIN.
Capture FOMOD Output... Run the FOMOD for this package and create a new BAIN project containing the output.
View FOMOD... Archives only. Open a copy of this archive's ModuleConfig.xml file for viewing in your system's default .xml editor.
Edit FOMOD... Projects only. Open this project's ModuleConfig.xml file in your system's default .xml editor.
Wizard Installer... Manual Wizard... Run the BAIN wizard for this package.
Auto Wizard... Run the BAIN wizard for this package, selecting the default options.
View Wizard... Archives only. Open a copy of this archive's wizard.txt file for viewing in your system's default .txt editor.
Edit Wizard... Projects only. Open this package's wizard.txt file in your system's default .txt editor.
Uninstall Uninstall the selected packages. This essentially undoes an Install... command. If Auto-Anneal is active (the default), then files from earlier packages that were previously overridden will be installed as required.
Package.. Refresh Similar to Quick Refresh. Unlike Quick Refresh, Refresh will forcibly recalculate the CRCs for all selected packages from scratch, which is not what you usually need. Especially for large projects this will take a long time, because to calculate the CRC of a project all the individual CRCs of all the files in the project's folder must be recalculated.

Wrye Bash will recalculate CRCs for files that have their dates/sizes changed anyway, so forcing CRC recalculation with Refresh is only needed if you changed the contents of a file inside a project without changing its modification time and size. That is very rare, so you will probably never need this command and should just use Quick Refresh instead.
Export Achlist Only available for games that have Bethesda.net support. Export a file list of the files configured to be installed by this installer (except top-level files and docs installed into the Data/Docs folder). This list is used when the Creation Kit asks for a list of files to make new BSA files, for use when uploading to Bethesda.net. It will generate a [package name].achlist file inside the Mod Info Exports directory in the game folder. Said directory will be created if it doesn't exist. If an achlist with the same name already exists, it will be overwritten. You can then import the achlist Wrye Bash generated in the Creation Kit and it will package your files into the proper archives for upload.
List Structure... Generate a list of the files and directories in a package. Useful for posting package structure on forums, e.g. when troubleshooting an install.
Copy Conflicts to Project Copy all files that conflict with the selected package into a new project. Conflicts with inactive installers and lower order packages are included as if Show Inactive Conflicts and Show Lower Conflicts options were selected. Useful for comparing conflicting resources.
Has Extra Directories BAIN only recognises a limited set of subdirectories of the Data folder (the standard game directories) and skips any unrecognised subdirectories. Checking this option will cause BAIN to install unrecognised subdirectories (unless the files within are on the list of files which are always skipped such as .exe files, see Skipped Files)
Note: extra directories will not be taken into account when calculating package structure. There must be at least some standard game directory or a data file (plugin, BSA/BA2, INI) in the package for BAIN to recognise its structure.
Override Skips If this is checked, BAIN will not skip over files from this package that would normally be skipped due to a global skip option.
Skip Voices If this is checked, BAIN will skip over any voice files in this package. This is useful if the voice files are empty and/or the user prefers not to use them. If this option is used, then the user should also use a silent voice extension (e.g. Universal Silent Voice for Oblivion, Fuz Ro D-oh for Skyrim, etc.) to prevent dialog subtitles from fading too rapidly.
Archive..

Archives only.
Unpack to Project... Convert this archive into a project.
BAIN Conversions.. Create... Create a new BAIN Conversion File (BCF) from the selected archive, which will act as the source, and a second archive which you will be prompted to select after clicking on this command, which will act as the destination. The created BCF will contain instructions that tell BAIN how to transform the source archive into the destination archive. The BCF can then be applied to the source package. You can also share BCFs with other people: to add a downloaded BCF to BAIN, simply drop it on the Installers tab. See BAIN Conversion Files for more information.
Apply.. -> <bcf> <bcf> is the name of a BAIN Conversion File listed in the Apply submenu. Selecting a BCF applies it to the selected archive, transforming it into a BAIN-friendly layout. See Create... and BAIN Conversion Files for more information.
Project..

Projects only.
Pack to Archive... Convert this project into an archive. Defaults to .7z, but also supports .zip.
Package for Release... Similar to Pack to Archive, but ignores the following when packing:
  • thumbs.db
  • desktop.ini
  • Any folder that begins with --
Don't Refresh When refreshing installers (when switching out and in the Installers tab), this project won't be scanned for changes. It will only get refreshed during the first refresh of BAIN on a restart, or by manually refreshing.
OMOD Info... Allows you to read/write OMOD configuration info.
Sub-Package Context Menu
Command Description
Select All Select all sub-packages in the list.
Deselect All Deselect all sub-packages in the list.
Toggle Selection Deselect currently selected sub-packages, and select currently deselected sub-packages.
List Sub-Packages Display a list of all sub-packages in the package and copy it to your clipboard. Active sub-packages will be marked with **.
Plugin Filter Context Menu
Command Description
Select All Select all plugins in the list.
Deselect All Deselect all plugins in the list.
List Plugins Display a list of all plugins in the list and copy it to your clipboard. Chosen plugins will be marked with **.
Rename... Rename the selected plugin. Renamed plugins are displayed in the Plugin Filter with a * before their name and are displayed in the information tabs as original name -> new name. Renaming a plugin this way is preferable to renaming it manually, as this allows BAIN to keep track of it, whereas in the latter case BAIN cannot know that you renamed the plugin (it will simply think the plugin is missing).
Reset Name Reset the selected plugin's name to its default name.
Reset All Names Reset all renamed plugins to their default names for this package.
Jump to Plugin Jump to this plugin on the Mods tab. You can double-click on the plugin to the same effect.

Mods Tab Back to top

The Plugin Details Panel Back to top

Mods Details Panels Information
Item Description
File Name Shows the filename of the selected plugin. Note that changing this does not change the filename in the Masters lists of any dependent plugins. To change those as well, use Change To... on all dependent plugins.
Modification Time Shows the last time this plugin was edited. This field is editable, by simply clicking in the box and editing the text. You can also interactively edit it by clicking on the 'Change this value using an interactive dialog' button. After changes are made, click the Save button to commit your changes to the plugin, or Cancel to discard them.

Note: For games before Skyrim, this affects the load order of the selected plugin. For Skyrim and newer games, it has no runtime effect. However, the Creation Kit may still determine load order using the modification time. Additionally, if a plugin has been obtained via the Steam Workshop, changing its modification time will cause it to be redownloaded from scratch.

See also Redate..., which can be used with multiple plugins selected and is generally much easier to use for common use cases (e.g. breaking load order ties in pre-Skyrim games, making the CK show the right load order in Skyrim, etc.)
Author Shows the author of the selected plugin. This field is editable, by simply clicking in the box and editing the text. This is mostly just miscellaneous information used by mod authors to state who created a plugin, but a few values here also trigger special behavior from Wrye Bash:

Special Author Values
Author Special Behavior
BASHED PATCH Identifies this plugin as a Bashed Patch. This is the only condition, so a BP may be named whatever you like.
BASHED DUMMY Identifies this plugin as a dummy master, as created by Create Dummy Masters... and removed by Remove Dummy Masters....
The value of this field is determined by reading the (CNAM) Author subrecord of the (TES4) Main File Header record in the plugin (except in Morrowind, where it is determined by reading the (HEDR) Header subrecord of the (TES3) Main File Header record instead).

Note that there is a size limit of 511 bytes (except in Morrowind, where it is 32 bytes) for information in this field. Wrye Bash will show a preview of the byte count as you edit the field and prevent you from breaking the plugin by entering too much data here.
Description Shows the description of the selected plugin. This field is editable, by simply clicking in the box and editing the text. This is most commonly used to give a short description of what the mod does. Wrye Bash also reads Bash Tags from it by looking for lines like {{BASH:Graphics,Sound}} (which would add the Graphics and Sound tags to the plugin in question).

Additionally, a few of Wrye Bash's features also read version information from here, case-insensitively looking for things like Version 1.1, ver: 2.0, v1.0.4a, etc. The first found version-like thing will be used. If this seems very loose, that's because it has to be. There is, unfortunately, no standard used by mod authors here. If you are a mod author, we recommend using Version: X.Y.Z, on its own line. That's easy for both tools and users to read and will be correctly read by Wrye Bash, LOOT, etc.

The value of this field is determined by reading the (SNAM) Description subrecord of the (TES4) Main File Header record in the plugin (except in Morrowind, where it is determined by reading the (HEDR) Header subrecord of the (TES3) Main File Header record instead).

Note that there is a size limit of 511 bytes (except in Morrowind, where it is 256 bytes) for information in this field. Wrye Bash will show a preview of the byte count as you edit the field and prevent you from breaking the plugin by entering too much data here.
Masters The Masters list shows the plugins that the currently selected plugin depends on, the load order (also called MI, or Master Index) of that master in the plugin file, and the current load order of the master plugin if present and active.

Plugins' entries in the Masters List may be renamed to reflect name changes of the plugins themselves. To rename a master, first allow editing from the masters list column context menu and then either left-click the plugin entry and edit it in the column display, or right-click the plugin and select Change To..., then select the replacement plugin. Do not use this to change a plugin's masters to unrelated plugins, as this will cause file corruption.

If editing is allowed, items that have been previously renamed appear bolded Upon clicking on the masterlist they will take their renamed values and the Save and Cancel buttons will be enabled. You may click on Save to save the new master list, or on Cancel to revert to the non-renamed masters. To get rid of these stored renames permanently, you can use Clear Renames. Disallowing edits will revert the list to the original and disable the Save and Cancel buttons (if no other fields are edited).

An overview of the columns available in the Masters list follows:

Mods - Masters List Columns
Column Meaning
File The filename of the master.
MI Stands for Master Index. This is the position of the master within the masters list in the plugin. E.g. the first one might be Skyrim.esm with MI 0, the second one might be Dawnguard.esm with MI 1, etc.
Current LO The current load order of the master. Corresponds to the value of the Load Order column on the Mods tab for the master. Inactive or missing masters will not have a value here.
Bash Tags This field lists any Bash Tags that are currently applied to the selected plugin. Use the 'Add bash tags to this plugin' button above this field to add tags and the 'Remove the selected tags from this plugin' button to remove tags. You can also right click this field to show a popup menu:

Bash Tags Context Menu
Command Description
Automatic Enable or disable automatic tag detection. See the Bash Tags section for more information. Note that enabling this will discard any tags you may have manually set for this plugin!
Copy to BashTags Copy a diff between the tags provided by the plugin's description, joined with tags from its entries in the LOOT masterlist/userlist, and the currently applied tags to a file in the Data/BashTags folder. See BashTags Files for more information.
Copy to Description Copy the currently applied tags to the plugin's description. See Manual Tagging for more information.
Select All Select all currently applied Bash Tags.
Deselect All Deselect all selected Bash Tags.

Color scheme for Plugin Masters (MI &Current LO) Back to top

In the table below suppose you see details for displayed_mod.esp which depends on [Oblivion.esm, displayed_mod.esm, some_other.esp, some_other2.esp] in this order. So the MIs displayed in the master list for Oblivion.esm, displayed_mod.esm, some_other.esp, some_other2.esp are 0, 1, 2, 3.

Checkbox ColourMeaning
BlueGood. Matches the Master Index of the the Current load order.
GreenGood, but the Master Index is not in sync with the Current load order.

So for instance if you have a load order with active mods (in this order) [Oblivion.esm, displayed_mod.esm, yet_some-other.esp, some_other.esp, some_other2.esp, displayed_mod.esp], some_other.esp will display in green as its current load order is 3 while its master index is 2. Note that the relative load order of masters is the same as it is in the MI list.
OrangeThe plugin loads in a different order compared to its order in the master array of displayed_mod.esp

So for instance if you have a load order with active mods (in this order) [Oblivion.esm, displayed_mod.esm, some_other2.esp, some_other.esp, displayed_mod.esp], some_other.esp and some_other2.esp will display in orange as they load in different relative order than they are recorded in the master array of displayed_mod.esp.

If a plugin has two masters that are siblings (one doesn't have the other as a master, so they can load in either order) and they are overriding the same record from an earlier master (e.g. both are overriding a record from the main game master file), then loading them in a different order will result in a different version of the overridden record being the "winner". But the plugin might depend on the winner being the one indicated by the order in which it references the masters. The plugin should be examined in xEdit (meaning any version) to see if it is best to alter the load order or if Sort Masters should be used to correct the issue.
RedA Master that is missing. If unintended then you should check to make sure that you have not inadvertently renamed or removed the plugin.

CSV Files Back to top

Wrye Bash uses CSV files for many of its plugin data related features. CSV files are a very widely supported type of spreadsheet file, and once exported may be edited in programs like Microsoft Excel, LibreOffice Calc or even in text editors such as Notepad or Notepad++.

CSV files are used by the Import/Export... commands as this allows much easier editing of record data in large batches or in systematic manners than in the Construction Set. The data may be exported, edited in the CSV, then imported again. The following notes apply to CSV files.

CSV files can also be used when building the Bashed Patch, for a number of options. The Bashed Patch builder will automatically detect the presence of any CSV files in the Data\Bash Patches folder and have the correct filename ending. These filename endings are:

Import Type Required Filename Ending
Replace Form IDs Formids.csv
Import Actors: Factions Factions.csv
Import Names Names.csv
Import Relations Relations.csv
Import Spell Stats Spells.csv
Import Stats Stats.csv

Context Menu Commands Back to top

The tables below detail the full list of context menu commands available in the Mods tab.

Mods Column Header Context Menu
Command Description
Sort By.. Masters First If this is checked, then masters will be sorted before non-masters. Always on if the sort column is Load Order.
Active First If this is checked, then active plugins will be sorted to the top, followed by merged plugins, imported plugins and finally inactive plugins.
File Sort plugins by their filename.
Load Order Sort plugins by their current load order.
Index Sort plugins by the index they will be assigned by the game at runtime.
Rating Sort plugins by the ratings you have assigned them.
Group Sort plugins by the groups you have assigned them.
Source Sort plugins by the package name that the plugin originates from, if any.
Modified Sort plugins by the last time they were modified. In games prior to Skyrim, this is equivalent to sorting by Load Order.
Size Sort plugins by their file size.
Author Sort plugins by their author.
CRC Sort plugins by their CRC checksums.
Plugin Status Sort plugins by their plugin status.
Columns.. Manual Don't make any automatic column width changes.
Fit Contents Automatically adjust column width to fit the contents. You can press Ctrl+Numpad Plus (+) to the same effect.
Fit Header Similar to Fit Contents, but ensure that each column is wide enough to make the full column header text readable too.
File Display or hide a column showing each plugin's filename.
Load Order Display or hide a column showing each plugin's load order. Every plugin gets assigned one, even inactive ones.
Index Display or hide a column showing each plugin's index that it will be assigned by the game at runtime. Inactive plugins and overlay plugins (in games with Overlay support) will not receive any index and in games with ESL support, ESL-flagged plugins will all receive an index like FE xyz. This column is useful e.g. if you have an index from using the console to inspect an object while playing the game, and want to identify what plugin the object comes from. For games with ESL and/or Overlay support, this column will be enabled by default, for other games it will be disabled by default.
Rating Display or hide a column showing the rating you have assigned to each plugin. See Rating.. for more information.
Group Display or hide a column showing the group you have assigned to each plugin. See Groups.. for more information.
Source Display or hide a column showing the filename of the package that each plugin originates from, if any.
Modified Display or hide a column showing the last date at which each plugin was modified.
Size Display or hide a column showing each plugin's file size.
Author Display or hide a column showing each plugin's author. See the Author entry in the Plugin Details Panel section for more information.
CRC Display or hide a column showing each plugin's CRC as a hexadecimal number.
Plugin Status Display or hide a column showing each plugin's status. This is either Active if the plugin is active, Merged if it is inactive but merged into a Bashed Patch, Imported if it is inactive, but some of its data has been imported into a Bashed Patch or Inactive if it is inactive and is not in one of the former two states.
Files.. Open Folder... Open the Data folder in your system's default file explorer. You can press Ctrl+O to the same effect.
Unhide... Open a dialog window allowing you to select hidden plugins which will then be unhidden, i.e. moved back to the Data folder.
New Plugin... Display a dialog that allows you to create an empty plugin with various options. You can press Ctrl+N to the same effect.
New Bashed Patch... Create a new blank Bashed Patch plugin. Useful if you accidentally delete your current one or wish to have more than one. You can press Ctrl+Shift+N to the same effect.
Active Plugins.. Activate All Activate all the plugins in the plugin list. This will first activate as many non-mergeable plugins, according to load order, as possible. If that would result in >255 active plugins (>254 non-ESLs for games with ESL support) or >4096 active ESLs, an error is shown. For games without ESL support, if there is still space for active plugins afterwards, it will next activate as many mergeable plugins, according to load order, as possible. If that would result in >255 active plugins, an info popup is shown.
Activate Non-Mergeable Not available for games with ESL support. Same as Activate All, but doesn't activate any mergeable plugins.
Activate Only Selected Activate only the currently selected plugins (and their masters).
Deactivate All Deactivate all the plugins in the plugin list. Some plugins will not be deactivated (for instance Fallout 4 DLCs) as the game force-loads them when present.
Save Active Plugins List... Save the currently active plugins to a new active plugins list.
Edit Active Plugins Lists... Allows you to delete and rename saved active plugins lists.
<Active plugins list> One or more items of this form will be listed below the last separator in this submenu. Clicking a list name will apply the list, trying to activate exactly the plugins that are listed in it.

The Vanilla list will always be present. It will activate all .esm plugins that come with the game (including DLCs).
Load Order.. Undo Revert a change made to the plugin load order. Can also be used to accept a change made by an external program if you have Lock Load Order on. You can press Ctrl+Z to the same effect.
Redo The inverse of Undo. Re-apply a change to the plugin load order that was reverted by Undo. You can press Ctrl+Y or Ctrl+Shift+Z to the same effect.
Lock Active Plugins If checked, enhance Lock Load Order to make it reverse changes to the enabled/disabled status of plugins in your load order as well.
Export... Export the current load order and information regarding which plugins are active to a text file. From there, it can be imported again via Import.... This can be useful for backups, sharing a load order with friends, etc.
Import... Import a previously exported load order and active plugins information (exported via Export...). If any plugins listed in the file are no longer present, a warning will be shown. This command behaves very similarly to a combination of the Saves tab commands Activate Masters and Reorder Masters.
Import From OBMM... Oblivion & Nehrim: At Fate's Edge only. Import a list of active plugins exported by OBMM. Note that this is always going to be imperfect, because OBMM does not export the load order of inactive plugins.
Open <file> One or more options of this form may be here, depending on the managed game. They will open the files used by the game for controlling plugin load order in your system's default text editor.
Auto-Ghost The game engine has a bug where it reads all the plugins in the Data folder, even when the plugins are inactive, and this will affect load times and potentially even runtime performance. Auto-Ghosting adds a .ghost extension to all inactive plugins automatically to prevent the game engine reading them, thereby avoiding the performance drop. When a ghosted plugin is activated, the .ghost extension is removed, allowing it to function as normal.

Note that some utilities may not recognize ghosted plugins (e.g. the Creation Kit will not see them), so there are options available for individual plugins to control which get ghosted. See Disallow Ghosting and Ghost/Unghost for more information.
Lock Load Order If checked, prevent other programs from altering the plugin load order. To be exact, this will cause Wrye Bash to detect changes to the load order (modification times for earlier games, text files for later ones) whenever Wrye Bash is started and whenever it regains focus (e.g. via you alt-tabbing into its window) and reverse those changes.

You can use Undo (or equivalently press Ctrl+Z) to accept an external change that has been undone this way.
Plugins.. ESL-Flag Bashed Patches Games with ESL support only. If checked, all built Bashed Patches will automatically be ESL-flagged, saving a load order slot.
Check Against LOOT's Dirty Plugin List LOOT's masterlist contains information on dirty plugins that can be used by Wrye Bash to highlight these plugins on the Mods tab. Checking this setting tells Wrye Bash to use this information. Note that the detection will try to use masterlists from the user's system-wide LOOT installation, if those exist. If they don't, Wrye Bash will fall back to the masterlists it comes bundled with, which may be out of date.

You may also want to turn Ignore Dirty Vanilla Files on.
Ignore Dirty Vanilla Files Cleaning the game's master files (DLCs, Creation Club content, etc.) is controversial. Turning this setting on will cause Wrye Bash to not highlight dirty vanilla plugins on the Mods tab or in the Plugin Checker.
Recalculate CRCs Clean stale CRCs from Wrye Bash's cache. Workaround for buggy CRC updates in previous versions of Wrye Bash. You will almost certainly never need to run this.
List Plugins... Display a report on your load order, including version information, activation status and major load order errors, and copy it to your clipboard. This can be useful for debugging a broken load order, sharing your load order with other people, etc.

If the Shift key is held when this command is run, the CRCs of plugins will also be displayed in the output. If the Ctrl key is held, then the versions of plugins will not be shown in the output.
Oblivion.esm.. Oblivion only. This submenu controls Oblivion.esm Swapping. See that section for more information.
Bash Tags.. List Bash Tags... Display a list of all the Bash Tags applied to the plugins in your load order, and where/how the Bash Tags were specified. It can be useful for figuring out where certain tags are coming from. See also the other version of this command that can be run on all selected plugins via the right-click context menu.
Export Bash Tags... Export all currently applied bash tags to a CSV file. Plugins without tags will not be exported.
Import Bash Tags... Import applied bash tags from a CSV file. Plugins not listed in the CSV file will be left untouched.
Clear Manual Bash Tags Remove all manually applied bash tags. Tags from plugin descriptions, LOOT masterlists and userlists and BashTags files will be left untouched. This cannot be undone! Be sure that this is what you want to do before running this command.
Plugin Checker... Launch the Plugin Checker. Equivalent to clicking on its icon in the status bar.
Remove Dummy Masters... Remove all dummy master files created using Create Dummy Masters.... Cannot be run if no dummy masters exists right now.
Save Data Make Wrye Bash save its internal state to disk right now. Automatically done when you close Wrye Bash. You can press Ctrl+S to the same effect.
Global Settings... Open the Settings Menu.
Plugin Context Menu
Command Description
File.. Duplicate... Create a copy of the selected plugin in the Data folder.
Hide... Move the selected plugin to the [Game] Mods/Bash Mod Data/Hidden subdirectory. If the plugin's author is defined and there is a Bash Mod Data/Hidden subdirectory of the same name, the plugin will be placed there. If not and the plugin has a group assigned and there is a Bash Mod Data/Hidden subdirectory of the same name, the plugin will be placed there instead. Otherwise it will be placed directly inside Bash Mod Data/Hidden.
Redate... Change the modification time of the selected plugin. If more than one plugin is selected, then all the plugins will have their modification times altered, with the first in the list being set to the specified time and the rest at one minute intervals from that time.
Delete Delete the selected plugin(s) and any backups of them, but not snapshots. Deleted plugins are sent to the Recycling Bin. You can press Delete to the same effect.
Backup Create a backup of the selected plugin in [Game] Mods\Bash Mod Data\Backups. The first time such a backup is made for this plugin, the backed-up plugin has f appended to its file extension, giving e.g. .espf. This first backup can be used via Revert To First Backup.... The last backup made can be used via Revert To Backup... instead.
Revert To Backup... Revert the selected plugin to the last backup made of it.
Revert To First Backup... Revert the selected plugin to the first backup made of it.
Snapshot... Create a copy of the selected plugin in [Game] Mods\Bash Mod Data\Snapshots. Snapshot filenames are appended with -n where n is a number between 01 and 99. E.g. the first snapshot of Plugin.esp is Plugin-01.esp. The number is incremented each time the plugin has a snapshot taken. Additionally, if there is a version line in the plugin's description field, then the snapshot number will be appended to the version number in the same manner.
Revert To Snapshot... Revert the selected plugin to a selected snapshot.
Move To... Move the selected plugin(s) to the specified position. Note that the way this works with inactive plugins may seem a bit counter-intuitive. Since inactive plugins do not have indices, it will be moved to occupy the selected position, but since it's inactive, the next active plugin after it is the one that actually receives the position. In practical terms, this means you will often end up moving an inactive plugin to one spot before the one you wanted and adjusting its position via drag and drop or via Ctrl+Up Arrow (↑)/Ctrl+Down Arrow (↓) will be necessary.
Readme... Open the selected plugin's in the Doc Browser. You can double-click on the plugin to the same effect.
Jump to Source Jump to the package that installed the selected plugin, if the Installers tab is enabled and not hidden and the plugin in question has an associated package. You can Alt-Click on the plugin to the same effect.
Info.. List Bash Tags... Display a list of all the Bash Tags applied to the selected plugin, and where/how the Bash Tags was specified. This can be useful for debugging a misbehaving Bashed Patch or simply to find out where certain tags are coming from. See also the other version of this command that runs on all plugins in the plugin list, accessed via the column header menu.
List Dependent... Display a list of plugins that have the selected plugin as a master and copy it to your clipboard. Active plugins are prefixed with their load order while merged, imported and inactive mods are prefixed with ++, ** and __ respectively.
List Masters... Output a list of the selected plugin's masters and copy it to your clipboard.
List Patch Config... Display a summary of how the selected Bashed Patch is configured and copy it to your clipboard.
Create LOOT Entry... Create LOOT masterlist entries based on the tags you have applied to the selected plugins. Also tries to figure out the URL that the plugin came from based on the BAIN package it was installed from, if any.
Copy Plugin Info... Display a report on the selected plugins with the info from the currently displayed columns and copy it to your clipboard.
Details... Display a list of the records in the selected plugin, similar to the Details view in the Construction Set/Creation Kit.
Check Qualifications... Scan the selected plugins to check their qualifications for various actions, depending on the game:
  • For games that have the Merge Patches patcher available in the Bashed Patch (currently all games that don't have ESL support), this will check if the plugin could be merged into the Bashed Patch.
  • For games with ESL support, this will check if the plugin could receive an ESL flag, which can then be added via Add ESL Flag. See the ESLs section for details about requirements.
  • For games with Overlay plugin support, this will check if the plugin could receive an Overlay flag, which can then be added via Add Overlay Flag. See the Overlay Plugins section for details about the .
If a game falls into multiple of the categories, this command will check all the appropriate categories. For example, Starfield supports both ESLs and Overlay plugins, so this command checks both of them.

Wrye Bash does these checks automatically, but this command lists the reasons why a plugin may not qualify for one of these actions. This is useful if you think some plugins should be mergeable/ESL-capable/etc., but Wrye Bash seems to disagree.
Rebuild Patch... Rebuild the selected Bashed Patch. See the Setting Up A Bashed Patch and Advanced Bashed Patch sections for more information.
Add/Remove ESM Flag Every plugin has a flag in its header, identifying whether it is a master or not. This command toggles this ESM flag so that regular plugins become masters and vice versa. Note that this command is only enabled for .esp and .esu plugins. If you want to change this flag for other types of plugins, use xEdit.

Note that this may change the load order of the newly ESM-flagged plugin, since masters always load before regular plugins. See also Add/Remove ESM Flag to/From Masters.
Add/Remove ESL Flag Games with ESL support only. Similar to Add/Remove ESM Flag, but targets the ESL flag instead of the ESM flag. This command is only enabled if the plugin is ESL-capable. See Check Qualifications... for more information.
Add/Remove Overlay Flag Games with Overlay plugin support only. Similar to Add/Remove ESL Flag, but targets the Overlay flag instead of the ESL flag. This command is only enabled if the plugin is Overlay-capable. See Check Qualifications... for more information.
Add/Remove ESM Flag to/From Masters Similar to Add/Remove ESM Flag, but toggle the ESM flag for a plugin's masters rather than the plugin itself. This command is useful if you want to load a plugin with .esp masters in the Construction Set/Creation Kit, since that does not support loading non-.esm files as masters. Be sure to remove the ESM flags afterwards again.

Note that this may change the load order of the newly ESM-flagged plugins, since masters always load before regular plugins. You can use Undo to revert back to the old load order once done.
Create Dummy Masters... Create an empty plugin for each missing master of the selected plugin. This is useful for allowing xEdit to open a plugin with missing masters (e.g. a Filter plugin). These dummy plugins can later be removed using the Remove Dummy Masters command.
Plugin.. Groups.. Export Groups... Export the selected plugins' groups to a CSV file as plugin name/groups pairs. To be used with Import Grups..., e.g. to back the groups up, share them with other people, etc.
Import Groups... This will set the groups for selected plugins as specified in a CSV file (created by the Export Groups... command). If any selected plugins are not assigned a group in the file, they will remain untouched.
Edit Groups... Add Create a new group.
Rename Rename the selected group. Plugins that belong to it will have their assigned group updated to match.
Remove Delete the selected group. Deleting a group removes it from all plugins that had it assigned.
Refresh Look at assigned groups and add new ones to the existing ones. Use this after importing groups using Import Groups... to update available groups.
Sync Synchronize the list of available groups to the assigned ones. In other words, this will delete groups that have not been assigned to any plugins.
Default Reset the list of available groups to the default ones. This won't delete non-default assigned groups, it's meant for bringing back default groups that you accidentally deleted. Use Refresh to pick up your groups and add them to the defaults.
<group> <group> is the name of a group. They occur after the separator. Clicking one assigns the selected plugins to that group. Groups that are assigned to the selected plugins appear checked. They provide no automatic functionality, other than to place hidden plugins in group folders, provided those folders already exist. Use them to group plugins together so you can disable or enable them at once, etc. The special None group means that the plugin is not assigned to any group right now.
Rating.. A purely cosmetic feature, this allows you to assign different rating values to plugins. Behaves very similarly to Groups...
Disallow Ghosting Don't ghost the selected plugins when they are inactive, even if Auto-Ghost is enabled. Will unghost the selected plugins when enabled.
Allow Ghosting Displayed if multiple plugins are selected. Disable Disallow Ghosting for the selected plugins.
Invert Ghosting Displayed if multiple plugins are selected. Toggle the status of Disallow Ghosting for the selected plugins.
Ghost/Unghost Manually ghost or unghost the selected plugins. Note that this is temporary and automatic ghosting will take over again the next time Wrye Bash is started. If you want your changes to persist, activate Disallow Ghosting for the selected plugins.
Order by Name Set the load order of the selected plugins starting at the lowest ordered plugin, sorting them alphabetically.
Copy To.. Submenu offering a list of commands that each create a copy of all selected plugins, with the extensions changed to match the chosen command's name.
Cleaning.. Don't Check Against LOOT's Masterlist If checked, do not compare the selected plugins against LOOT's masterlist to determine whether or not they are dirty and need to be cleaned via xEdit.
Scan for Deleted Records Scan the selected plugins for deleted records (i.e. deleted references, deleted base records and, for games that have them, deleted navmeshes), outputting counts and FormIDs of the found records. This will skip the game master (since it cannot contain deleted records) and plugins with the .esu extension, since those use deleted records on purpose to mark a record existing in one version of the plugin but not in the other one.
Remove World Orphans Some plugins have a mild form of corruption where exterior cells of new worldspaces in a .esp master of the plugin are included in the plugin even if they are not edited, but the parent worldspace is not included, creating "orphaned" cells. This command will remove these "orphans".
Nvidia Fog Fix Oblivion & Nehrim: At Fate's Edge only. Systems with very old Nvidia graphics cards can suffer a black screen bug when interior cell fog distances are set to 0. This command scans the selected plugins and sets any zero-valued fog distances to 0.001.

Note: This command is probably not needed anymore. 'Very old' does mean very old, i.e. referring to graphics cards released around 2008.
Advanced.. Export.. Editor IDs... Export the Editor IDs of the records in the selected plugin to a CSV file.
Factions... Export the factions defined for actors in the selected plugin to a CSV file, which can be imported to a plugin or used in the Bashed Patch's Import Actors: Factions patcher.
Relations... Export the faction relationships in the selected plugin to a CSV file. This does not export race relationships. The CSV file can also be used in the Bashed Patch's Import Relations patcher.
Ingredients... Export alchemy ingredient record data from the selected plugin to a CSV file.
Names... Export the names of the objects in the selected plugin to a CSV file. All the records displayed in the Construction Set's Objects Window are supported - cells and dialogue are not. As well as being useful for the usual large-scale changes, this command is useful for translators. The CSV file can also be used in the Bashed Patch's Import Names option.
NPC Levels... Export NPC level info from the selected plugin to a CSV file. Only NPCs which are dynamically levelled (i.e. offset from the player's level) will be exported.
Prices... Export the prices of objects in the selected plugin to a CSV file.
Scripts... Export the scripts in the selected plugin to a series of text files. The scripts may then be edited in the text files and re-imported.

Warning: Do not change the first three lines of each text file exported when editing unless you know what you're doing.
Sigil Stones... Exports the stats of sigil stones from the selected plugin to a CSV file.
Spells... Export spell stats in the selected plugin to a CSV file. The CSV file can also be used in the Bashed Patch's Import Stats patcher. There are two modes of export, Basic and Detailed. The spell stats exported in Basic mode are as follows:
  • Form ID
  • Editor ID
  • Name
  • Cost
  • Level type
  • Spell type
In Detailed mode, all Basic stats are exported as well as a variety of flags and all the spell effects.
Stats... Export stats for the following record types in the selected plugin to a CSV file. The CSV file can also be used in the Bashed Patch's Import Stats patcher. The following types are supported:
  • Ammunition
  • Apparatus
  • Armor
  • Book
  • Clothing
  • Ingredient
  • Key
  • Light
  • Misc. Item
  • Sigil Stone
  • Soulgem
  • Weapon
Import.. Editor IDs... Import the Editor IDs for records in the selected plugin from a CSV file. As well as updating the Editor IDs of records themselves, this also updates any Editor IDs referenced in normal (non quest stage or dialogue) scripts to reflect the changes.

Note: You may have to recompile any altered scripts in the Construction Set.

If you wish to update script references after the Editor IDs were changed, edit the CSV file and add another column after the eid column and give the old Editor IDs in the new column, e.g. "MISC","Oblivion.esm","0x0123456","New EditorID","Old EditorID"
Factions... Import factions defined for actors from a CSV file previously exported using Wrye Bash and apply them to the selected plugin.
Relations... Import faction relationships from a CSV file into the selected plugin.
Ingredients... Import alchemy ingredient record data from a CSV file into the selected plugin.
Names... Import names for objects from a CSV file (or other mod) into the selected plugin. Only records that already exist in the plugin will have their names changed, no records will be added.
NPC Levels... Import NPC level info from a CSV file into the selected plugin. This does not affect Creature levels or leveled lists, nor does it affect the levels of NPCs in existing saves, for which Update NPC Levels must be used. As well as the format exported by Export NPC Levels, an older format is supported:
  • The first column is the Form ID. This must not have been edited.
  • The second column is the Editor ID, which is ignored on import.
  • The next three columns are the levelling info.
  • The last four columns are the original NPC levels from the game's master file. If the NPCs are mod-added, these will be blank. These columns are ignored on import.
Prices... Import the prices of objects from a CSV file (or other plugin) into the selected plugin.
Scripts... Import scripts from a series of text files into the selected plugin.

Note: You must recompile any altered or new scripts in the Construction Set.
Sigil Stones... Import the stats of sigil stones from a CSV file into the selected plugin.
Spells... Import spell stats from a CSV file into the selected plugin. Only records that exist in the plugin will have their spell stats changed, no records will be added. The spell stats supported are those exported by Export Spell Stats..., and importing uses the same Basic and Detailed mode distinctions.
Stats... Import stats from a CSV file into the selected plugin. Only records that exist in the plugin will have their stats changed, no records will be added. The object stats supported are those exported by Export Stats....
Face... This command is related to Face Importing, see that section for more information.
Form IDs... This is useful if you want to replace the records in one master with equivalent records from another master. This command replaces the Form IDs in a plugin according to a CSV file that acts as a Form ID mapper. An example of such a file is Data\Bash Patches\TI to Cobl_Formids.csv. The following instructions detail how to create such a Form ID mapper:
  1. Use Export Editor IDs on both the plugin containing the Form IDs to be replaced and the plugin containing the replacement Form IDs.
  2. Combine the two CSV files produced into a CSV file with the following columns:
    • Record type. This is ignored by Wrye Bash, but can be useful for reference.
    • Old Mod. This supplies the first two digits in the old Form ID.
    • Old Object. This supplies the rest of the old Form ID.
    • Old Eid. The Editor ID for the old object.
    • New Eid. The Editor ID for the new object.
    • New Mod. This supplies the first two digits in the new Form ID.
    • New Object. This supplies the rest of the new Form ID.
    Note that if either of the new or old sides of a row are empty, the row will be skipped. Also, the new object does not have to be of the same type as the old object, but they should be compatible.
  3. Save the new CSV file so that its filename ends with Formids.csv.
If you've completely swapped from one base plugin to another, you may wish to remove the old dependency. This can be done using xEdit's Clean Masters command or TES4Gecko's Edit Master List command. The former only removes totally unused masters while the latter can remove used masters with the appropriate cleanup, and is not an automated procedure.

Note: You can also use xEdit to change the Form IDs using its Batch Change Referencing Records command together with the CSV file created. xEdit will also change the definition of a Form ID, rather than just any references to it, unlike Wrye Bash.
Decompile All Oblivion only. Undo the effect of a Compile All performed in the Construction Set. It will not do anything to the game's master file.
Version 0.8 Oblivion only. Reset the file version number of the selected plugin so that it can be edited in an older version of the Construction Set, which is required when making certain changes due to bugs in the latest Construction Set.

Warning: It is possible that this may cause data loss. Do not use unless necessary!
Plugin Masters List Column Header Context Menu
Command Description
Sort By.. This submenu allows you to choose by which column the masters list is sorted. This is equivalent to clicking on a column header.
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.
Plugin Masters List Items Context Menu
Command Description
Change To... 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.
Jump to Master Jump to the specified master on the Mods tab. You can double-click on the master to the same effect.

Advanced Bashed Patch Back to top

You can have multiple Bashed Patches, though one is generally enough per save profile or character. The only requirement for Wrye Bash recognising a plugin as a Bashed Patch is that its Author field is set to BASHED PATCH, so you can name a Bashed Patch whatever you want. See the Author section linked above for more information.

Viewing & Editing The Bashed Patch Back to top

As the Bashed Patch commonly has .esp files as masters, viewing and editing it can be more complicated than for the average plugin. If you wish to view its contents, it is easiest to use xEdit, which can also be used to edit most types of data in plugins. To edit it using the Construction Set or Creation Kit (required when editing scripts), you'll need to first use the Add ESM Flag to Masters command on it. Be sure to use Remove ESM Flag From Masters before attempting to play the game afterwards.

Bash Tags Back to top

Wrye Bash uses a tagging system to determine what plugins can and should have certain data imported into the Bashed Patch. These Bash Tags are specified by mod authors in the header descriptions of their plugins, are applied using data from LOOT's masterlist and userlist files, and are read from text files in the [GAME]\Data\BashTags folder.

In increasing priority, the Bash Tags sources are:

  1. Description in the header of the plugin (can be edited in WB)
  2. taglist.yaml (LOOT) - only if no LOOT masterlist was found on the user's computer
  3. masterlist.yaml (LOOT)
  4. userlist.yaml (LOOT)
  5. [GAME]\Data\BashTags\[PLUGIN NAME].txt
  6. Tags that were manually set in Wrye Bash

Wrye Bash includes a LOOT masterlist parser. It will try and parse the masterlist and userlist files, if it finds them in the %LOCALAPPDATA%\LOOT\[GAME] directory. If that fails (e.g. if the files are not there) it will fall back to a Mopy\taglists\[GAME]\taglist.yaml file bundled with Wrye Bash. For more information on userlists, masterlists, their syntax, etc., please see LOOT's own documentation.

BashTags Files Back to top

For each plugin, Wrye Bash will read the file [GAME]\Data\BashTags\[PLUGIN NAME].txt, if it exists. Bash Tags specified in this file will override ones in the description and the LOOT masterlist. These files are intended for people besides the mod author to share plugin suggestions. For example, a guide creator could create files with fitting Bash Tags and package the BashTags folder as an archive, distribute the archive as a download with the guide, and users can then simply install the archive with BAIN to get the right Bash Tags. Occasionally, the number of Bash Tags in a plugin's description may also become so large that the size limit for the description is in danger of being reached. That is another legitimate use case for BashTags files (USSEP was in this situation and now ships a BashTags file for this reason).

Wrye Bash has the ability to create these files through its GUI too. Right click on a plugin's Bash Tags field in the Mods Tab's Plugin Details panel on the sidebar and click Copy to BashTags to create or rewrite the matching file, placing all currently active Bash Tags in there.

The format for these files is simple. Each line can specify one or more tags to be added or removed - in which case a minus should be prepended to the tag - separated by commas.

Note: BashTags files must be in UTF-8 encoding (ASCII is fine, since it is backwards-compatible).

An example to demonstrate their syntax follows:

# Everything after a '#' is a comment # Every line that is not a comment # or empty will add or remove tags # from the plugin Delev, Relev # This line will add two # new tags to the plugin... -C.Water # ...while this line removes # a tag from the plugin # Addition and removal can also be # done in one line: C.Location, -C.LockList # The result of this file would be: # Added: C.Location, Delev, Relev # Removed: C.LockList, C.Water

Manual Tagging Back to top

Bash Tags may also be set manually, by clicking on the 'Add bash tags to this plugin' button above a plugin's Bash Tags field in the Mods Tab's sidebar and checking or unchecking tags in the displayed popup. You can also remove tags by selecting them and clicking on the 'Remove the selected tags from this plugin' button.

If you wish to revert to automatic tagging, right click the Bash Tags field and choose Automatic. If you are a mod author, you may wish to use Copy to Description for your mod's plugins before releasing it to ensure that users have the tags applied automatically.

List of Bash Tags Back to top

The following tables list all Bash Tags that Wrye Bash supports.

Note: A Bash Tag should only be applied when it is important that the plugin's change to whatever the tag relates to is preserved. If a change your plugin makes is not important to the functioning of your plugin, do not add a Bash Tag for it. Doing otherwise negates the purpose of the Bash Tag system.

Note: Not all record types or bash tags are available/supported for all games. Carefully inspect the tables below to see if the tag you want to use is avaiable for your game and what it actually does for that game.

Special Function Bash Tags
Tag Used When The Mod Specific Record Types/Changes Supported
Deactivate Should be deactivated. N/A
Filter Does not require all its masters to be installed to function. See the Filtering section for more information. N/A
IIM Is to be used in Item Interchange Mode. See the Item Interchange Mode section for more information. N/A
MustBeActiveIfImported Must be active to function correctly even if it is imported into the Bashed Patch. Currently this tags only function is that Bash won't ask to deactivate the plugin. N/A
NoMerge Should not be merged even though it is technically mergeable. N/A
Removed & Deprecated Bash Tags
Tag Replacement/Notes
Actors.Perks.Add Older name for NPC.Perks.Add.
Actors.Perks.Change Older name for NPC.Perks.Change.
Actors.Perks.Remove Older name for NPC.Perks.Remove.
Body-F Older name for R.Body-F.
Body-M Older name for R.Body-M.
Body-Size-F Older name for R.Body-Size-F.
Body-Size-M Older name for R.Body-Size-M.
C.GridFlags Older name for C.ForceHideLand.
Derel Older name for Relations.Remove.
Eyes Older name for R.Eyes.
Eyes-D Older name for R.Eyes.
Eyes-E Older name for R.Eyes.
Eyes-R Older name for R.Eyes.
Factions Older name for Actors.Factions.
Hair Older name for R.Hair.
Invent Split into Invent.Add, Invent.Change and Invent.Remove. The behavior of the old Invent tag is equivalent to Invent.Add combined with Invent.Remove.
InventOnly Use the Invent tags mentioned above in conjunction with IIM instead.
Merge Obsoleted due to Merge Patches rework.
Npc.EyesOnly Older name for NPC.Eyes.
Npc.HairOnly Older name for NPC.Hair.
NpcFaces Split into NPC.Eyes, NPC.Hair and NPC.FaceGen. Previous behavior is equivalent to all three tags combined.
Warning: Previous versions allowed applying both NpcFaces and one of the two 'Only' tags above. This was undefined behavior, but thankfully no mods seem to have made this mistake.
R.Relations Split into R.Relations.Add, R.Relations.Change and R.Relations.Remove. The behavior of the old R.Relations tag is equivalent to all three tags combined.
Relations Split into Relations.Add and Relations.Change. The behavior of the old Relations tag is equivalent to Relations.Add combined with Relations.Change.
ScriptContents Dangerous tag that was never fully implemented.
Voice-F Older name for R.Voice-F.
Voice-M Older name for R.Voice-M.
Bash Tags Shared Between Games
Tag Used When The Mod Specific Record Types/Changes Supported
Actors.ACBS Modifies the (ACBS) Configuration subrecord of actors. See the game-specific sections below for record types:
Actors.AIData Modifies the (AIDT) AI Data subrecord of actors. See the game-specific sections below for record types:
Actors.AIPackages Modifies AI package lists of actors. Addition or removal of an (PKID) AI Package in the AI Packages subrecord in the following record types:
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only
  • (NPC_) Non-Player Character
Actors.AIPackagesForceAdd Adds to AI package lists of actors. This tag forces the addition of packages even if they are removed by later-loading plugins tagged with Actors.AIPackages. Addition of an (PKID) AI Package in the AI Packages subrecord in the following record types:
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only
  • (NPC_) Non-Player Character
Actors.Anims Modifies actor special animations lists. Modification of the (KFFZ) Animations subrecord in the following record types:
  • (CREA) Creature
  • (NPC_) Non-Player Character
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
Actors.CombatStyle Modifies the assigned combat styles of actors. Modification of the (ZNAM) Combat Style subrecord in the following record types:
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
  • (NPC_) Non-Player Character
Actors.DeathItem Modifies actor death items. Modification of the (INAM) Death Item subrecord in the following record types:
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
  • (NPC_) Non-Player Character
Actors.Factions Changes creature and NPC factions. Addition or removal of a faction, or change of faction rank in (NPC_) Non-Player Character or (CREA) Creature (Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only) records.
  • Factions
    • (SNAM) Faction
    • (SNAM) Faction - Rank
Actors.RecordFlags Modifies actor record flags. Modification of record flags in the following record types:
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
  • (NPC_) Non-Player Character
Actors.Skeleton Modifies actor skeletons. The following (NPC_) Non-Player Character or (CREA) Creature subrecords:
  • (MODL) Model Filename.
  • (MODB) Bound Radius.
  • (MODT) Texture File Hashes.
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
Actors.Spells Modifies the spell lists of actors. These are also sometimes called 'actor effects', depending on the game. Addition, modification or removal of spells to the (SPLO) Spells subrecord in the following record types:
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only
  • (NPC_) Non-Player Character
Actors.SpellsForceAdd Modifies the spell lists of actors. These are also sometimes called 'actor effects', depending on the game. This tag forces the addition of spells even if they are removed by other plugins tagged with Actors.Spells. Addition of spells to the (SPLO) Spells subrecord in the following record types:
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only
  • (NPC_) Non-Player Character
Actors.Stats Modifies actor stats (e.g. health, skills, stamina, etc.). See the game-specific sections below for record types:
Actors.Voice Changes the voices of actors. The (VTCK) Voice subrecord in the following record types:
  • (CREA) Creature — Fallout 3 & Fallout: New Vegas only
  • (NPC_) Non-Player Character
Not available for Oblivion & Nehrim: At Fate's Edge.
C.Acoustic Modifies cell Acoustic Space. The Acoustic Space (XCAS) subrecord in Cell (CELL) records.

Not available for Oblivion, Nehrim: At Fate's Edge & Fallout 4.
C.Climate Modifies cell climates. The following subrecords:

Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
  • (XCCM) Climate
  • (DATA - Flags) Behave Like Exterior
Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition only.
  • (XCCM) Sky/Weather from Region
  • (DATA - Flags) Show Sky
Not available for Fallout 4.
C.Encounter Modifies cell Encounter Zone. The Encounter Zone (XEZN) subrecord in Cell (CELL) records.

Not available for Oblivion, Nehrim: At Fate's Edge & Fallout 4.
C.ForceHideLand Modifies cell Force Hide Land flags. The Force Hide Land flags field in the Grid (XCLC) subrecord in Cell (CELL) records.

Not available for Oblivion, Nehrim: At Fate's Edge & Fallout 4.
C.ImageSpace Modifies cell ImageSpace. The Image Space (XCIM) subrecord in Cell (CELL) records.

Not available for Oblivion, Nehrim: At Fate's Edge & Fallout 4.
C.Light Modifies cell lighting or fog. The following subrecords:
    All games but Fallout 4:

  • (XCLL) Lighting
    • Ambient Color
    • Directional Color
    • Fog Color
    • Fog Near
    • Fog Far
    • Fog Clip Dist
    • Fog Power — Not available for Oblivion & Nehrim: At Fate's Edge.
    • Directional Rotation XY
    • Directional Rotation Z
    • Directional Fade
  • (LTMP) Light Template — Not available for Oblivion & Nehrim: At Fate's Edge

  • Fallout 3 & Fallout: New Vegas only:

  • (LNAM) Light Template Inherits

  • Skyrim, Enderal: Forgotten Stories and Skyrim: Special Edition only:

  • (XCLL) Lighting
    • Ambient Colors
    • Ambient Colors Directional
    • Ambient Colors Specular
    • Ambient Colors Scale
    • Fog Color Far
    • Fog Max
    • Light Fade Begin
    • Light Fade End
    • Inherits
Not available for Fallout 4.
C.LockList Modifies cell lock list. The lock list (XILL) subrecord in (CELL) Cell records.

Available for Skyrim, Enderal: Forgotten Stories and Skyrim: Special Edition only.
C.Location Modifies cell Location. The Location (XLCN) subrecord in (CELL) Cell records.

Available for Skyrim, Enderal: Forgotten Stories and Skyrim: Special Edition only.
C.MiscFlags Modifies miscellaneous (CELL) Cell flags. All (DATA) Flags not covered by other bash tags:
  • Is Interior Cell
  • Can't Travel From Here / Invert Fast Travel Behavior
  • No LOD Water — All games but Oblivion, Nehrim: At Fate's Edge & Fallout 4.
  • Force Hide Land / Oblivion Interior — Oblivion & Nehrim: At Fate's Edge only.
  • Hand Changed
Not available for Fallout 4.
C.Music Modifies cell music type. The following subrecords:
  • (XCMT) Music — Oblivion & Nehrim: At Fate's Edge only.
  • (XCMO) Music — All games but Oblivion, Nehrim: At Fate's Edge & Fallout 4.
Not available for Fallout 4.
C.Name Modifies cell names. The (FULL) Name subrecord in (CELL) Cell records.

Not available for Fallout 4.
C.Owner Modifies Cell Ownership. The following (CELL) Cell subrecords:
  • Ownership
    • (XOWN) Owner
    • (XRNK) Rank
    • (XGLB) Global variable — Oblivion & Nehrim: At Fate's Edge only.
  • (DATA - Flags) Public Place
Not available for Fallout 4.
C.RecordFlags Modifies record flags in (CELL) Cell records. Any Cell (CELL) record flags.

Not available for Fallout 4.
C.Regions Modifies the Cells Region subrecord. Any (XCLR) subrecord of the Cell (CELL) record.

Not available for Fallout 4.
C.SkyLighting Modifies Use Sky Lighting (CELL) Cell flag. (DATA - Flags) Use Sky Lighting

Available for Skyrim, Enderal: Forgotten Stories and Skyrim: Special Edition only.
C.Water Modifies cell water type or level. The following (CELL) Cell subrecords:
  • (XCWT) Water
  • (XCLW) Water Height
  • (DATA - flags) Has Water
  • (XNAM) Water Noise Texture — Not available for Oblivion & Nehrim: At Fate's Edge.
  • (XWEM) Water Environment Map — Skyrim, Enderal: Forgotten Stories and Skyrim: Special Edition only.
Not available for Fallout 4.
Creatures.Blood Modifies the creature blood subrecords. The following (CREA) Creature subrecord(s):
  • (NAM0) Blood Spray — Oblivion & Nehrim: At Fate's Edge only.
  • (NAM1) Blood Decal — Oblivion & Nehrim: At Fate's Edge only.
  • (CNAM) Impact Dataset — Fallout 3 & Fallout: New Vegas only.
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
Creatures.Type Modifies the type of creatures. The following (CREA) Creature subrecords:
  • (DATA) Stats:
    • Type:
        Oblivion & Nehrim: At Fate's Edge only:

      • Creature
      • Daedra
      • Undead
      • Humanoid
      • Horse
      • Giant

      • Fallout 3 & Fallout: New Vegas only:

      • Animal
      • Mutated Animal
      • Mutated Insect
      • Abomination
      • Super Mutant
      • Feral Ghoul
      • Robot
      • Giant
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
Deflst Removes entries from the FormID List (FLST) record. Removal of FormID from (FLST) FormID List record:
  • FormIDs
    • (LNAM) FormID
Fallout 3 & Fallout: New Vegas only.
Delev Deletes entries from Leveled Lists. Removal of a (LVLO) Level List Entry from the following record types:
  • (LVLC) Leveled Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
  • (LVLI) Leveled Item
  • (LVLN) Leveled NPC — Not available for Oblivion & Nehrim: At Fate's Edge.
  • (LVSP) Leveled Spell — Not available for Fallout 3 & Fallout: New Vegas.
Destructible Modifies destructible records. See the game-specific sections below for record types:
EffectStats Modifies (MGEF) Magic Effect / Base Effect stats. The following fields of the (DATA) Data subrecord in (MGEF) Magic Effect / Base Effect records:
    For games before Skyrim:

  • Flags
  • Base Cost
  • Associated Item
  • Magic School
  • Resist Value
  • Projectile Speed
  • Constant Effect Enchantment Factor
  • Constant Effect Barter Factor
  • Archetype — Fallout 3 & Fallout: New Vegas only.
  • Actor Value — Fallout 3 & Fallout: New Vegas only.

  • For games since Skyrim:

  • Flags
  • Base Cost
  • Associated Item
  • Magic Skill — Not available in Fallout 4.
  • Resist Value
  • Taper Weight
  • Minimum Skill Level
  • Spellmaking
    • Area
    • Casting Time
  • Taper Curve
  • Taper Duration
  • Second AV Weight
  • Archetype
  • Actor Value
  • Casting Type
  • Delivery
  • Second Actor Value
  • Skill Usage Multiplier
  • Equip Ability
  • Perk to Apply
  • Script Effect AI
    • Score
    • Delay Time
Enchantments Modifies enchantments applied to objects. These are also sometimes called 'object effects', depending on the game. The following records and subrecords:
  • Oblivion & Nehrim: At Fate's Edge:
    • (AMMO) Ammunition: (ENAM) Enchantment
    • (ARMO) Armor: (ENAM) Enchantment
    • (BOOK) Book: (ENAM) Enchantment
    • (CLOT) Clothing: (ENAM) Enchantment
    • (WEAP) Weapon: (ENAM) Enchantment
  • Fallout 3 & Fallout: New Vegas:
    • (ARMO) Armor: (EITM) Object Effect
    • (CREA) Creature: (EITM) Unarmed Attack Effect
    • (EXPL) Explosion: (EITM) Object Effect
    • (NPC_) Non-Player Character: (EITM) Unarmed Attack Effect
    • (WEAP) Weapon: (EITM) Object Effect
  • Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition:
    • (ARMO) Armor: (EITM) Object Effect
    • (EXPL) Explosion: (EITM) Object Effect
    • (WEAP) Weapon: (EITM) Object Effect
  • Fallout 4:
    • (ARMO) Armor: (EITM) Object Effect
    • (EXPL) Explosion: (EITM) Object Effect
EnchantmentStats Modifies (ENCH) Enchantment / Object Effect stats. The following fields of the (ENIT) Effect Data subrecord in (ENCH) Enchantment / Object Effect records:
    Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas:

  • Type
  • Charge Amount
  • Enchant Cost
  • Flags

  • Skyrim and newer games:

  • Enchantment Cost
  • Flags
  • Cast Type
  • Enchantment Amount
  • Target Type
  • Enchant Type
  • Charge Time
  • Base Enchantment
  • Worn Restrictions
Graphics Is a graphics replacer. See the game-specific sections below for record types: Not available for Fallout 4.
Invent.Add Adds items to inventories. Addition of items in the following records:
  • (COBJ) Constructible Object — Skyrim and newer games only.
  • (CONT) Container
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
  • (FURN) Furniture — Fallout 4 only.
  • (NPC_) Non-Player Character
Note that changing an item's FormID is indistinguishable from removing it and adding a new one with a different FormID, so in that case you will need to tag with both Invent.Add and Invent.Remove.
Invent.Change Changes other properties (like count and owner) of items in inventories. Change of item properties in the following records:
  • (COBJ) Constructible Object — Skyrim and newer games only.
  • (CONT) Container
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
  • (FURN) Furniture — Fallout 4 only.
  • (NPC_) Non-Player Character
Invent.Remove Removes items from inventories. Removal of items in the following records:
  • (COBJ) Constructible Object — Skyrim and newer games only.
  • (CONT) Container
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
  • (FURN) Furniture — Fallout 4 only.
  • (NPC_) Non-Player Character
Note that changing an item's FormID is indistinguishable from removing it and adding a new one with a different FormID, so in that case you will need to tag with both Invent.Add and Invent.Remove.
Keywords Modifies the lists of keywords attached to things. See the game-specific sections below for record types:
Names Changes the names of things. See the game-specific sections below for record types:
NPC.AIPackageOverrides Changes the package override lists of NPCs. The following (NPC_) Non-Player Character subrecords:
  • (SPOR) Spectator Override Package List
  • (OCOR) Observe Dead Body Override Package List
  • (GWOR) Guard Warn Override Package List
  • (ECOR) Combat Override Package List
Available for Skyrim and newer games.
NPC.AttackRace Changes the attack race of NPCs. The (ATKR) Attack Race subrecord of (NPC_) Non-Player Character records.

Available for Skyrim and newer games.
NPC.Class Changes the classes of NPCs. The (CNAM) Class subrecord of (NPC_) Non-Player Character records.
NPC.CrimeFaction Changes the crime factions of NPCs. The (CRIF) Crime Faction subrecord of (NPC_) Non-Player Character records.

Available for Skyrim and newer games.
NPC.DefaultOutfit Changes the default outfits of NPCs. The (DOFT) Default Outfit subrecord of (NPC_) Non-Player Character records.

Available for Skyrim and newer games.
NPC.Eyes Modifies Non-Player Character eyes. The (ENAM) Eyes subrecord of (NPC_) Non-Player Character records.

Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
NPC.FaceGen Modifies Non-Player Character faces. The following (NPC_) Non-Player Character subrecords:
  • (FGGS) FaceGen Geometry-Symmetric
  • (FGGA) FaceGen Geometry-Asymmetric
  • (FGTS) FaceGen Texture-Symmetry
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
NPC.Hair Modifies Non-Player Character hair. The following (NPC_) Non-Player Character subrecords:
  • (HNAM) Hair
  • (LNAM) Hair length
  • (HCLR) Hair color
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
NPC.Perks.Add Adds new perks to NPCs. Addition of new (PRKR) Perk objects to the perk list of (NPC_) Non-Player Characters.

Available for Skyrim and newer games.
NPC.Perks.Change Changes the rank of NPC perks. Change of ranks in (PRKR) Perk objects in the perk list of (NPC_) Non-Player Characters.

Available for Skyrim and newer games.
NPC.Perks.Remove Removes perks from NPCs. Removal of (PRKR) Perk objects from the perk list of (NPC_) Non-Player Characters.

Available for Skyrim and newer games.
NPC.Race Changes the races of NPCs. The (RNAM) Race subrecord of (NPC_) Non-Player Character records.
NpcFacesForceFullImport Modifies Non-Player Character faces, and you wish to import the unmodified subrecords as well as the modified subrecords. The following (NPC_) Non-Player Character subrecords:
  • FaceGen Data
    • (FGGS) FaceGen Geometry-Symmetric
    • (FGGA) FaceGen Geometry-Asymmetric
    • (FGTS) FaceGen Texture-Symmetry
  • (ENAM) Eyes
  • (HNAM) Hair
  • (LNAM) Hair Length
  • (HCLR) Hair Color
Note: If you have applied this tag, there is no more need to apply NPC.Eyes, NPC.FaceGen or NPC.Hair as well. This tag already does everything those tags do.

Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
ObjectBounds Changes the object bounds of things. See the game-specific sections below for record types: Not available for Oblivion & Nehrim: At Fate's Edge.
Outfits.Add Adds items to outfits. Additions of items in (OTFT) Outfit records.

Available for Skyrim and newer games.
Outfits.Remove Removes items from outfits. Removal of items in (OTFT) Outfit records.

Available for Skyrim and newer games.
R.AddSpells Adds spells to racial spell list(s). Either R.ChangeSpells or R.AddSpells should be used for a plugin, not both. Additions to the spell list of (RACE) Race records.

Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition only.
R.Body-F Modifies female body mesh/texture definitions in (RACE) Race record. Changes to the following subrecords:
  • Female Body Data
    • Model
    • Parts
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Body-M Modifies male body mesh/texture definitions in (RACE) Race record. Changes to the following subrecords:
  • Male Body Data
    • Model
    • Parts
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Body-Size-F Modifies female body weight/height definitions in (RACE) Race record. Changes to the following subrecords:
  • (DATA) Female Height
  • (DATA) Female Weight
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Body-Size-M Modifies male body weight/height definitions in (RACE) Race record. Changes to the following subrecords:
  • (DATA) Male Height
  • (DATA) Male Weight
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.ChangeSpells Modifies racial spell list(s) (beyond adding spells). Either R.ChangeSpells or R.AddSpells should be used for a plugin, not both. Additions or removals to the (SPLO) spell list of (RACE) Race records.

Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition only.
R.Description Modifies race descriptions. The (DESC) description subrecord of (RACE) Race records.

All games but Fallout 4.
R.Ears Modifies race ears. The following (RACE) Race subrecords:
  • Face Data Part: Ear (Male)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Ear (Female)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Eyes Adds eyes to races. See the game-specific sections below for record types: Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Hair Adds hairs to races. The (HNAM) Hairs subrecord of (RACE) Race records.

Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Head Modifies race heads. See the game-specific sections below for record types: Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Mouth Modifies race mouths. See the game-specific sections below for record types: Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Relations.Add Adds race-faction relationships. The (XNAM) faction list of (RACE) Race records.

Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Relations.Change Changes race-faction relationships. The (XNAM) faction list of (RACE) Race records.

Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Relations.Remove Removes race-faction relationships. The (XNAM) faction list of (RACE) Race records.

Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Skills Modifies race skill bonuses. The (DATA) skills and skill boosts of (RACE) Race records.

All games but Fallout 4.
R.Teeth Modifies race upper or lower teeth. See the game-specific sections below for record types: Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
R.Voice-F Modifies female voice definitions. The (VNAM / VTCK) female voice of (RACE) Race records.

All games but Fallout 4.
R.Voice-M Modifies male voice definitions. The (VNAM / VTCK) male voice of (RACE) Race records.

All games but Fallout 4.
Relations.Add Adds faction relationships. Additions of (XNAM) Relation subrecords in (FACT) Faction records.
Relations.Change Changes faction relationships. Changes to the following fields in (XNAM) Relation subrecords in (FACT) Faction records:
  • Modifier
  • Group Combat Reaction — Not available for Oblivion.
Relations.Remove Removes faction relationships. Removal of (XNAM) Relation subrecords from (FACT) Faction records.
Relev Re-levels leveled list entries. Changes to the Level or Count of a (LVLO) leveled list entry in:
  • (LVLC) Leveled Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
  • (LVLI) Leveled Item
  • (LVLN) Leveled NPC — Not available for Oblivion & Nehrim: At Fate's Edge.
  • (LVSP) Leveled Spell — Not available for Fallout 3 & Fallout: New Vegas.
Scripts Modifies scripts attached to various things. See the game-specific sections below for record types: Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
Sound Replaces sounds. See the game-specific sections below for record types: Not available for Fallout 4.
SpellStats Modifies spell stats. The following (SPEL) Spell and (SCRL) Scroll (Skyrim, Enderal: Forgotten Stories and Skyrim: Special Edition only) subrecords:
    All games but Fallout 4:

  • (EDID) Editor ID
  • (SPIT) Cost
  • (SPIT) Spell Type
  • (SPIT) Flags

  • Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only:

  • (SPIT) Level

  • Skyrim, Enderal: Forgotten Stories and Skyrim: Special Edition only:

  • (SPIT) Cast Duration
  • (SPIT) Cast Type
  • (SPIT) Charge Time
  • (SPIT) Half-Cost Perk
  • (SPIT) Range
  • (SPIT) Target Type
Not available for Fallout 4.
Stats Modifies the stats (e.g. weight, value, etc.) of items and other objects. See the game-specific sections below for record types: Not available for Fallout 4.
Text Modifies long-form text (e.g. the text in a book, or descriptions of armor, spells, weapons, etc.) of things. See the game-specific sections below for record types: Not Available for Fallout 4.
Bash Tags Available For Oblivion & Nehrim: At Fate's Edge
Tag Used When The Mod Specific Record Types/Changes Supported
Actors.ACBS Modifies the (ACBS) Configuration subrecord of:
  • (NPC_) Non-Player Character
  • (CREA) Creature
Changes to the following fields in (ACBS) Configuration:
  • (CREA only) Flags:
    • Biped
    • Essential
    • Weapon & Shield
    • Respawn
    • Swims
    • Flies
    • Walks
    • PC Level Offset
    • No Low level Processing
    • No Blood Spray
    • No Blood Decal
    • No Head
    • No Right Arm
    • No Left Arm
    • No Combat in Water
    • No Shadow
    • No Corpse Check
  • (NPC_ only) Flags:
    • Female
    • Essential
    • Respawn
    • Auto-Calc Stats
    • PC Level Offset
    • No Low Level Processing
    • No Rumors
    • Summonable
    • No Persuasion
    • Can Corpse Check
  • Base Spell Points
  • Fatigue
  • Barter Gold
  • Level (Offset)
  • Calc Min
  • Calc Max
Note: Level (Offset) and Flags\PC Level Offset are linked.
If one of them is changed, then they will both be carried forward together.
Actors.AIData Modifies the (AIDT) AI Data subrecord of:
  • (NPC_) Non-Player Character
  • (CREA) Creature
The following subrecords:
  • (AIDT) AI Data
    • Aggression
    • Confidence
    • Energy Level
    • Responsibility
    • Buys/Sells and Services
    • Teaches
    • Maximum Training Level
Actors.Stats Modifies actor stats (e.g. attributes, health, skills, etc.). The following subrecords:
  • (CREA) Creature:
    • (DATA) Stats:
      • Agility
      • Attack
      • Combat Skill
      • Damage
      • Endurance
      • Health
      • Intelligence
      • Luck
      • Magic Skill
      • Personality
      • Soul
      • Speed
      • Stealth Skill
      • Strength
      • Willpower
  • (DATA) NPC Stats:
    • Attributes:
      • Agility
      • Endurance
      • Intelligence
      • Luck
      • Personality
      • Speed
      • Strength
      • Willpower
    • Health
    • Skills:
      • Acrobatics
      • Alchemy
      • Alteration
      • Armorer
      • Athletics
      • Blade
      • Block
      • Blunt
      • Conjuration
      • Destruction
      • Hand to Hand
      • Heavy Armor
      • Illusion
      • Light Armor
      • Marksman
      • Mercantile
      • Mysticism
      • Restoration
      • Security
      • Sneak
      • Speechcraft
Graphics Is a graphics replacer. The following subrecords:
  • (ACTI) Activator: Model
  • (ALCH) Potion: (ICON) Icon Filename, Model
  • (AMMO) Ammunition: (ICON) Icon Filename, Model
  • (APPA) Alchemical Apparatus: (ICON) Icon Filename, Model
  • (ARMO) Armor:
    • (BMDT) Biped Data
    • Male Biped Model
    • Male World Model
    • (ICON) Male Icon Filename
    • Female Biped Model
    • Female World Model
    • (ICO2) Female Icon Filename
  • (BOOK) Book: (ICON) Icon Filename, Model
  • (BSGN) Birthsign: (ICON) Icon Filename
  • (CLAS) Class: (ICON) Icon Filename
  • (CLOT) Clothing:
    • (BMDT) Biped Data
    • Male Biped Model
    • Male World Model
    • (ICON) Male Icon Filename
    • Female Biped Model
    • Female World Model
    • (ICO2) Female Icon Filename
  • (CONT) Container: Model
  • (CREA) Creature: Model, (NIFZ) Models
  • (DOOR) Door: Model
  • (EFSH) Effect Shader:
    • (ICON) Fill Texture
    • (ICO2) Particle Shader Texture
    • (DATA)
      • Flags
      • Membrane Shader
      • Fill/Texture Effect
      • Edge Effect
      • Particle Shader
      • Color Key
  • (EYES) Eyes: (ICON) Texture
  • (FLOR) Flora: Model
  • (FURN) Furniture: Model
  • (GRAS) Grass: Model
  • (HAIR) Hair: (ICON) Texture, Model
  • (INGR) Ingredient: (ICON) Icon Filename, Model
  • (KEYM) Key: (ICON) Icon Filename, Model
  • (LIGH) Light:
    • (ICON) Icon Filename
    • Model
    • (DATA) Radius
    • (DATA) Color
      • Red
      • Green
      • Blue
    • (DATA) Flags
    • (DATA) Falloff Exponent
    • (DATA) FOV
    • (FNAM) Fade
  • (LSCR) Load Screen: (ICON) Icon Filename
  • (LTEX) Landscape Texture: (ICON) Icon Filename
  • (MGEF) Magic Effect:
    • (ICON) Icon Filename
    • Model
    • (DATA) Data
      • Light
      • Effect Shader
      • Enchant Effect
  • (MISC) Misc. Item: (ICON) Icon Filename, Model
  • (QUST) Quest: (ICON) Icon Filename
  • (REGN) Region: (ICON) Icon Filename
  • (SGST) Sigil Stone: (ICON) Icon Filename, Model
  • (SKIL) Skill: (ICON) Icon Filename
  • (SLGM) Soul Gem: (ICON) Icon Filename, Model
  • (STAT) Static: Model
  • (TREE) Tree: (ICON) Icon Filename, Model
  • (WEAP) Weapon: (ICON) Icon Filename, Model
Names Changes the names of things. The (FULL) Name subrecord in the following record types:
  • (ACTI) Activator
  • (ALCH) Potion
  • (AMMO) Ammunition
  • (APPA) Alchemical Apparatus
  • (ARMO) Armor
  • (BOOK) Book
  • (BSGN) Birthsign
  • (CLAS) Class
  • (CLOT) Clothing
  • (CONT) Container
  • (CREA) Creature
  • (DOOR) Door
  • (ENCH) Enchantment
  • (EYES) Eyes
  • (FACT) Faction
  • (FLOR) Flora
  • (HAIR) Hair
  • (INGR) Ingredient
  • (KEYM) Key
  • (LIGH) Light
  • (MGEF) Magic Effect
  • (MISC) Misc. Item
  • (NPC_) Non-Player Character
  • (QUST) Quest
  • (RACE) Race
  • (SGST) Sigil Stone
  • (SLGM) Soul Gem
  • (SPEL) Spell
  • (WEAP) Weapon
Roads Modifies road records. The (ROAD) Road child record of (WRLD) Worldspace records.
R.Attributes-F Modifies racial attributes for females. The following (RACE) Race subrecords:
  • (ATTR) Female Strength
  • (ATTR) Female Intelligence
  • (ATTR) Female Willpower
  • (ATTR) Female Agility
  • (ATTR) Female Speed
  • (ATTR) Female Endurance
  • (ATTR) Female Personality
  • (ATTR) Female Luck
R.Attributes-M Modifies racial attributes for males. The following (RACE) Race subrecords:
  • (ATTR) Male Strength
  • (ATTR) Male Intelligence
  • (ATTR) Male Willpower
  • (ATTR) Male Agility
  • (ATTR) Male Speed
  • (ATTR) Male Endurance
  • (ATTR) Male Personality
  • (ATTR) Male Luck
R.Eyes Adds eyes to races. The following (RACE) Race subrecords:
  • (ENAM) Eyes
  • Face Data Part: Left Eye
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Right Eye
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
R.Head Modifies race heads. The following (RACE) Race subrecords:
  • Face Data Part: Head
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
R.Mouth Modifies race mouths. The following (RACE) Race subrecords:
  • Face Data Part: Mouth
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Tongue
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
R.Teeth Modifies race upper or lower teeth. The following (RACE) Race subrecords:
  • Face Data Part: Teeth (Lower)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Teeth (Upper)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
Scripts Modifies scripts attached to various things. The Script (SCRI) subrecord in the following record types:
  • (ACTI) Activator
  • (ALCH) Potion
  • (APPA) Alchemical Apparatus
  • (ARMO) Armor
  • (BOOK) Book
  • (CLOT) Clothing
  • (CONT) Container
  • (CREA) Creature
  • (DOOR) Door
  • (FLOR) Flora
  • (FURN) Furniture
  • (INGR) Ingredient
  • (KEYM) Key
  • (LIGH) Light
  • (LVLC) Leveled Creature
  • (MISC) Misc.Item
  • (NPC_) Non-Player Character
  • (QUST) Quest
  • (SGST) Sigil Stone
  • (SLGM) Soul Gem
  • (WEAP) Weapon
Sound Replaces sounds. The following subrecords:
  • (ACTI) Activator:
    • (SNAM) Sound
  • (CONT) Container:
    • (SNAM) Open Sound
    • (QNAM) Close Sound
  • (CREA) Creature:
    • (WNAM) Foot Weight
    • (CSCR) Inherits Sounds
    • Sound Types
  • (DOOR) Door:
    • (SNAM) Open Sound
    • (ANAM) Close Sound
    • (BNAM) Loop Sound
  • (LIGH) Light:
    • (SNAM) - Sound
  • (MGEF) Magic Effect:
    • (DATA) Casting Sound
    • (DATA) Bolt Sound
    • (DATA) Hit Sound
    • (DATA) Area Sound
  • (SOUN) Sound:
    • (FNAM) Sound File Name
    • (SNDX) Sound Data
  • (WATR) Water:
    • (SNAM) Sound
  • (WTHR) Weather:
    • (SNAM) Sounds
Stats Modifies item stats. The following subrecords:
  • (ALCH) Potion:
    • (EDID) Editor ID
    • (DATA) Weight
    • (ENIT) Value
  • (AMMO) Ammunition:
    • (EDID) Editor ID
    • (ANAM) Enchantment Points
    • (DATA)
      • Speed
      • Value
      • Weight
      • Damage
  • (APPA) Alchemical Apparatus:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
      • Quality
  • (ARMO) Armor:
    • (EDID) Editor ID
    • (DATA)
      • Strength
      • Value
      • Health
      • Weight
  • (BOOK) Book:
    • (EDID) Editor ID
    • (ANAM) Enchantment Points
    • (DATA)
      • Value
      • Weight
  • (CLOT) Clothing:
    • (EDID) Editor ID
    • (ANAM) Enchantment Points
    • (DATA)
      • Value
      • Weight
  • (EYES) Eyes:
    • (EDID) Editor ID
    • (DATA) Flags
  • (HAIR) Hair:
    • (EDID) Editor ID
    • (DATA) Flags
  • (INGR) Ingredient:
    • (EDID) Editor ID
    • (DATA) Weight
    • (ENIT) Value
  • (KEYM) Key:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (LIGH) Light:
    • (EDID) Editor ID
    • (DATA)
      • Time
      • Value
      • Weight
  • (MISC) Misc. Item:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (SGST) Sigil Stone:
    • (EDID) Editor ID
    • (DATA)
      • Uses
      • Value
      • Weight
  • (WEAP) Weapon:
    • (EDID) Editor ID
    • (ANAM) Enchantment Points
    • (DATA)
      • Speed
      • Reach
      • Value
      • Health
      • Weight
      • Damage
Text Modifies long-form text (e.g. descriptions of skills or the text in a book) of things. The DESC subrecord in the following record types:
  • (BOOK) Book: Book Text
  • (BSGN) Birthsign: Description
  • (CLAS) Class: Description
  • (LSCR) Load Screen: Info Text shown while loading
  • (MGEF) Magic Effect: Description
  • (SKIL) Skill: Description
Note: RACE records are not patched by this tag, use R.Description for that.
Bash Tags Available For Fallout 3 & Fallout: New Vegas
Tag Used When The Mod Specific Record Types/Changes Supported
Actors.ACBS Modifies the (ACBS) Configuration subrecord of:
  • (NPC_) Non-Player Character
  • (CREA) Creature
Changes to the following fields in (ACBS) Configuration:
  • (CREA only) Flags:
    • Biped
    • Essential
    • Weapon & Shield
    • Respawn
    • Swims
    • Flies
    • Walks
    • PC Level Mult
    • No Low Level Processing
    • No Blood Spray
    • No Blood Decal
    • No Head
    • No Right Arm
    • No Left Arm
    • No Combat in Water
    • No Shadow
    • No VATS Melee
    • Allow PC Dialogue
    • Can't Open Doors
    • Immobile
    • Tilt Front/Back
    • Tilt Left/Right
    • No Knockdowns
    • Not Pushable
    • Allow Pickpocket
    • Is Ghost
    • No Rotating to Head-Track
    • Invulnerable
  • (NPC_ only) Flags:
    • Essential
    • Female
    • Is CharGen Face Preset
    • Respawn
    • Auto-Calc Stats
    • PC Level Mult
    • No Low Level Processing
    • No Blood Spray
    • No Blood Decal
    • No VATS Melee
    • Can Be All Races
    • Autocalc Service — Fallout: New Vegas only
    • No Knockdowns
    • Not Pushable
    • No Rotating to Head-Track
  • Fatigue
  • Barter Gold
  • Level
  • Calc Min
  • Calc Max
  • Speed Multiplier
  • Karma (Alignment)
  • Disposition Base
Note: Level and Flags\PC Level Mult are linked.
If one of them is changed, then they will both be carried forward together.
Actors.AIData Modifies the (AIDT) AI Data subrecord of:
  • (NPC_) Non-Player Character
  • (CREA) Creature
The following subrecords:
  • (AIDT) AI Data
    • Aggression
    • Confidence
    • Energy Level
    • Responsibility
    • Mood
    • Buys/Sells and Services
    • Teaches
    • Maximum Training Level
    • Assistance
    • Aggro Radius Behavior
    • Aggro Radius
Actors.Stats Modifies actor stats (e.g. attributes, health, skills, etc.). The following subrecords:
  • (CREA) Creature:
    • (DATA) Stats:
      • Attributes:
        • Agility
        • Charisma
        • Endurance
        • Intelligence
        • Luck
        • Perception
        • Strength
      • Combat Skill
      • Damage
      • Health
      • Magic Skill
      • Stealth Skill
  • (NPC_) Non-Player Character:
    • (DATA) Stats:
      • Attributes:
        • Agility
        • Charisma
        • Endurance
        • Intelligence
        • Luck
        • Perception
        • Strength
      • Base Health
    • (DNAM) Skills (Skill Values & Skill Offsets):
      • Barter
      • Big Guns
      • Energy Weapons
      • Explosives
      • Lockpick
      • Medicine
      • Melee Weapons
      • Repair
      • Science
      • Small Guns
      • Sneak
      • Speech
      • Throwing (Unused)
      • Unarmed
Destructible Modifies destructible records. The Destructible subrecord (DEST, DSTD, DMDL, DMDT & DSTF) in the following record types:
  • (ACTI) Activator
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (ARMO) Armor
  • (BOOK) Book
  • (CHIP) Casino Chip - Fallout: New Vegas only
  • (CONT) Container
  • (CREA) Creature
  • (DOOR) Door
  • (FURN) Furniture
  • (IMOD) Item Mod - Fallout: New Vegas only
  • (KEYM) Key
  • (LIGH) Light
  • (MISC) Misc. Item
  • (MSTT) Moveable Static
  • (NPC_) Non Playable Character
  • (PROJ) Projectile
  • (TACT) Talking Activator
  • (TERM) Terminal
  • (WEAP) Weapon
Graphics Is a graphics replacer. The following subrecords:
  • (ACTI) Activator:
    • (MODL) Model
  • (ALCH) Ingredient:
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
  • (AMMO) Ammunition:
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
  • (ARMA) Armor Addon:
    • (MODL) Male Biped Model
    • (MOD2) Male World Model
    • (ICON) Male Icon Filename
    • (MICO) Male Small Icon Filename
    • (MOD3) Female Biped Model
    • (MOD4) Female World Model
    • (ICO2) Female Icon Filename
    • (MIC2) Female Small Icon Filename
    • (DNAM) 'Modulates Voice' Flag
    • (BMDT) Biped Flags
  • (ARMO) Armor:
    • (MODL) Male Biped Model
    • (MOD2) Male World Model
    • (ICON) Male Icon Filename
    • (MICO) Male Small Icon Filename
    • (MOD3) Female Biped Model
    • (MOD4) Female World Model
    • (ICO2) Female Icon Filename
    • (MIC2) Female Small Icon Filename
    • (DNAM) 'Modulates Voice' Flag
    • (BMDT) Biped Flags
  • (AVIF) Actor Value Information:
    • (ICON) Icon
    • (MICO) Small Icon
  • (BOOK) Book:
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
  • (BPTD) Body Part Data:
    • (MODL) Model
  • (CCRD) Caravan Card - Fallout: New Vegas only
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
    • (TX00) High Res Image - Face
    • (TX01) High Res Image - Back
  • (CHAL) Challenge:
    • (ICON) Icon
    • (MICO) Small Icon
  • (CHIP) Casino Chip - Fallout: New Vegas only
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
  • (CLAS) Class:
    • (ICON) Icon
  • (CMNY) Caravan Money - Fallout: New Vegas only
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
  • (COBJ) Constructible Object:
    • (ICON) Icon
    • (MICO) Small Icon
    • (MODL) Model
  • (CONT) Container:
    • (MODL) Model
  • (CREA) Creature:
    • (MODL) Model
    • (NIFZ) Model List
    • (NIFT) Texture File Hashes
  • (CSNO) Casino - Fallout: New Vegas only
    • (MODL) Casino Chip Models
    • (MOD2) Slot Machine Model
    • (MOD3) Blackjack Table Model
    • (MODT) Extra Blackjack Table Model
    • (MOD4) Roulette Table Model
    • (ICON) Slot Reel Textures
    • (ICO2) Blackjack Decks
  • (DOOR) Door:
    • (MODL) Model
  • (EFSH) Effect Shader:
    • (ICO2) Particle Shader Texture
    • (ICON) Fill Texture
    • (NAM7) Holes Texture
    • (DATA) All
  • (EXPL) Explosion:
    • (MODL) Model
    • (MNAM) Image Space Modifier
    • (DATA)
      • Light
      • Impact DataSet
    • (INAM) Placed Impact Object
  • (EYES) Eyes:
    • (ICON) Texture
  • (FURN) Furniture:
    • (MODL) Model
  • (GRAS) Grass:
    • (MODL) Model
  • (HAIR) Hair:
    • (MODL) Model
    • (ICON) Texture
  • (HDPT) Head Part:
    • (MODL) Model
  • (IMOD) Item Mod - Fallout: New Vegas only
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
  • (INGR) Ingredient:
    • (MODL) Model
    • (ICON) Icon
  • (IPCT) Impact:
    • (MODL) Model
    • (DATA)
      • Effect - Duration
      • Effect - Orientation
      • Angle Threshold
      • Placement Radius
      • Flags
    • (DODT) Decal Data - All
    • (DNAM) Texture Set
  • (IPDS) Impact Dataset:
    • (DATA) Impacts - All
  • (KEYM) Key:
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
  • (LIGH) Light:
    • (MODL) Model
    • (ICON) Icon
    • (DATA)
      • Radius
      • Color
      • Flags
      • Falloff Exponent
      • FOV
    • (FNAM) Fade value
  • (LSCR) Load Screen:
    • (ICON) Icon
  • (MGEF) Base Effect:
    • (ICON) Icon
    • (MODL) Model
    • (DATA) Data
      • Light
      • Effect Shader
      • Object Display Shader
  • (MICN) Menu Icon:
    • (ICON) Icon
    • (MICO) Small Icon
  • (MISC) Misc. Item:
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
  • (MSTT) Movable Static:
    • (MODL) Model
  • (NOTE) Note:
    • (ICON) Icon
    • (MICO) Small Icon
    • (MODL) Model
    • (XNAM) Texture
  • (PERK) Perk:
    • (ICON) Icon
    • (MICO) Small Icon
  • (PROJ) Projectile:
    • (MODL) Model
    • (DATA) Data
      • Light
      • Muzzle Flash - Light
      • Explosion
      • Muzzle Flash - Duration
      • Fade Duration
    • (NAM1) Muzzle Flash Model
  • (PWAT) Placeable Water:
    • (MODL) Model
  • (REPU) Reputation - Fallout: New Vegas only
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
  • (STAT) Static:
    • (MODL) Model
  • (TACT) Talking Activator:
    • (MODL) Model
  • (TERM) Terminal:
    • (MODL) Model
  • (TREE) Tree:
    • (ICON) Icon
    • (MODL) Model
  • (TXST) Texture Set:
    • (TX00) Base Image/Transparency
    • (TX01) Normal Map/Specular
    • (TX02) Environment Map Mask
    • (TX03) Glow Map
    • (TX04) Parallax Map
    • (TX05) Environment Map
    • (DODT) Decal Data - All
    • (DNAM) Flags
  • (WEAP) Weapon:
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
    • (MOD2) Shell Casing Model
    • (MOD3) Scope Model
    • (EFSD) Scope Effect
    • (MOD4) World Model
    • Model With Mods - Note: these are shared with WeaponMods for backwards compatibility reasons. Please use the more specific WeaponMods for these subrecords. Fallout: New Vegas only.
      • (MWD1) Mod 1
      • (MWD2) Mod 2
      • (MWD3) Mod 1 and 2
      • (MWD4) Mod 3
      • (MWD5) Mod 1 and 3
      • (MWD6) Mod 2 and 3
      • (MWD7) Mod 1, 2 and 3
    • (INAM) Impact Dataset
    • (WNAM) First Person Model
    • First Person Model With Mods - Note: These are shared with WeaponMods for backwards compatibility reasons. Please use the more specific WeaponMods for these subrecords. Fallout: New Vegas only.
      • (WNM1) Mod 1
      • (WNM2) Mod 2
      • (WNM3) Mod 1 and 2
      • (WNM4) Mod 3
      • (WNM5) Mod 1 and 3
      • (WNM6) Mod 2 and 3
      • (WNM7) Mod 1, 2 and 3
    • (DNAM)
      • Animation Type
      • Grip Animation
      • Reload Animation
Names Changes the names of things. The (FULL) Name subrecord in the following record types:
  • (ACTI) Activator
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (ARMO) Armor
  • (AVIF) Actor Value Information
  • (BOOK) Book
  • (CCRD) Caravan Card - Fallout: New Vegas only
  • (CHAL) Challenge - Fallout: New Vegas only
  • (CHIP) Casino Chip - Fallout: New Vegas only
  • (CLAS) Class
  • (CMNY) Caravan Money - Fallout: New Vegas only
  • (COBJ) Constructible Object
  • (CONT) Container
  • (CREA) Creature
  • (CSNO) Casino - Fallout: New Vegas only
  • (DOOR) Door
  • (EYES) Eyes
  • (FACT) Faction
  • (HAIR) Hair
  • (IMOD) Item Mod - Fallout: New Vegas only
  • (INGR) Ingredient
  • (KEYM) Key
  • (LIGH) Light
  • (MESG) Message
  • (MGEF) Base Effect
  • (MISC) Misc. Item
  • (NOTE) Note
  • (NPC_) Non-Player Character
  • (PERK) Perk
  • (QUST) Quest
  • (RACE) Race
  • (RCCT) Recipe Category - Fallout: New Vegas only
  • (RCPE) Recipe - Fallout: New Vegas only
  • (REPU) Reputation - Fallout: New Vegas only
  • (SPEL) Actor Effect
  • (TACT) Talking Activator
  • (TERM) Terminal
  • (WEAP) Weapon
ObjectBounds Changes the object bounds of things. The (OBND) Object Bounds subrecord in the following record types:
  • (ACTI) Activator
  • (ADDN) Addon Node
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (ARMA) Armor Addon
  • (ARMO) Armor
  • (ASPC) Acoustic Space
  • (BOOK) Book
  • (CCRD) Caravan Card - Fallout: New Vegas only
  • (CHIP) Casino Chip - Fallout: New Vegas only
  • (CMNY) Caravan Money - Fallout: New Vegas only
  • (COBJ) Constructible Object
  • (CONT) Container
  • (CREA) Creature
  • (DOOR) Door
  • (EXPL) Explosion
  • (FURN) Furniture
  • (GRAS) Grass
  • (IDLM) Idle Marker
  • (IMOD) Item Mod - Fallout: New Vegas only
  • (INGR) Ingredient
  • (KEYM) Key
  • (LIGH) Light
  • (LVLC) Leveled Creature
  • (LVLI) Leveled Item
  • (LVLN) Leveled NPC
  • (MISC) Misc. Item
  • (MSTT) Moveable Static
  • (NOTE) Note
  • (NPC_) Non-Player Character
  • (PROJ) Projectile
  • (PWAT) Placeable Water
  • (SCOL) Static Collection
  • (SOUN) Sound
  • (STAT) Static
  • (TACT) Talking Activator
  • (TERM) Terminal
  • (TREE) Tree
  • (TXST) Texture Set
  • (WEAP) Weapon
R.Eyes Adds eyes to races. The following (RACE) Race subrecords:
  • (ENAM) Eyes
  • Face Data Part: Left Eye (Female)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Right Eye (Female)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Left Eye (Male)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Right Eye (Male)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
R.Head Modifies race heads. The following (RACE) Race subrecords:
  • Face Data Part: Head (Female)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Head (Male)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
R.Mouth Modifies race mouths. The following (RACE) Race subrecords:
  • Face Data Part: Mouth (Female)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Mouth (Male)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Tongue (Female)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Tongue (Male)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
R.Teeth Modifies race upper or lower teeth. The following (RACE) Race subrecords:
  • Face Data Part: Teeth (Lower, Female)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Teeth (Upper, Female)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Teeth (Lower, Male)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Teeth (Upper, Male)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
Scripts Modifies scripts attached to various things. The Script (SCRI) subrecord in the following record types:
  • (ACTI) Activator
  • (ALCH) Ingestible
  • (AMMO) Ammunition - Fallout: New Vegas only
  • (ARMO) Armor
  • (BOOK) Book
  • (COBJ) Constructible Object
  • (CCRD) Caravan Card - Fallout: New Vegas only
  • (CHAL) Challenge - Fallout: New Vegas only
  • (CONT) Container
  • (CREA) Creature
  • (DOOR) Door
  • (FURN) Furniture
  • (IMOD) Item Mod - Fallout: New Vegas only
  • (INGR) Ingredient
  • (KEYM) Key
  • (LIGH) Light
  • (MISC) Misc. Item
  • (NPC_) Non-Player Character
  • (QUST) Quest
  • (TACT) Talking Activator
  • (TERM) Terminal
  • (WEAP) Weapon
Sound Replaces sounds. The following subrecords:
  • (ACTI) Activator:
    • (SNAM) Sound - Looping
    • (VNAM) Sound - Activation
  • (ADDN) Addon Node:
    • (SNAM) Sound
  • (ALCH) Ingestible:
    • (ZNAM) Sound - Drop
    • (YNAM) Sound - Pick Up
    • (ENIT) Sound - Consume
  • (ARMO) Armor:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Drop
  • (ASPC) Acoustic Space:
    • (SNAM) Sound - Looping - Fallout 3 only
    • (SNAM) Dawn / Default Loop - Fallout: New Vegas only
    • (SNAM) Afternoon - Fallout: New Vegas only
    • (SNAM) Dusk - Fallout: New Vegas only
    • (SNAM) Night - Fallout: New Vegas only
    • (SNAM) Walla - Fallout: New Vegas only
    • (RDAT) Use Sound From Region (Interiors Only)
    • (ANAM) Environment Type (reverb)
  • (COBJ) Constructible Object:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Drop
  • (CONT) Container:
    • (SNAM) Sound - Open
    • (QNAM) Sound - Close
    • (RNAM) Sound - Random/Looping - Fallout: New Vegas only
  • (CREA) Creature:
    • (WNAM) Foot Weight
    • (CSCR) Inherits sound from
    • Sounds
      • (CSDT) Sound Type
      • (CSDI) Sound
      • (CSDC) Sound Chance
  • (DOOR) Door:
    • (SNAM) Sound Open
    • (ANAM) Sound Close
    • (BNAM) Sound Looping
  • (EXPL) Explosion:
    • (DATA)
      • Sound Level
      • Sound 1
      • Sound 2
  • (IPCT) Impact:
    • (DATA) Sound Level
    • (SNAM) Sound 1
    • (NAM1) Sound 2
  • (KEYM) Key:
    • Sound - Pick Up
    • Sound - Drop
    • (RNAM) Sound - Random/Looping - Fallout: New Vegas only
  • (LIGH) Light:
    • (SNAM) Sound
  • (MGEF) Base Effect:
    • (DATA)
      • Effect Sound
      • Bolt Sound
      • Hit Sound
      • Area Sound
  • (MISC) Misc. Item:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Drop
    • (RNAM) Sound - Random/Looping - Fallout: New Vegas only
  • (NOTE) Note:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Drop
    • (SNAM) Sound / NPC
  • (PROJ) Projectile:
    • (DATA)
      • Sound
      • Sound - Countdown
      • Sound - Disable
    • (VNAM) Sound Level
  • (SOUN) Sound:
    • (FNAM) Sound Filename
    • (SNDD) Sound Data
  • (STAT) Static:
    • (BRUS) Passthrough Sound - Fallout: New Vegas only
    • (RNAM) Sound - Random/Looping - Fallout: New Vegas only
  • (TACT) Talking Activator:
    • (SNAM) Sound
  • (TERM) Terminal:
    • (SNAM) Sound
  • (WATR) Water:
    • (SNAM) Sound
  • (WEAP) Weapon:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Drop
    • (SNAM) Sound - Gun - Shoot 3D
    • (SNAM) Sound - Gun - Shoot Dist - Fallout: New Vegas only
    • (XNAM) Sound - Gun - Shoot 2D
    • (NAM7) Sound - Gun - Shoot 3D Looping
    • (TNAM) Sound - Melee - Swing/Gun - No ammo
    • (NAM6) Sound - Block
    • (UNAM) Sound - Idle
    • (NAM9) Sound - Equip
    • (NAM8) Sound - Unequip
    • Sound - Mod 1 - Note: These are shared with WeaponMods for backwards compatibility reasons. Please use the more specific WeaponMods for these subrecords. Fallout: New Vegas only
      • (WMS1) Shoot 3D
      • (WMS1) Shoot Dist
      • (WMS2) Shoot 2D
    • (VNAM) Sound Level
  • (WTHR) Weather:
    • Sounds
      • (SNAM) Sound
        • Sound
        • Type
Stats Modifies item stats. The following subrecords:
  • (ALCH) Ingestible:
    • (EDID) Editor ID
    • (DATA) Weight
    • (ENIT) Value
  • (AMMO) Ammunition:
    • (EDID) Editor ID
    • (DATA)
      • Speed
      • Value
      • Clip Rounds
    • (DAT2) - Fallout: New Vegas only
      • Proj. per Shot
      • Weight
  • (ARMA) Armor Addon:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Max Condition
      • Weight
    • (DNAM)
      • DR
      • DT - Fallout: New Vegas only
  • (ARMO) Armor:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Max Condition
      • Weight
    • (DNAM)
      • DR
      • DT - Fallout: New Vegas only
  • (BOOK) Book:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (EYES) Eyes:
    • (EDID) Editor ID
    • (DATA) Flags
  • (HAIR) Hair:
    • (EDID) Editor ID
    • (DATA) Flags
  • (HDPT) Head Part:
    • (EDID) Editor ID
    • (DATA) Flags
  • (INGR) Ingredient:
    • (DATA) Weight
    • (ENIT) Value
  • (KEYM) Key:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (LIGH) Light:
    • (EDID) Editor ID
    • (DATA)
      • Time
      • Value
      • Weight
  • (MISC) Misc. Item:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (WEAP) Weapon:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Health
      • Weight
      • Base Damage
      • Clip Size
    • (DNAM)
      • Animation Multiplier
      • Reach
      • Ammo Use
      • Min Spread
      • Spread
      • Sight FOV
      • Base VATS To-Hit Chance
      • Projectile Count
      • Min Range
      • Max Range
      • Animation Attack Multiplier
      • Fire Rate
      • Override - Action Points
      • Rumble - Left Motor Strength
      • Rumble - Right Motor Strength
      • Rumble - Duration
      • Override - Damage to Weapon Mult
      • Attack Shots/Sec
      • Reload Time
      • Jam Time
      • Aim Arc
      • Rumble - Wavelength
      • Limb Dmg Mult
      • Sight Usage
      • Semi-Automatic Fire Delay Min
      • Semi-Automatic Fire Delay Max
      • Strength Req - Fallout: New Vegas only
      • Regen Rate - Fallout: New Vegas only
      • Kill Impulse - Fallout: New Vegas only
      • Impulse Dist - Fallout: New Vegas only
      • Skill Req - Fallout: New Vegas only
    • (CRDT) Critical Data
      • Critical Damage
      • Crit % Mult
    • (VATS) VATS - Fallout: New Vegas only
      • Skill
      • Dam. Mult
      • AP
Text Modifies long-form text (e.g. the text in a book or the text on a loading screen) of things. The following subrecords:
  • (ACTI) Activator:
    • (XATO) Activation Prompt - Fallout: New Vegas only
  • (AMMO) Ammunition:
    • (ONAM) Short Name
    • (QNAM) Abbreviation - Fallout: New Vegas only
  • (AVIF) Actor Value Information:
    • (DESC) Description
    • (ANAM) Short Name
  • (BOOK) Book:
    • (DESC) Book Text
  • (CHAL) Challenge - Fallout: New Vegas only
    • (DESC) Description
  • (CLAS) Class:
    • (DESC) Description
  • (IMOD) Item Mod - Fallout: New Vegas only
    • (DESC) Description
  • (LSCR) Loading Screen:
    • (DESC) Info Text shown while loading
  • (MESG) Message:
    • (DESC) Message Text
  • (MGEF) Magic Effect:
    • (DESC) Description
  • (NOTE) Note:
    • (TNAM) Note Text
  • (PERK) Perk:
    • (DESC) Description
  • (TERM) Terminal:
    • (DESC) Description
Note: RACE records are not patched by this tag, use R.Description for that.
WeaponMods Modifies weapon modifications.

Note: Several subrecords listed here are shared with Graphics and Sound for backwards compatibility reasons. Please use the more specific WeaponMods in those cases.
The following (WEAP) Weapon subrecords:
  • Model With Mods
    • (MWD1) Mod 1
    • (MWD2) Mod 2
    • (MWD3) Mod 1 and 2
    • (MWD4) Mod 3
    • (MWD5) Mod 1 and 3
    • (MWD6) Mod 2 and 3
    • (MWD7) Mod 1, 2 and 3
  • First Person Model With Mods
    • (WNM1) Mod 1
    • (WNM2) Mod 2
    • (WNM3) Mod 1 and 2
    • (WNM4) Mod 3
    • (WNM5) Mod 1 and 3
    • (WNM6) Mod 2 and 3
    • (WNM7) Mod 1, 2 and 3
  • Weapon Mods
    • (WMI1) Weapon Mod 1
    • (WMI2) Weapon Mod 2
    • (WMI3) Weapon Mod 3
  • Sound - Mod 1
    • (WMS1) Shoot 3D
    • (WMS1) Shoot Dist
    • (WMS2) Shoot 2D
  • (DNAM) Data 2
    • Flags 2 - Scope From Mod
    • Effect - Mod 1
    • Effect - Mod 2
    • Effect - Mod 3
    • Value A - Mod 1
    • Value A - Mod 2
    • Value A - Mod 3
    • Reload Animation - Mod
    • Value B - Mod 1
    • Value B - Mod 2
    • Value B - Mod 3
  • (VATS) VATS - Mod Required
Fallout: New Vegas only.
Bash Tags Available For Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition.
Tag Used when the Mod Specific Record Types/Changes Supported.
Actors.ACBS Modifies the (ACBS) Configuration subrecord of (NPC_) Non-Player Character records. Changes to the following fields in (ACBS) Configuration:
  • Flags:
    • Female
    • Essential
    • Is CharGen Face Preset
    • Respawn
    • Auto-Calc Stats
    • Unique
    • Doesn't Affect Stealth Meter
    • PC Level Mult
    • Protected
    • Summonable
    • Doesn't Bleed
    • Bleedout Override
    • Opposite Gender Animations
    • Simple Actor
    • Looped Script
    • Looped Audio
    • Is Ghost
    • Invulnerable
  • Magicka Offset
  • Stamina Offset
  • Level
  • Calc Min Level
  • Calc Max Level
  • Speed Multiplier
  • Disposition Base
  • Health Offset
  • Bleedout Override
Note: Level and Flags\PC Level Mult are linked.
If one of them is changed, then they will both be carried forward together.
Actors.AIData Modifies the (AIDT) AI Data subrecord of (NPC_) Non-Player Character records. The following subrecords:
  • (AIDT) AI Data
    • Aggression
    • Confidence
    • Energy Level
    • Responsibility
    • Mood
    • Assistance
    • Aggro:
      • Aggro Radius Behavior
      • Warn
      • Warn/Attack
      • Attack
Actors.Stats Modifies actor stats (e.g. health, skills, stamina, etc.). The following subrecords:
  • (NPC_) Non-Player Character:
    • (DNAM) Stats
      • Health
      • Magicka
      • Skills (Skill Values & Skill Offsets):
        • Alchemy
        • Alteration
        • Block
        • Conjuration
        • Destruction
        • Enchanting
        • HeavyArmor
        • Illusion
        • LightArmor
        • Lockpicking
        • Marksman
        • OneHanded
        • Pickpocket
        • Restoration
        • Smithing
        • Sneak
        • Speechcraft
        • TwoHanded
      • Stamina
Destructible Modifies destructible records. The Destructible subrecord (DEST, DSTD, DMDL, DMDT, DMDS & DSTF) in the following record types:
  • (ACTI) Activator
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (APPA) Alchemical Apparatus
  • (ARMO) Armor
  • (BOOK) Book
  • (CONT) Container
  • (DOOR) Door
  • (FLOR) Flora
  • (FURN) Furniture
  • (KEYM) Key
  • (LIGH) Light
  • (MISC) Misc. Item
  • (MSTT) Moveable Static
  • (NPC_) Non Playable Character
  • (PROJ) Projectile
  • (SCRL) Scroll
  • (SLGM) Soul Gem
  • (TACT) Talking Activator
  • (WEAP) Weapon
Graphics Is a graphics replacer. The following subrecords:
  • (ACTI) Activator: (MODL) Model
  • (ALCH) Potion: (ICON) Icon, (MODL) Model
  • (AMMO) Ammunition: (ICON) Icon, (MODL) Model
  • (APPA) Alchemical Apparatus: (ICON) Icon, (MODL) Model
  • (ARMA) Armor Addon:
    • (MOD2) Male World Model
    • (MOD3) Female World Model
    • (MOD4) Male 1st Person
    • (MOD5) Female 1st Person
    • (BODT) First Person Flags
    • (BOD2) First Person Flags
  • (ARMO) Armor:
    • (MOD2) Male World Model
    • (ICON) Male Icon Filename
    • (MOD3) Female World Model
    • (ICO2) Female Icon Filename
    • (MODL) Armature
    • (BODT) First Person Flags
    • (BOD2) First Person Flags
  • (AVIF) Actor Value Information: (ICON) Image Filename
  • (BOOK) Book: (ICON) Icon, (MODL) Model, (INAM) Inventory Art.
  • (CLAS) Class: (ICON) Icon
  • (CONT) Container: (MODL) Model
  • (DOOR) Door: (MODL) Model
  • (EFSH) Effect Shader:
    • (ICON) Fill Texture
    • (ICO2) Particle Shader Texture
    • (NAM7) Holes Texture
    • (NAM8) Membrane Palette Texture
    • (NAM9) Particle Palette Texture
    • (DATA) All
  • (EXPL) Explosion:
    • (MODL) Model
    • (MNAM) Image Space Modifier
    • (DATA) Light
    • (DATA) Impact Dataset
  • (FLOR) Flora: (MODL) Model
  • (FURN) Furniture: (MODL) Model
  • (GRAS) Grass: (MODL) Model
  • (HDPT) Head Part:
    • (MODL) Model
    • (TNAM) Texture Set
    • (CNAM) Color
  • (INGR) Ingredient: (ICON) Icon, (MODL) Model
  • (IPCT) Impact:
    • (MODL) Model
    • (DATA)
      • Effect - Duration
      • Effect - Orientation
      • Angle Threshold
      • Placement Radius
      • Flags
      • Impact Result
    • (DODT) Decal Data - All
    • (DNAM) Texture Set
  • (KEYM) Key: (ICON) Icon, (MODL) Model
  • (LIGH) Light:
    • (ICON) Icon
    • (MODL) Model
    • (DATA) Radius
    • (DATA) Color
      • Red
      • Green
      • Blue
    • (DATA) Flags
    • (DATA) Falloff Exponent
    • (DATA) FOV
    • (DATA) Near Clip
    • (DATA) Flicker Effect
      • Period
      • Intensity Amplitude
      • Movement Amplitude
    • (FNAM) Fade
  • (LSCR) Load Screen: (ICON) Icon
  • (MGEF) Magic Effect:
    • (MDOB) Menu Display Object
    • (DATA) Data
      • Casting Light
      • Hit Shader
      • Enchant Shader
      • Projectile
      • Explosion
      • Casting Art
      • Hit Effect Art
      • Impact Data
      • Dual Casting
        • Art
        • Scale
      • Enchant Art
      • Hit Visuals
      • Enchant Visuals
      • Image Space Modifier
  • (MISC) Misc. Item: (ICON) Icon, (MODL) Model
  • (PERK) Perk: (ICON) Icon
  • (PROJ) Projectile:
    • (MODL) Model
    • (DATA) Data
      • Light
      • Muzzle Flash - Light
      • Explosion
      • Muzzle Flash - Duration
      • Fade Duration
      • Decal Data
    • (NAM1) Muzzle Flash Model
  • (SCRL) Scroll: (MDOB) Menu Display Object
  • (SLGM) Soul Gem: (ICON) Icon, (MODL) Model
  • (SPEL) Spell: (MDOB) Menu Display Object
  • (STAT) Static: (MODL) Model
  • (TREE) Tree: (ICON) Icon, (MODL) Model
  • (TXST) Texture Set:
    • (TX00) Diffuse
    • (TX01) Normal/Gloss
    • (TX02) Environment Mask/Subsurface Tint
    • (TX03) Glow/Detail Map
    • (TX04) Height
    • (TX05) Environment
    • (TX06) Multilayer
    • (TX07) Backlight Mask/Specular
    • (DODT) Decal Data - All
    • (DNAM) Flags
  • (WEAP) Weapon:
    • (MODL) Model
    • (MOD3) Has Scope
    • (ICON) Icon
    • (WNAM) 1st Person Model Object
  • (WTHR) Weather: (DALC) Directional Ambient Lighting Colors.
Keywords Modifies the lists of keywords attached to things. Addition or removal of keywords (KWDA / KSIZ subrecord combo) for the following record types:
  • (ACTI) Activator
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (ARMO) Armor
  • (BOOK) Book
  • (FLOR) Flora
  • (FURN) Furniture
  • (INGR) Ingredient
  • (KEYM) Key
  • (LCTN) Location
  • (MGEF) Magic Effect
  • (MISC) Misc. Item
  • (NPC_) Non Player Character
  • (RACE) Race
  • (SCRL) Scroll
  • (SLGM) Soul Gem
  • (SPEL) Spell
  • (TACT) Talking Activator
  • (WEAP) Weapon
Names Changes the names of things. The (FULL) Name subrecord in the following record types:
  • (ACTI) Activator
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (APPA) Alchemical Apparatus
  • (ARMO) Armor
  • (AVIF) Actor Value Information
  • (BOOK) Book
  • (CLAS) Class
  • (CLFM) Colour
  • (CONT) Container
  • (DOOR) Door
  • (ENCH) Object Effect
  • (EXPL) Explosion
  • (EYES) Eyes
  • (FACT) Faction
  • (FLOR) Flora
  • (FURN) Furniture
  • (HAZD) Hazard
  • (HDPT) Head Part
  • (INGR) Ingredient
  • (KEYM) Key
  • (LCTN) Location
  • (LIGH) Light
  • (MESG) Message
  • (MGEF) Magic Effect
  • (MISC) Misc. Item
  • (MSTT) Movable Static
  • (NPC_) Non Player Character
  • (PERK) Perk
  • (QUST) Quest
  • (RACE) Race
  • (SCRL) Scroll
  • (SHOU) Shout
  • (SLGM) Soul Gem
  • (SNCT) Sound Category
  • (SPEL) Spell
  • (TACT) Talking Activator
  • (TREE) Tree
  • (WATR) Water
  • (WEAP) Weapon
  • (WOOP) Word of Power
ObjectBounds Changes the object bounds of things. The (OBND) Object Bounds subrecord in the following record types:
  • (ACTI) Activator
  • (ADDN) Addon Node
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (APPA) Alchemical Apparatus
  • (ARMO) Armor
  • (ARTO) Art Object
  • (ASPC) Acoustic Space
  • (BOOK) Book
  • (CONT) Container
  • (DOOR) Door
  • (DUAL) Dual Cast Data
  • (ENCH) Object Effect
  • (EXPL) Explosion
  • (FLOR) Flora
  • (FURN) Furniture
  • (GRAS) Grass
  • (HAZD) Hazard
  • (IDLM) Idle Marker
  • (INGR) Ingredient
  • (KEYM) Key
  • (LIGH) Light
  • (LVLI) Leveled Item
  • (LVLN) Leveled NPC
  • (LVSP) Leveled Spell
  • (MISC) Misc. Item
  • (MSTT) Moveable Static
  • (NPC_) Non-Player Character
  • (PROJ) Projectile
  • (SCRL) Scroll
  • (SLGM) Soul Gem
  • (SOUN) Sound Marker
  • (SPEL) Spell
  • (STAT) Static
  • (TACT) Talking Activator
  • (TREE) Tree
  • (TXST) Texture Set
  • (WEAP) Weapon
R.Stats Modifies race stats like health and stamina. The following (RACE) Race subrecords:
  • (DATA) Starting Health
  • (DATA) Starting Magicka
  • (DATA) Starting Stamina
  • (DATA) Base Carry Weight
  • (DATA) Health Regen
  • (DATA) Magicka Regen
  • (DATA) Stamina Regen
  • (DATA) Unarmed Damage
  • (DATA) Unarmed Reach
Sound Replaces sounds. The following subrecords:
  • (ACTI) Activator:
    • (SNAM) Sound - Looping
    • (VNAM) Sound - Activation
  • (ADDN) Addon Node:
    • (SNAM) Sound
  • (ALCH) Ingestible:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
    • (ENIT) Sound - Consume
  • (AMMO) Ammunition:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (APPA) Alchemical Apparatus:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (ARMA) Armor Addon:
    • (SNDD) Footstep Sound
  • (ARMO) Armor:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (ASPC) Acoustic Space:
    • (SNAM) Ambient Sound
    • (RDAT) Use Sound from Region (Interiors Only)
    • (BNAM) Environment Type (reverb)
  • (BOOK) Book:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (CONT) Container:
    • (SNAM) Sound - Open
    • (QNAM) Sound - Close
  • (DOOR) Door:
    • (SNAM) Sound - Open
    • (ANAM) Sound - Close
    • (BNAM) Sound - Loop
  • (EFSH) Effect Shader:
    • (DATA) Ambient Sound
  • (EXPL) Explosion:
    • (DATA)
      • Sound 1
      • Sound 2
      • Sound Level
  • (FLOR) Flora:
    • (SNAM) Sound
  • (HAZD) Hazard:
    • (DATA) Sound
  • (INGR) Ingredient:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (IPCT) Impact:
    • (DATA) Sound Level
    • (SNAM) Sound 1
    • (NAM1) Sound 2
  • (KEYM) Key:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (LIGH) Light:
    • (SNAM) Sound
  • (MGEF) Magic Effect:
    • (DATA) Casting Sound Level
    • (SNDD) Sounds
  • (MISC) Misc. Item:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (MSTT) Movable Static:
    • (SNAM) Looping Sound
  • (PROJ) Projectile:
    • (DATA)
      • Sound
      • Sound - Countdown
      • Sound - Disable
    • (VNAM) Sound Level
  • (SCRL) Scroll:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (SLGM) Soul Gem:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (SNCT) Sound Category:
    • (PNAM) Parent
    • (VNAM) Static Volume Multiplier
  • (SNDR) Sound Descriptor:
    • (GNAM) Category
    • (SNAM) Alternate Sound For
    • (ANAM) Sounds
    • (ONAM) Output Model
    • (LNAM) Values
    • (BNAM) Values
  • (SOPM) Sound Output Model:
    • (NAM1) Reverb Send %
    • (MNAM) Type
    • (ONAM) Output Values
      • Channel 0
      • Channel 1
      • Channel 2
      Note: Each channel is imported in one go.
      If one attribute is changed, all of them are carried forward.
    • (ANAM) Attenuation Values
      • Curve
        • Value #1
        • Value #2
        • Value #3
        • Value #4
        • Value #5
      • Note: The curve is imported in one go.
        If one value is changed, all of them are carried forward.
  • (SOUN) Sound Marker:
    • (SDSC) Sound Descriptor
  • (TACT) Talking Activator:
    • (SNAM) Looping Sound
  • (TREE) Tree:
    • (SNAM) Harvest Sound
  • (WATR) Water:
    • (SNAM) Open Sound
  • (WEAP) Weapon:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
    • (SNAM) Attack Sound
    • (XNAM) Attack Sound 2D
    • (NAM7) Attack Loop Sound
    • (TNAM) Attack Fail Sound
    • (UNAM) Idle Sound
    • (NAM9) Equip Sound
    • (NAM8) Unequip Sound
    • (VNAM) Detection Sound Level
  • (WTHR) Weather:
    • (SNAM) Sounds
Stats Modifies item stats. The following subrecords:
  • (ALCH) Ingestible:
    • (EDID) Editor ID
    • (DATA) Weight
    • (ENIT) Value
  • (AMMO) Ammunition:
    • (EDID) Editor ID
    • (DATA)
      • Damage
      • Value
      • Weight - Skyrim: Special Edition only
  • (APPA) Alchemical Apparatus:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (ARMO) Armor:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
    • (DNAM) Armor Rating
  • (BOOK) Book:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (INGR) Ingredient:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (EYES) Eyes:
    • (EDID) Editor ID
    • (DATA) Flags
  • (HDPT) Head Part:
    • (EDID) Editor ID
    • (DATA) Flags
  • (KEYM) Key:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (LIGH) Light:
    • (EDID) Editor ID
    • (DATA)
      • Time
      • Value
      • Weight
  • (MISC) Misc. Item:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (SLGM) Soul Gem:
    • (EDID) Editor ID
    • (DATA)
      • Value
      • Weight
  • (WEAP) Weapon:
    • (EDID) Editor ID
    • (EAMT) Enchantment Amount
    • (DATA)
      • Value
      • Weight
      • Damage
    • DNAM
      • Speed
      • Reach
      • Stagger
    • (CRTD) Critical Data
      • Damage
      • Multiplier
Text Modifies long-form text (e.g. the text in a book or the description of a weapon, armor, spell, etc.) of things. The following subrecords:
  • (ACTI) Activator
    • (RNAM) Activate Text Override
  • (ALCH) Ingestible:
    • (DESC) Description
  • (AMMO) Ammunition:
    • (DESC) Description
    • (ONAM) Short Name
  • (APPA) Alchemical Apparatus:
    • (DESC) Description
  • (ARMO) Armor:
    • (DESC) Description
  • (ASTP) Association Type:
    • (MPRT) Male Parent Title
    • (FPRT) Female Parent Title
    • (MCHT) Male Child Title
    • (FCHT) Female Child Title
  • (AVIF) Actor Value Information:
    • (DESC) Description
    • (ANAM) Abbreviation
  • (BOOK) Book:
    • (DESC) Book Text
    • (CNAM) Description
  • (CLAS) Class:
    • (DESC) Description
  • (COLL) Collision Layer:
    • (DESC) Description
  • (FLOR) Flora:
    • (RNAM) Activate Text Override
  • (LSCR) Loading Screen:
    • (DESC) Info Text shown while loading
  • (MESG) Message:
    • (DESC) Message Text
  • (MGEF) Magic Effect:
    • (DNAM) Magic Item Description
  • (NPC_) Non-Player Character:
    • (SHRT) Short Name
  • (PERK) Perk:
    • (DESC) Description
  • (QUST) Quest:
    • (NNAM) Description
  • (SCRL) Scroll:
    • (DESC) Description
  • (SHOU) Shout:
    • (DESC) Description
  • (SPEL) Spell:
    • (DESC) Description
  • (WEAP) Weapon:
    • (DESC) Description
  • (WOOP) Word of Power
    • (TNAM) Translation
Note: RACE records are not patched by this tag, use R.Description for that.
Bash Tags Available For Fallout 4.
Tag Used when the Mod Specific Record Types/Changes Supported.
Actors.ACBS Modifies the (ACBS) Configuration subrecord of (NPC_) Non-Player Character records. Changes to the following fields in (ACBS) Configuration:
  • Flags:
    • Female
    • Essential
    • Is CharGen Face Preset
    • Respawn
    • Auto-Calc Stats
    • Unique
    • Doesn't Affect Stealth Meter
    • PC Level Mult
    • Protected
    • Summonable
    • Doesn't Bleed
    • Bleedout Override
    • Opposite Gender Anims
    • Simple Actor
    • No Activation/Hellos
    • Diffuse Alpha Test
    • Is Ghost
    • Invulnerable
  • XP Value Offset
  • Level
  • Calc Min Level
  • Calc Max Level
  • Disposition Base
  • Bleedout Override
Note: Level and Flags\PC Level Mult are linked.
If one of them is changed, then they will both be carried forward together.
Actors.AIData Modifies the (AIDT) AI Data subrecord of (NPC_) Non-Player Character records. The following subrecords:
  • (AIDT) AI Data
    • Aggression
    • Confidence
    • Energy Level
    • Responsibility
    • Mood
    • Assistance
    • Aggro:
      • Aggro Radius Behavior
      • Warn
      • Warn/Attack
      • Attack
Actors.Stats Modifies actor stats (e.g. health, SPECIAL points, action points, etc.). The following subrecords:
  • (NPC_) Non-Player Character:
    • (PRPS) Properties
Destructible Modifies destructible records. The Destructible subrecord (DEST, DAMC, DSTA, DSTD, DMDL, DMDT, DMDC, DMDS & DSTF) in the following record types:
  • (ACTI) Activator
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (ARMO) Armor
  • (CONT) Container
  • (DOOR) Door
  • (FLOR) Flora
  • (FURN) Furniture
  • (INGR) Ingredient
  • (KEYM) Key
  • (LIGH) Light
  • (MISC) Misc. Item
  • (MSTT) Moveable Static
  • (NPC_) Non-Player Character
  • (PROJ) Projectile
Keywords Modifies the lists of keywords attached to things. Addition or removal of keywords (KWDA / KSIZ subrecord combo) for the following record types:
  • (ACTI) Activator
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (ARMO) Armor
  • (ARTO) Art Object
  • (BOOK) Book
  • (CONT) Container
  • (DOOR) Door
  • (FLOR) Flora
  • (FURN) Furniture
  • (IDLM) Idle Marker
  • (INGR) Ingredient
  • (KEYM) Key
  • (LCTN) Location
  • (LIGH) Light
  • (MGEF) Magic Effect
  • (MISC) Misc. Item
  • (MSTT) Moveable Static
  • (NPC_) Non-Player Character
  • (SPEL) Spell
Names Changes the names of things. The (FULL) Name subrecord in the following record types:
  • (AACT) Action
  • (ACTI) Activator
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (ARMO) Armor
  • (AVIF) Actor Value Information
  • (BOOK) Book
  • (CLAS) Class
  • (CLFM) Color
  • (CMPO) Component
  • (CONT) Container
  • (DOOR) Door
  • (ENCH) Object Effect
  • (EXPL) Explosion
  • (FACT) Faction
  • (FLOR) Flora
  • (FLST) FormID List
  • (FURN) Furniture
  • (HAZD) Hazard
  • (HDPT) Head Part
  • (INGR) Ingredient
  • (KEYM) Key
  • (KYWD) Keyword
  • (LIGH) Light
  • (MESG) Message
  • (MGEF) Magic Effect
  • (MISC) Misc. Item
  • (MSTT) Moveable Static
  • (NOTE) Note
  • (NPC_) Non-Player Character
  • (OMOD) Object Modification
  • (PERK) Perk
  • (PROJ) Projectile
  • (SCOL) Static Collection
  • (SNCT) Sound Category
  • (SPEL) Spell
  • (STAT) Static
ObjectBounds Changes the object bounds of things. The (OBND) Object Bounds subrecord in the following record types:
  • (ACTI) Activator
  • (ADDN) Addon Node
  • (ALCH) Ingestible
  • (AMMO) Ammunition
  • (ARMO) Armor
  • (ARTO) Art Object
  • (ASPC) Acoustic Space
  • (BNDS) Bendable Spline
  • (BOOK) Book
  • (CMPO) Component
  • (CONT) Container
  • (DOOR) Door
  • (ENCH) Object Effect
  • (EXPL) Explosion
  • (FLOR) Flora
  • (FURN) Furniture
  • (GRAS) Grass
  • (HAZD) Hazard
  • (IDLM) Idle Marker
  • (INGR) Ingredient
  • (KEYM) Key
  • (LIGH) Light
  • (LVLI) Leveled Item
  • (LVLN) Leveled NPC
  • (LVSP) Leveled Spell
  • (MISC) Misc. Item
  • (MSTT) Moveable Static
  • (NOTE) Note
  • (NPC_) Non-Player Character
  • (PKIN) Pack-In
  • (PROJ) Projectile
  • (SCOL) Static Collection
  • (SOUN) Sound Marker
  • (SPEL) Spell
  • (STAT) Static

Filtering Back to top

Filtering is an advanced option that allows records in a plugin to be selectively filtered according to the current load order. For example, a patch plugin could be created to rebalance weapons from several different weapon-adding mods. This feature would allow the patch to be used even if you didn't use all the mods, and the Bashed Patch would just apply the bits for the plugins you do use. This saves the need for a separate patch plugin for each mod.

Filtering has requisite conditions that must be fulfilled for a plugin to take advantage of it, and some limitations. These conditions and limitations are:

Without this tag present, plugins with missing masters will be skipped by the Bashed Patch. You will get a message at the end of the Bashed Patch building process that tells you which plugins were skipped due to this and recommends adding Filter tags to them.

Filtered Subrecords
Record Type Subrecords Available For Notes
All records
  • (KWDA) Keywords
Skyrim, Enderal: Forgotten Stories, Skyrim: Special Edition & Fallout 4 Available for all record types that have a (KWDA) Keywords section at the top level. See the Keywords tag for a full list.
All records
  • (PRPS) Properties
Fallout 4 Available for all record types that have a (PRPS) Properties section at the top level.
(COBJ) Constructible Object
  • (INAM) Items
Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
(COBJ) Constructible Object
  • (FVPA) Components
Fallout 4
(CONT) Container
  • (INAM) Items
All games
(CREA) Creature
  • (CNTO) Items
  • (SNAM) Factions
  • (SPLO) Spells
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
(LVLC) Leveled Creature
  • (LVLO) Entries
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
(LVLI) Leveled Item
  • (LVLO) Entries
All games
(LVLN) Leveled Non-Player Character
  • (LVLO) Entries
All games since Fallout 3
(LVSP) Leveled Spell
  • (LVLO) Entries
All games but Fallout 3 & Fallout: New Vegas
(MGEF) Magic Effect
  • (SNDD) Sounds
All games but Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
(NPC_) Non-Player Character
  • (CNTO) Items
  • (SNAM) Factions
  • (SPLO) Spells
All games
(OTFT) Outfit
  • (INAM) Items
Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
(RACE) Race
  • (ENAM) Eyes
  • (HNAM) Hairs
All games but Fallout 4 These subrecords seem to be unused in Skyrim.
(WTHR) Weather
  • (SNAM) Sounds
All games but Fallout 4

Item Interchange Mode Back to top

Item Interchange Mode is a 'hack' (a horribly inelegant and inconsistent implementation of a feature that nonetheless works) to support Vacuity's Item Interchange mod.

Activation of the mode for a plugin relies on the following conditions:

Item Interchange Mode has the following effects:

Tweak Options In Detail Back to top

Each Tweak... section has a table below that details the options found within it.

Unless a table explicitly lists the games for which each of its tweaks is available, they are only available for Oblivion.

Tweak Actors
TweakDescriptionAvailable For
As Intended: BoarsAdds the Bethesda Boar Resistances spells to all boars (found by the UOP team, based off of a mod made by Tejon).Oblivion
As Intended: ImpsAdds the Bethesda Imp Resistances spells to imps (found by the UOP team, based off of a mod made by Tejon). May choose to apply to all imps, only full size imps, or only implings.Oblivion
Irresponsible CreaturesSets responsibility to 0 for all/specified creatures - so they can't report you for crimes.Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Mayu's Animation Overhaul Skeleton TweakerSets NPC skeletons paths to match that required for MAO to work. Requires Mayu's Animation Overhaul or it will almost certainly cause CTDs.Oblivion
No Bloody CreaturesNulls the blood records of all creatures; acts like 'Mart's Monster Mod - No Blood.esp' except it is universal and doesn't work with MMM (MMM uses a different system - it won't cause any harm if used with MMM, it will just have pretty much no effect).Oblivion & Nehrim: At Fate's Edge
Opposite Gender Anims: Female Enables or disables the 'Opposite Gender Anims' flag for all female NPCs. Similar to the 'Feminine Females' mod, but applies to your whole load order. If you're using this, you probably want Force Behavior Graph Gender: Female as well. All games since Skyrim
Opposite Gender Anims: Male Enables or disables the 'Opposite Gender Anims' flag for all male NPCs. Similar to the 'Feminine Females' mod, but applies to your whole load order. If you're using this, you probably want Force Behavior Graph Gender: Male as well. All games since Skyrim
Quiet FeetRemoves all/some 'foot' sounds from creatures; on some computers can have a significant performance boost.Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Real Walk for female NPCsChanges all female NPCs to use Mur Zuk's Real Walk. Requires Mur Zuk's Real Walk animation file.Oblivion
Redguard FGTS NullerSets Redguard NPC FGTS subrecords to null; for use with Better Redguards.Oblivion
Sexy Walk for female NPCsChanges all female NPCs to use Mur Zuk's Sexy Walk. Requires Mur Zuk's Sexy Walk animation file.Oblivion
VadersApp's Oblivion Real Bodies Skeleton TweakerChanges all (modded and vanilla) NPCs to use diverse skeletons for different look. Not compatible with MAO. Requires VadersApp's Oblivion Real Bodies.Oblivion
Vanilla Beast Skeleton TweakerSets any NPCs using the vanilla non-beast skeleton path (skeleton.nif) to use the beast skeleton patch (skeletonbeast.nif). This avoids bugs when a mod changes the race of an NPC to a beast race without setting the skeleton path to the beast path, in which case the tail will appear to extend forever and weird stuff like that.Oblivion & Nehrim: At Fate's Edge
Tweak Assorted
TweakDescriptionAvailable For
All Armor Playable Modifies non-playable armors to make them playable, unless the armor satisfies at least one of the following conditions (all checks are case-insensitive):
  • It is unnamed.
  • It is scripted. — Oblivion, Fallout 3 & Fallout New Vegas only.
  • It contains no body flags set other than:
    • Right Ring — Oblivion only
    • Pipboy — Fallout 3 & Fallout New Vegas only
  • Its (FULL) Name or (EDID) Editor ID subrecord contains any of the following words:
    • "briarheart"
    • "child"
    • "corpse"
    • "dummy"
    • "ghostly immobility"
    • "no wings"
    • "skin"
    • "test"
    • "token"
    • "tsaesci tail"
    • "werewolf"
    • "widget"
    • "willful"
  • Its (FULL) Name or (EDID) Editor ID subrecord starts with any of the following words:
    • "fx"
    • "zz"
  • Its (FULL) Name or (EDID) Editor ID subrecord contains both "see" and "me".
  • Its (FULL) Name or (EDID) Editor ID subrecord contains "mark", except as part of "markynaz".
All games but Fallout 4
All Clothing Playable Modifies non-playable clothes to make them playable. The same conditions described above for All Armor Playable apply here too. Oblivion & Nehrim: At Fate's Edge
All Guns Use Iron Sights Animation Makes more guns use the iron sights animation. You can choose whether to tweak all guns, only energy weapons, or only conventional weapons. Fallout 3 & Fallout: New Vegas
Armor Shows Amulets Modifies playable armors to show amulets. Oblivion & Nehrim: At Fate's Edge
Armor Shows Rings Modifies playable armors to show rings. Oblivion & Nehrim: At Fate's Edge
Attack Speed: Staves (Minimum) Ensures that every staff has at least the chosen attack speed. Setting this and the maximum tweak to the same value ensures that every staff has the same attack speed. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Attack Speed: Staves (Maximum) Ensures that every staff has at most the chosen attack speed. Setting this and the minimum tweak to the same value ensures that every staff has the same attack speed. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Bow Reach Fix Some of the bows in Oblivion (and a few in user mods) have a reach of zero. Due to a bug in the Oblivion engine, if these bows are equipped by an NPC, the game will crash. This tweak changes bows with zero reach to have reach of 1. Oblivion & Nehrim: At Fate's Edge
Clothing Shows Amulets Modifies playable clothing to show amulets. Oblivion & Nehrim: At Fate's Edge
Clothing Shows Rings Modifies playable clothing to show rings. Oblivion & Nehrim: At Fate's Edge
DarNified Books Tweaks book colours and fonts for use with DarNified UI. Oblivion & Nehrim: At Fate's Edge
Default Icons Sets a default icon for any records that don't have any icon assigned. Oblivion & Nehrim: At Fate's Edge
Disable Wind Sets wind speed for all weathers to 0; this means that bushes and trees don't move in the wind since there isn't any. May help on machines with low end graphic cards. All games but Fallout 4
Faction Crime Gold Multiplier Fix Fix factions with unset Crime Gold Multiplier to have a Crime Gold Multiplier of 1.0. Oblivion & Nehrim: At Fate's Edge
Harvest Chance Sets the harvest chance of all flora to the desired chance. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Magic: Script Effect Icon Changer Changes the Script Effect icon to one of several choices, or to a custom icon. Oblivion
Magic: Script Effect Silencer Script Effects will be silenced and have no graphics. Oblivion & Nehrim: At Fate's Edge
Magic: Summoning Absorption Fix Adds the "No Absorb/Reflect" flag to all summoning spells. The absence of that flag can make summoning spells fail if you have any sources of spell absorption, e.g. perks or spells. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Mark All Water As Damaging Adds the "Causes Damage" flag to every type of water in the game. Useful if you use needs mods (e.g. iNeed, RND, etc.) that make use of this flag, since it avoids the need to patch every type of water manually. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
No Description Loading Screens Removes the description from loading screens. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
No Light Fade Value Fix Sets the fade values on all lights to a default of 1.0 if not already set. All games but Fallout 4
No Light Flicker Turns off flickering effects for lights. May help on machines with low end graphic cards. All games but Fallout 4
Number of Uses For Pre-enchanted Weapons and Staves The charge amount and cast cost will be edited so that all enchanted weapons and staffs have the amount of uses specified. Cost will be rounded up to 1 (unless set to unlimited) so number of uses may not exactly match for all weapons. Oblivion & Nehrim: At Fate's Edge
Nvidia Fog Fix Ensures that cells have at least one non-zero fog value. For avoiding the Nvidia fog-related black screen. This feature is based on Quarn's Nvidia Black Screen Fix. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Reweigh: Ammunition Reweighs ammunition (e.g. arrows, bullets, etc.) to a maximum weight.

Note: In Skyrim: Special Edition, arrow weight is only used if you have the Survival Mode creation installed.
Oblivion, Nehrim: At Fate's Edge, Fallout: New Vegas & Skyrim: Special Edition
Reweigh: Books Reweighs books to a maximum weight. All games but Fallout 4
Reweigh: Ingestibles (Minimum) Reweighs ingestibles (potions and drinks, as well as food in newer games than Oblivion) to a minimum weight. All games but Fallout 4
Reweigh: Ingredients Reweighs ingredients to a maximum weight. This does not affect ingredients with script effects or ones with OBME effects. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Reweigh: Potions (Maximum) Reweighs potions to a maximum weight. This does not affect potions with script effects, ones with OBME effects or with current weight >= 1.0. Thus it should not affect alcoholic beverages or scripted "potions" like HTS water skins. Note that this is similar to, but not the same as, the Reweigh Potions command for savegames, which reweighs user created-potions rather than mod-added potions. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Reweigh: Staffs/Staves Reweighs staves to a maximum weight. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Right Hand Rings Makes rings behave more consistently by making all rings prefer to be on the right hand. With this tweak activated, rings will only equip to the left hand if the right hand has a ring, but the left hand does not. You can use this to make one ring permanently equipped - just equip it to the left hand and it will stay on until you specifically unequip it. Oblivion & Nehrim: At Fate's Edge
Set Sound Attenuation Levels The sound attenuation levels will be set to tweak%*current level, thereby increasing (or decreasing) the sound volume (lower attenuation = higher volume). Does not affect Nirnroots (see below). All games but Fallout 4
Set Sound Attenuation Levels: Nirnroots Only The sound attenuation levels will be set to tweak%*current level, thereby increasing (or decreasing) the sound volume (lower attenuation = higher volume). This one only affects Nirnroots (see above). Oblivion, Skyrim & Skyrim: Special Edition
Set Sound Attenuation Levels: Vynroots Only Same as Set Sound Attenutation Levels: Nirnroots Only, but for games set in the Vyn universe. Nehrim: At Fate's Edge & Enderal: Forgotten Stories
Skyrim-style Weapons Sets all one handed weapons as blades, two handed weapons as blunt. Oblivion & Nehrim: At Fate's Edge
Uniform Groundcover Eliminates the random variation in groundcover (grass, vines, shrubs, etc). Tall groundcover will still be taller than short groundcover, but there will be less variation in size. May help on lower end machines. All games but Fallout 4
Tweak Clothes
Tweak Description Available For
Gloves Show Rings Prevents gloves from hiding rings. Oblivion & Nehrim: At Fate's Edge
Max Weight Amulets Sets the maximum weight of amulets in the game. Amulets with higher weights will have their weight set to this value. Oblivion & Nehrim: At Fate's Edge
Max Weight Hoods Sets the maximum weight of hoods in the game. Hoods with higher weights will have their weight set to this value. Oblivion & Nehrim: At Fate's Edge
Max Weight Rings Sets the maximum weight of rings in the game. Rings with higher weights will have their weight set to this value. Oblivion & Nehrim: At Fate's Edge
Robes Show Amulets Forces all robes to show amulets. Oblivion & Nehrim: At Fate's Edge
Robes Show Pants Allows you to wear pants/skirts/greaves with robes. This is useful for armor and enchantment. Not recommended because graphics clipping is common. Oblivion & Nehrim: At Fate's Edge
Unlimited Amulets Allows you to wear an unlimited number of amulets. Not recommended because it is unbalancing and it prevents amulets from displaying (i.e., they won't appear around your or NPC's necks). Note also that this will affect any and all clothes that are flagged as amulets, whether they really are amulets or not (e.g. many capes from Hemingwey's Capes are affected). Oblivion & Nehrim: At Fate's Edge
Unlimited Rings Allows you to wear an unlimited number of rings. Not recommended because it is unbalancing and it prevents rings from displaying (i.e., they won't appear on your or NPC's fingers). Note also that this will affect any and all clothes that are flagged as rings, whether they really are rings or not. Oblivion & Nehrim: At Fate's Edge

Note regarding Tweak Names: Almost all the Sort: tweaks will skip records whose (FULL) Name starts with one of the following characters: +, -, =, ., (, ), [, ], <, >. The reason for this is because items with names that start with such characters are almost always special, mod-added items that should not be touched by these tweaks. Exceptions will be noted in the description of the tweak.

Tweak Names
Tweak Description Available For
Append Ammunition Weight Appends the ammunition weight of (AMMO) Ammunition records to the end of their name. Weight is formatted using exactly two decimal places, i.e. 0.1 will be shown as 0.10, while 0.001 will be shown as 0.00.
For Fallout 3, this tweak does nothing unless you have FO3 Wanderers Edition (FWE) installed. If you do have it installed, it uses the FWE ammo weight to rename.
For Skyrim: Special Edition, arrow weight is only used if you have the Survival Mode creation installed.
You can also specify a custom format. It must contain a single %s specifier, which will be replaced by the ammunition weight. For example, the custom format  %s would rename ammunition called BB with a weight of 0.01 to BB 0.01.
Oblivion, Nehrim: At Fate's Edge, Fallout 3, Fallout: New Vegas & Skyrim: Special Edition
Body Part Codes This determines what codes will be used for tweaking armor and clothes covering various body parts. What types of items the code letters are assigned to varies from game to game. They are assigned in the following order:
Game Body Part Codes
Oblivion & Nehrim: At Fate's Edge 10 categories of items:
  • Amulets
  • Rings (left or right ring)
  • Gloves
  • Helmets (head or hair)
  • Tail items
  • Robes (upper and lower body)
  • Chest
  • Pants/Greaves
  • Boots/Shoes
  • Shields
For example, the value ARGHTCCPBS will assign A to amulets, R to rings, G to gloves, etc.
Fallout 3 & Fallout: New Vegas 7 categories of items:
  • Head (head, hair, headband or hair)
  • Body
  • Gloves (left or right hand)
  • Pipboy
  • Backpack
  • Fancy (necklace, eyeglasses, nose ring, earrings, mask, coker or mouth object)
  • Accessory (body addon 1, 2 or 3)
For example, the value HAGPBFE will assign H to head armor, A to body armor, G to gloves, etc.
Skyrim, Enderal: Forgotten Stories and Skyrim: Special Edition 7 categories of items:
  • Head (head, hair, circlet, long hair or ears)
  • Body
  • Arms (hands or forearms)
  • Legs (feet or calves)
  • Amulets
  • Rings
  • Shields
For example, the value HAGBMRS will assign H to helmets, A to armor and clothing, G to gloves, etc.
You can specify a custom value as well. It is specified as a string that must have the same length as the number of codes. See the examples in the table up above.
All games but Fallout 4
Lore Friendly Text: Dwarven -> Dwemer Changes any usage of the words Dwarven, Dwarf, Dwarfs or Dwarves to Dwemer in order to better follow lore (case-insensitive, but preserves case). All games but Fallout 3, Fallout: New Vegas & Fallout 4
Proper English Text: Dwarfs -> Dwarves Renames any instances of Dwarfs to Dwarves (case-insensitive, but preserves case).

Note: If both this tweak and Lore Friendly Text: Dwarven -> Dwemer are active, that tweak will take preference.
All games but Fallout 3, Fallout: New Vegas & Fallout 4
Proper English Text: Staffs -> Staves Renames any instances of Staffs to Staves (case-insensitive, but preserves case). All games but Fallout 3, Fallout: New Vegas & Fallout 4
Rename Bottle Caps Changes the (FULL) Name of bottle caps (Caps001 [MISC:0000000F]) to something else. You may choose a custom name. Fallout 3 & Fallout: New Vegas
Rename Gold Changes the (FULL) Name of gold (Gold001 [MISC:0000000F]) to something else. You may choose a custom name. Oblivion, Nehrim: At Fate's Edge, Skyrim & Skyrim: Special Edition
Rename Pennies Changes the (FULL) Name of Endralean penny coins (Gold001 [MISC:0000000F]) to something else. You may choose a custom name. Enderal: Forgotten Stories
Skyrim-style Text: Fatigue -> Stamina Renames any instances of Fatigue to Stamina (case-insensitive, but preserves case). Oblivion & Nehrim: At Fate's Edge
Skyrim-style Text: Marksman -> Archery Renames any instances of Marksman to Archery or Archer, depending on whether or not they are preceded by an article (case-insensitive, but preserves case). Oblivion & Nehrim: At Fate's Edge
Skyrim-style Text: Security -> Lockpicking Renames any instances of Security to Lockpicking, except in books because of the huge number of false positives (case-insensitive, but preserves case). Oblivion & Nehrim: At Fate's Edge
Sort: Armor Tweaks names of armors to make them sort more easily in the inventory. The tweak options specify the format used to change armor names. They prepend two letters and optionally the armor rating to the armor name. The first letter is one of the ones from the Body Part Codes tweak, the second one is an L if the armor is light and an H if the armor is heavy.

You can specify a custom value as well. It must contain a single %s format specifier, which will be replaced by the two letters mentioned above. It may contain a single %02d format specifier, which will be replaced with the armor rating. For example, the custom format [%s: %02d]  would rename an armor called Leather Boots with an armor rating of 2 to [BL: 02] Leather Boots.
Oblivion & Nehrim: At Fate's Edge
Sort: Armor/Clothes Same as the Sort: Armor and Sort: Clothes tweaks combined. In newer games, there is no real distinction between the two anymore.

For Fallout 3 & Fallout: New Vegas, the second letter can also be P, which indicates power armor.
For Fallout: New Vegas, it can also be M, which indicates medium armor.
For Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition, it can also be C, which indicates clothing.
All games but Oblivion, Nehrim: At Fate's Edge & Fallout 4
Sort: Clothes Tweaks names of clothes to make them sort more easily in the inventory. Works similarly to the Sort: Armor tweak, but the second letter does not exist (since there are no light or heavy clothes) and there is no way to display armor rating (since clothes do not have armor rating).

You can specify a custom value as well. It must contain a single %s format specifier, which will be replaced by the two letters mentioned above. For example, the custom format %s*  would rename a piece of clothing called Grey Trousers to P* Grey Trousers.
Oblivion & Nehrim: At Fate's Edge
Sort: Ingestibles Tweaks names of ingestibles (potions and drinks, as well as food in newer games than Oblivion) to make them sort more easily in the inventory. This tweak behaves quite differently, depending on the game:
  • Oblivion & Nehrim: At Fate's Edge:
    Always prepends a . if the ingestible is marked as food, regardless of the chosen format. For example, a drink called Beer would be renamed to .Beer.

    Poisons (potions with only harmful effects) will have two letters prepended: an X and a letter corresponding to the primary effect's school (see the table in the Sort: Spells entry.). For example, using the format %s: , a poison called called Poison of Weakness with a primary effect from the school of Destruction would be renamed to XD: Poison of Weakness.

    Potions (all ALCH records that don't fall into the two categories above) will only have the primary effect letter prepended. For example, using the format from above, a potion called Potion of Regeneration with an effect from the school of Restoration would be renamed to R: Potion of Regeneration.
  • Fallout 3 & Fallout: New Vegas: Every ingestible will have a single letter prepended, based on its (ETYP) Equipment Type and whether or not the Food Item flag is set in (ENIT) Effect Data:
    Condition Code
    Equipment Type is Chems (10) C
    Equipment Type is Stimpak (11) S
    Equipment Type is Food (12), Food Item flag is set F
    Equipment Type is Food (12), Food Item flag is not set
    (Other, includes e.g. skill magazines)
    O
    Equipment Type is Alcohol (13) A
    None of the previous conditions hold
    (Unknown, probably a special mod item)
    U
    For example, using the format #%s , an item called Radroach Meat with an Equipment Type of Food (12) and the Food Item flag set would be renamed to #F Radroach Meat.
You can specify a custom value as well. It must contain a single %s format specifier, which will be replaced by the letter codes detailed above, and may contain any other characters. See the examples listed above.
Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Sort: Notes/Scrolls Tweaks names of notes and scrolls to make them sort more easily in the inventory. Each note/scroll will have a ~ or a . as prepended (note that the ~ will not display in the inventory). Formats that start with a ~ will prepend the ~ to enchanted scrolls and the . to notes. Formats that start with a . function in reverse. You can also choose to include a letter denoting the magic school that the first effect on the scroll belongs to (see the table in the Sort: Spells entry.)

You can specify a custom value as well. It must start with either ~ or ., as described above, and may contain a single %s specifier, which will be replaced by a letter matching the primary effect's school. For example, the custom format ~<%s>  would rename an enchanted scroll called Fireball to ~<D> Fireball and a regular note called Handwritten Note to .Handwritten Note.
Oblivion & Nehrim: At Fate's Edge
Sort: Scrolls Tweaks names of scrolls to make them sort more easily in the inventory. Each scroll will have a letter denoting the magic school that the first effect on the scroll belongs to prepended (see the table in the Sort: Spells entry.).

You can specify a custom value as well. It must contain a single %s specifier, which will be replaced by a letter matching the primary effect's school. For example, the custom format @%s  would rename a scroll called Fireball to @D Fireball.
Skyrim, Enderal: Forgotten Stories, Skyrim: Special Edition
Sort: Spells Tweaks names of spells to make them sort more easily in the menu. Each spell can have a letter denoting its primary school and/or the spell level prepended.

The primary school is the magic school to which the first effect of the record belongs:
School Code
Alteration A
Conjuration C
Destruction D
Illusion I
Mysticism - Oblivion & Nehrim: At Fate's Edge only M
Restoration R
Unknown U
The spell level is a simple integer representing how proficient you have to be in the associated school to cast the spell:
Spell Level Meaning
0 Novice
1 Apprentice
2 Adept/Journeyman
3 Expert
4 Master
You can specify a custom value as well. It may contain a single %s specifier, a single %02d specifier, both, or neither. For example, the custom format %s|%02d  would rename a spell called Fireball from the school of Destruction with a level of 2 to D|02 Fireball.
All games but Fallout 3, Fallout: New Vegas & Fallout 4
Sort: Weapons/Ammunition Tweaks names of weapons and ammunition to make them sort more easily in the inventory.

For (WEAP) Weapon records, a single letter indicating the weapon type is prepended.
For Oblivion & Nehrim: At Fate's Edge, the (DATA) Type is used:
(DATA) Type Code
Blade One Hand (0) C
Blade Two Hand (1) D
Blunt One Hand (2) E
Blunt Two Hand (3) F
Staff (4) G
Bow (5) B
Other (any other value) O
For Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition, the (DATA) Animation Type is used:
(DATA) Animation Type Code
Hand To Hand Melee (0) H
One Hand Sword (1) S
One Hand Dagger (2) D
One Hand Axe (3) X
One Hand Mace (4) M
Two Hand Sword (5) G
Two Hand Axe (6) W
Bow (7) B
Staff (8) T
Crossbow (9) C
Other (any other value) O
For (AMMO) Ammunition records, an A is used instead. In either case, you can also choose to include the damage dealt by the weapon/ammunition.

Note: This tweak does not ignore records starting with the special characters outlined in the note above.

You can specify a custom value as well. It must contain a single %s specifier and may contain a single %02d specifier. For example, the custom format W%s%02d  would rename a weapon called Elven Bow with a damage of 14 to WB14 Elven Bow.
All games but Fallout 3, Fallout: New Vegas & Fallout 4
Sort: Weapons Similar to Sort: Weapons/Ammunition. Does not support ammunition (since AMMO records do not have damage in these games) and uses a different set of codes based on the (ETYP) Equipment Type:
Equipment Type Code
Big Guns (0) B
Energy Weapons (1) E
Small Guns (2) S
Melee Weapons (3) M
Unarmed Weapons (4) U
Thrown Weapons (5) T
Mine (6) L
Other (any other value) O
You can specify a custom value as well. It must contain a single %s specifier and may contain a single %02d specifier. For example, the custom format %s%02d$  would rename a weapon called BB Gun with a damage of 10 to S10$ BB Gun.
Fallout 3 & Fallout: New Vegas

Note regarding Tweak Settings: In some cases for newer games the following Tweaks may become a permanent part of your saves, and so should be set prior to starting a new game.
Trying to change settings in a continued game by rebuilding your Bashed Patch may fail for games newer than Oblivion & Nehrim: At Fate's Edge, because the setting will be loaded from your save file (which the game loads last, after the Bashed Patch).
For example, World: Timescale, once changed, is known to become permanently baked in your save game for Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition. It can be set once, but thereafter is part of your saves, and can only be changed by console command or by starting a new game.

Tweak Races
TweakDescriptionAvailable For
Bigger Nords and Orcs Adjusts the Orc and Nord race records (including mod added races named Orc/Nord) to be taller/heavier - to be more lore friendly. Three choices available - MMM settings, RBP settings or standalone Bigger Nords and Orcs settings. Oblivion & Nehrim: At Fate's Edge
Merge Eyes From Similar Races Merges eye lists from similar races, e.g. RBP Khajiit eyes to Elsweyr Khajiits. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Merge Hairs From Similar Races Merges hair lists from similar races, e.g. RBP Khajiit hair to Elsweyr Khajiits. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Playable Eyes Sets all eyes to be playable. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Playable Hairs Sets all hairs to be playable. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Playable Head Parts Sets all head parts to be playable. All games but Oblivion, Nehrim: At Fate's Edge & Fallout 4
Races Have All Eyes Gives all races all eyes - although Googly Eye scanning/removal takes place after this so the final patch will not have all eyes for all races. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Races Have All Hairs Gives all races all hairs. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Races Have All Head Parts Gives all races all head parts. You have various options for which types of head parts you want to target with this tweak. Additionally, it is also possible to make a custom choice. For the custom choice, enter a string of numbers (without spaces separating them), where each number corresponds to one of the following:
Head Part Type Number
Misc 0
Face 1
Eyes 2
Hair 3
Facial Hair 4
Scar 5
Eyebrows 6
For example, if you wanted to make all facial hair and all scars available to all races, you would enter 45 as the custom tweak value.
Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Genderless Hairs Sets all hairs to be useable regardless of gender. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Genderless Head Parts Sets all head parts to be useable regardless of gender. The only exceptions are eyes and faces, which look extremely broken when used by a character with a different gender. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Force Behavior Graph Gender: Female Changes whether or not female NPCs of certain races should use inverted gender animations (e.g. orcs). If you're using this, you probably want Opposite Gender Anims: Female as well. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Force Behavior Graph Gender: Male Changes whether or not male NPCs of certain races should use inverted gender animations (e.g. orcs). If you're using this, you probably want Opposite Gender Anims: Male as well. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Tweak Settings
TweakDescriptionAvailable For
Actor: Faster Shouts Decreases the time that the shout key must be held to shout multiple words. Custom is for the first word and the rest of the shout. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Actor: Expert Training Cost Multiplier Changes the multiplier by which training costs increase at the Expert level. See also Actor: Master Training Cost Multiplier and Actor: Training Cost Multiplier. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Actor: Greeting Distance Distance at which NPCs will greet the player. All games but Fallout 3 & Fallout: New Vegas
Actor: Master Training Cost Multiplier Changes the multiplier by which training costs increase at the Master level. See also Actor: Expert Training Cost Multiplier and Actor: Training Cost Multiplier. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Actor: Max Companions Sets the maximum number of companions that will follow the player. All games
Actor: Max Jump Height Increases the maximum allowed jump height. Note that this may allow you to go out of bounds or experience falling damage if set too high All games
Actor: Merchant Restock Time The amount of time required for vendors to restock items and gold. All games since Skyrim
Actor: Strength Encumbrance Multiplier Actor strength * this multiplier = actor encumbrance capacity. All games but Fallout 3
Actor: Training Cost Multiplier Changes the multiplier by which training costs increase at the expert level. See also Actor: Expert Training Cost Multiplier and Actor: Master Training Cost Multiplier. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Actor: Training Limit Sets the training limit per level allowed by trainers. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Actor: Unconsciousness Duration Time for which an essential NPC stays unconscious after being knocked out. All games
Actor: Vertical Object Detection Changes the vertical range in which NPCs detect objects. For custom values, the first one must be >= 0 and the second one must be <= 0. All games since Skyrim
AI: Bump Reaction Delay Changes how long it takes until NPCs (particularly followers) that have commented on you bumping into them repeat that dialogue. Infinite effectively disables it. All games since Skyrim
AI: Conversation Chance Chance of NPCs engaging in conversation in exteriors. All games but Fallout 3 & Fallout: New Vegas
AI: Conversation Chance - Interior Chance of NPCs engaging in conversation in interiors. All games but Fallout 3 & Fallout: New Vegas
AI: Max Active Actors The maximum number of actors for AI to be processing at once. Must be higher than Combat: Max Actors. All games
AI: Max Dead Actors The maximum number of dead actors allowed before the game begins to remove them. All games
AI: Max Smile Distance Maximum distance for NPCs to start smiling. Oblivion & Nehrim: At Fate's Edge
Arrow: Litter Count Shot arrows will be automatically removed from the world if their number exceeds the Arrow Litter Count. Oblivion & Nehrim: At Fate's Edge
Arrow: Litter Time The period of time after which shot arrows will be automatically removed from the world. Oblivion & Nehrim: At Fate's Edge
Arrow: Max Arrows Attached to NPC The maximum number of arrows that can be sticking out of an NPC. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Arrow: Recovery from Actor Your chance of recovering an arrow shot into an actor (including arrows shot into player). All games but Fallout 3, Fallout: New Vegas & Fallout 4
Arrow: Speed Speed at which a full power arrow travels. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Bounty: Assault The bounty for attacking a "good" npc when observed. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Bounty: Horse Theft The bounty for stealing a horse. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Bounty: Jailbreak The bounty for escaping from jail. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Bounty: Murder The bounty for committing a witnessed murder. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Bounty: Pickpocketing The bounty for pickpocketing. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Bounty: Shapeshifting The bounty for transforming into a vampire lord or werewolf in front of people. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Bounty: Theft The bounty for stealing as a fraction of the item's value. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Bounty: Trespassing The bounty for trespassing. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Camera: Chase Distance Changes the maximum distance the chase camera can be moved away from the player. Very useful for creating a bird's eye view – but also a little bit unbalancing for that reason. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Camera: Chase Tightness Tightens up the 3rd person chase camera. Higher settings essentially lock the camera behind the player. Settings from ChaseCameraMod are included as an option. Oblivion & Nehrim: At Fate's Edge
Camera: PC Death Time This is how long the camera lingers on the player after player's death before the reload menu appears. (Even at "Unlimited", you can hit escape to force reload menu to appear.) All games but Fallout 4
Camera: Vanity Delay Changes the number of seconds that must be spent idle before the automatic vanity camera mode starts (where the camera starts slowly spinning around your character). Oblivion & Nehrim: At Fate's Edge
Camera: Vanity Speed Multiplier Changes how quickly you can rotate the manual vanity camera around your character. Settings from Vanity Camera Smoother are included as an option. Oblivion & Nehrim: At Fate's Edge
Combat: Alchemy By default, you cannot craft alchemy items in combat. Disallowing it encourages you to be ready for battle ahead of time. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Combat: Auto Aim Fix Increase Auto Aim settings to a level at which snipers can benefit from them Fallout 3 & Fallout: New Vegas
Combat: Block Time (Average) Change the average time for which NPCs will keep their shield raised or block with their weapon during combat. See also Combat: Block Time (Maximum) and Combat: Block Time (Minimum). All games since Skyrim
Combat: Block Time (Maximum) Change the maximum time for which NPCs will keep their shield raised or block with their weapon during combat. See also Combat: Block Time (Average) and Combat: Block Time (Minimum).

Note that in Skyrim, this is set to ten thousand seconds by default (called Unlimited in Wrye Bash), so you may want to set this to something more reasonable to avoid NPCs permanently running around with their guard up.
All games since Skyrim
Combat: Block Time (Minimum) Change the minimum time for which NPCs will keep their shield raised or block with their weapon during combat. See also Combat: Block Time (Average) and Combat: Block Time (Maximum). All games since Skyrim
Combat: Critical Hit Chance The chance of a strike being a critical hit. 100% guarantees critical hits, 0% disables them. All games since Skyrim
Combat: Disable Projectile Dodging Removes the ability of NPCs to dodge projectiles being launched at them from range. This makes the game easier, but the dodging can look weird. All games since Skyrim
Combat: Faster Two-Handed Weapons Increases 2-hand weapon animation speed. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Combat: Max Actors The maximum number of actors that the engine will process in combat. All games
Combat: Max Ally Hits In Combat The maximum number of hits on an ally allowed in combat before the ally will attack the hitting character. All games but Fallout 4
Combat: Max Ally Hits Out Of Combat The maximum number of hits on an ally allowed out of combat before the ally will attack the hitting character. All games since Fallout 3
Combat: Max Friend Hits In Combat The maximum number of hits on a non-ally friend allowed in combat before the friend will attack the hitting character. All games but Fallout 4
Combat: Max Friend Hits Out Of Combat The maximum number of hits on a non-ally friend allowed out of combat before the friend will attack the hitting character. All games since Fallout 3
Combat: Maximum Armor Rating The maximum armor rating that you can get. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Combat: NPC Death XP Threshold Percentage of total damage you have to inflict in order to get XP. Fallout 3 & Fallout: New Vegas
Combat: Random Taunt Chance Determines how often actors randomly taunt during combat. Oblivion & Nehrim: At Fate's Edge
Combat: Recharge Weapons By default, you can recharge weapons during combat. Disallowing that encourages you to be ready for battle ahead of time. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Combat: Repair By default, you cannot repair items in combat. Disallowing it encourages you to be ready for battle ahead of time. Oblivion & Nehrim: At Fate's Edge
Combat: Stealth Damage Bonus Increases the amount of damage you do with daggers, bows and crossbows while sneaking. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Combat: Speak on Attack Chance The chance that an actor will speak after performing an attack. Oblivion & Nehrim: At Fate's Edge
Combat: Speak on Hit Chance The chance that an actor will speak after being hit with a weapon. All games but Fallout 4
Combat: Speak on Hit Threshold The percentage of an actor's health an attack must deal for the actor to speak when hit (independent of Combat: Speak on Hit Chance). All games but Fallout 4
Combat: Speak on Power Attack Chance The chance that an actor will speak after performing a power attack. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Combat: VATS Player Damage Multiplier Multiplier of damage that player receives in VATS. Fallout 3 & Fallout: New Vegas
Combat: VATS Playback Delay Seconds of delay after the VATS Camera finished playback. Fallout 3 & Fallout: New Vegas
Compass: Disable Disables POI's (Points of Interest), Quest Markers, or both on the compass. This may not work with some UI mods, and can make some quests very hard to complete. Oblivion & Nehrim: At Fate's Edge
Compass: Recognition Distance Distance at which Points of Interest become visible on the compass. Lowest setting (x 0.25) is just a little farther than unvisited locations will be "found." All games
Cost Multiplier: Enchantment The cost multiplier factor for enchanting. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Cost Multiplier: Recharge The cost multiplier factor for recharging. Oblivion & Nehrim: At Fate's Edge
Cost Multiplier: Repair The cost multiplier factor for repairing. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Cost Multiplier: Spell Making The cost multiplier factor for spellmaking. Oblivion & Nehrim: At Fate's Edge
Crime: Alarm Distance The distance from the player that NPCs will be alerted to crimes. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Crime: Force Jail The bounty level at which the player cannot pay the fine but has to go to jail. Oblivion & Nehrim: At Fate's Edge
Crime: Pickpocketing Chance Improve chances of successful pickpocketing. Custom values can set min and max chance. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Crime: Prison Duration Modifier Changes the bounty modifier for the amount of days you will spend in prison when choosing to serve your sentence. Days in prison is your bounty divided by this number. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Gore: Combat Dismember Part Chance The chance that body parts will be dismembered. Fallout 3, Fallout: New Vegas & Fallout 4
Gore: Combat Explode Part Chance The chance that body parts will explode. Fallout 3, Fallout: New Vegas & Fallout 4
Gore: Combat Torse Explode Chance The chance that a torso will explode. Fallout 4
Hacking: Maximum Number of Words The maximum number of words appearing in the terminal hacking mini-game. Fallout 3, Fallout: New Vegas & Fallout 4
Hacking: Terminal Speed Adjustment The display speed at the time of terminal hacking. Fallout 3 & Fallout: New Vegas
Level Difference: Creature Max Maximum difference to player level for leveled creatures. Oblivion & Nehrim: At Fate's Edge
Level Difference: Item Max Maximum difference to player level for leveled items. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
Level Up: Skill Count The number of major skill point increases needed to level up. Oblivion & Nehrim: At Fate's Edge
Magic: Bolt Speed Speed at which at which magic bolts (projectiles) travel. Oblivion & Nehrim: At Fate's Edge
Magic: Chameleon Refraction Turns off the refraction effect for chameleon, but leaves the incremental transparency effect on. Oblivion & Nehrim: At Fate's Edge
Magic: Invisibility Detection Difficulty Determines how difficult it is for NPCs to see you while you are invisible. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Magic: Max Active Runes How many rune spells the player can have active simultaneously. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Magic: Max NPC Summons Sets the number of summons a NPC may have active at one time. Oblivion & Nehrim: At Fate's Edge
Magic: Max Player Summons Sets the number of summons the player may have active at one time. Normally less than Max NPC Summons. Oblivion & Nehrim: At Fate's Edge
Magic: Max Resistance Changes the maximum level of resistance a player can have to various forms of magic and disease. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Magic: Max Summons Sets the number of summons an actor may have active at one time. Affects both NPCs and the player. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Master of Mercantile Extra Gold Amount The extra barter gold all vendors have for a master of mercantile. Oblivion & Nehrim: At Fate's Edge
Movement: Base Speed Changes base movement speed. Fallout 3 & Fallout: New Vegas
Movement: Fatigue from Running/Encumbrance Fatigue cost multiplier for running or encumbrance. Oblivion & Nehrim: At Fate's Edge
Movement: Sneak Multiplier Movement speed is multiplied by this when the actor is sneaking. Fallout 3 & Fallout: New Vegas
Msg: Auto Saving Sets the message on autosaving to blank or either "." or "Hmm..." or a custom value entered by user. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Msg: Cannot Equip Item Fix Disables the 'You cannot equip this item' message because some Skyrim mods (e.g. Frostfall) use activatable misc objects that require it to be disabled to function properly. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Msg: Carrying Too Much Message when you are carrying too much to run. All games since Skyrim
Msg: Equip Misc. Item Sets the message on equipping a misc item to blank or either "." or "Hmm..." or a custom value entered by user. Oblivion & Nehrim: At Fate's Edge
Msg: Harvest Failure Sets the message on flora harvest failure to blank or either "." or "Hmm..." or a custom value entered by user. Oblivion & Nehrim: At Fate's Edge
Msg: Harvest Success Sets the message on flora harvest success to blank or either "." or "Hmm..." or a custom value entered by user. Oblivion & Nehrim: At Fate's Edge
Msg: Horse Stabled Sets the message on stabling a horse on fast travel to blank or either "." or "Hmm..." or a custom value entered by user. Oblivion & Nehrim: At Fate's Edge
Msg: Loading Area Sets the message when background loading area to blank or either "." or "Hmm..." or a custom value entered by user. Oblivion & Nehrim: At Fate's Edge
Msg: No Fast Travel Sets the message when attempting to fast travel when it is prohibited to blank or either "." or "Hmm..." or a custom value entered by user. All games but Fallout 3 & Fallout: New Vegas
Msg: No Soul Gem Large Enough Sets the message when there is no soul gem large enough for a captured soul to blank or either "." or "Hmm..." or a custom value entered by user. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Msg: Not Enough Charge Sets the message on attempting to use an enchanted item with insufficient charge to blank or either "." or "Hmm..." or a custom value entered by user. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Msg: Quick Load Sets the message on quick loading to blank or either "." or "Hmm..." or a custom value entered by user. All games but Fallout 3 & Fallout: New Vegas
Msg: Quick Save Sets the message on quick saving to blank or either "." or "Hmm..." or a custom value entered by user. All games but Fallout 3 & Fallout: New Vegas
Msg: Soul Captured Sets the message on capturing a soul to blank or either "." or "Hmm..." or a custom value entered by user. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Player: Fall Damage Threshold Changes the height at which you take fall damage. All games since Skyrim
Player: Fast Travel Time Multiplier Changes how much time passes while fast traveling. By default, it passes ~3x slower than if you had walked the distance. All games since Skyrim
Player: Horse Turning Speed Default Horse turning speed is rather slow. This allows you to increase it. All games but Fallout 3, Fallout: New Vegas & Fallout 4
Player: Inventory Quantity Prompt Number of items in a stack at which point the game prompts for a quantity. All games
Player: Max Draggable Weight The max weight that can be dragged. All games
Player: PipBoy Light Keypress Delay Seconds of delay until the PipBoy light switches on. Fallout 3 & Fallout: New Vegas
Player: Sprinting Cost Changes the stamina drain that occurs when sprinting. All games since Skyrim
Player: Underwater Breath Control How long the player can hold their breath while swimming - does not affect Argonians Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Prompt: Activate Changes the text on the 'Activate' prompt shown when interacting with objects. All games but Fallout 4
Prompt: Open Changes the text on the 'Open' prompt shown when trying to open a door. All games but Fallout 4
Prompt: Sit Changes the text on the 'Sit' prompt shown when interacting with chairs. All games but Fallout 4
Prompt: Take Changes the text on the 'Take' prompt shown when taking items. All games but Fallout 4
Prompt: Talk Changes the text on the 'Talk' prompt shown when interacting with people. All games but Fallout 4
Soul Trap: Common Soul Level The level at which NPC souls are considered 'common'. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Soul Trap: Grand Soul Level The level at which NPC souls are considered 'grand'. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Soul Trap: Greater Soul Level The level at which NPC souls are considered 'greater'. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Soul Trap: Lesser Soul Level The level at which NPC souls are considered 'lesser'. Anything lower than this is considered 'petty'. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Thieves Guild: Quest Attacking Penalty Sets the penalty cost for attacking while completing a Thieves Guild quest. Oblivion & Nehrim: At Fate's Edge
Thieves Guild: Quest Killing Penalty Sets the penalty cost for killing while completing a Thieves Guild quest. Oblivion & Nehrim: At Fate's Edge
Thieves Guild: Quest Stealing Penalty Sets the penalty cost for stealing while completing a Thieves Guild quest. Oblivion & Nehrim: At Fate's Edge
UOP Vampire Aging and Face Fix.esp Duplicate of the UOP component that disables vampire aging (fixes a bug). Use instead of 'UOP Vampire Aging & Face Fix.esp' to save an esp slot. Oblivion & Nehrim: At Fate's Edge
Visuals: Masser Size Changes the size of the moon Masser (the larger one) in the night sky. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Visuals: Masser Speed Changes how quickly the moon Masser (the larger one) moves in the night sky. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Visuals: NPC Blood Sets a few gmsts to use either user specified blood textures or no blood. Oblivion & Nehrim: At Fate's Edge
Visuals: Secunda Size Changes the size of the moon Secunda (the smaller one) in the night sky. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Visuals: Secunda Speed Changes how quickly the moon Secunda (the smaller one) moves in the night sky. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Visuals: Shell Camera Distance Maximum distance at which gun arisings (shell case, particle, decal, etc.) show from camera. Fallout 3 & Fallout: New Vegas
Visuals: Shell Litter Count Maximum number of debris (shell case, etc) allowed in cell. Fallout 3 & Fallout: New Vegas
Visuals: Shell Litter Time Time before shell cases fade away from cells. Fallout 3 & Fallout: New Vegas
Visuals: Terminal Display Rate Controls the terminal text display speed. Higher values are faster. Fallout 4
Warning: Exterior Distance to Hostiles Sets the minimum distance a hostile actor has to be from the player to allow the player to sleep/fast travel/etc. in exteriors. All games
Warning: Interior Distance To Hostiles Sets the minimum distance a hostile actor has to be from the player to allow the player to sleep/fast travel/etc. in interiors. All games
World: Cell Respawn Time Time that must pass after you've last visited a cell before the actors and items in it respawn. Note that choosing a longer duration will result in larger savegames. All games but Fallout 4
World: Cell Respawn Time (Cleared) Time that must pass after you've last visited a cell that you've cleared before the actors and items in it respawn. Note that choosing a longer duration will result in larger savegames. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
World: Timescale Sets the game's timescale. All games

Default CSV Files Back to top

The following CSV files are supplied with Wrye Bash and can be used when building your Bashed Patch.

Default CSV Files
CSV FileDescription
Replace Form IDsP1DCandles_FormidsReplaces the Form IDs of various candles to reference equivalents supplied by P1D's Candles For Kleptos.
TI to Cobl_FormidsReplaces ingredients added by Tamrielic Ingredients with equivalents added by Cobl.
Import NamesGuard_NamesBased on Flak's Complete Names Project, this CSV file gives unique names to guards, legion soldiers, couriers and a few other NPCs and creatures with generic names. It covers both vanilla Oblivion and Oscuro's Oblivion Overhaul.
OOO_Potion_NamesRenames the alcoholic beverages back to vanilla names for those that don't like OOO's method of renaming them.
Random_NPC_Alternate_NamesDoes the same as Random NPC Names below, but using different names.
Random_NPC_NamesGives unique names to generically named NPCs and renames some others from the following mods:
  • Crowded Roads Revamped by Spotty42
  • Crowded Roads Revisited by Smooth
  • Tamriel Travellers by Gratis_monsta
  • Crowded Cities 15/30 by Gratis_monsta
  • PT_RoamingNPCs by Gratis_monsta
Rational_NamesRenames various items in the game to have more rational names. Based on Rational Names 2, minus the GMST settings for soulgem names, and expanded to cover the Shivering Isles, Oscuro's Oblivion Overhaul and a few more mods.
Cobl ExhaustionAssorted_ExhaustDefines power exhaustion levels for greater powers from Oblivion, the Orrery DLC and Cobl.
Kmacg94_ExhaustDefines power exhaustion levels for greater powers from Race Balancing Project, Oblivion WarCry, Oscuro's Oblivion Overhaul and several other mods.
Morph FactionsBash_MFactUsed with Wrye Morph to provide faction morphing.

Leveled Lists Back to top

The leveled list patcher is slightly odd in comparison to the others: it's effectively an Import... patcher, but its options are decided automatically by default.

First, a bit of background. When different plugins alter the same leveled list, only the last loaded plugin's changes get applied. This tends not to be what is wanted. The leveled list patcher circumvents the issue by instead merging all the changes made to leveled lists and having this merged set of changes applied.

The leveled list merging is dictated by related Bash Tags, and functions as follows.

It's best to simply ensure that your plugins have the correct tags and leave this section on automatic. To add plugins to or remove plugins from the list, uncheck the Automatic checkbox, and use the Add or Remove buttons. The latter will remove the currently selected plugin.

To manually override the Delev/Relev Bash Tags for a plugin, right-click it in the section list and check or uncheck the relevant options as desired. To return to the automatic setting, select the Auto option in the right-click menu.

Saves Tab Back to top

Overview Back to top

Wrye Bash's Saves tab.

The Saves tab allows you to manage many aspects related to your game's saves. Save files are generally found in the My Games\[Game]\Saves directory (if you are unsure where they are, use Open Folder...) and have the file extension .ess (for Elder Scrolls games) or .fos (for Fallout games).

When you quicksave or autosave, the game backs up the previous quick/autosave by replacing the file extension with .bak. The Saves tab will also display these backup files. They may be restored by restoring their original file extensions.

If you have the game's Script Extender installed (and/or in Oblivion, Pluggy), each of your save files will have a corresponding cosave containing the Script Extender-specific data (and/or Pluggy-specific data). These cosaves have file extensions like .obse, .skse, etc. (and .pluggy for Pluggy).

The Save Details Panel Back to top

The Saves tab is divided into two sections: the main panel lists your save files and displays some of their details in its columns. The Save Details panel on the right displays some more information relating to the currently selected save file. From top to bottom and left to right, it comprises the following sections:

Saves Details Panel Information
Section Description
File Name This is the filename of the save. Changing it here will rename the save file, same as if you used Rename....
Player Info These three lines show the player character's name, their level, the days that have passed in-game, hours played and current location.
O/P These two flags appear to the right of the player info, and indicate the presence of cosave files: O means a Script Extender cosave is present, while P means a Pluggy cosave is present.
Screenshot The screenshot embedded in the save file, taken at the moment of saving.
Masters The Masters list shows the plugins that the currently selected save file depends on, plus some other information in a few columns:

Saves - Masters List Columns
Column Meaning
File The filename of the master.
MI Stands for Master Index. This is the position of the master within the masters list in the save. E.g. the first one might be Skyrim.esm with MI 0, the second one might be Dawnguard.esm with MI 1, etc.
Current LO The current load order of the master. Corresponds to the value of the Load Order column on the Mods tab for the master. Inactive or missing masters will not have a value here.
Index The in-game index the game assigned the master at the time the save was created. See the Index column documentation for the Mods tab for more information.
Current Index Similar to Current LO, but shows the current index of the master instead. Corresponds to the value of the Index column on the Mods tab for the master. Inactive or missing masters will not have a value here.
Masters in the list can be renamed if the corresponding plugin has been renamed. To rename a master, first allow editing from the masters list column context menu and then either left-click it and edit it in the column display, or right-click it and select Change To... to select the desired replacement plugin from the Data directory. Note that you should only do this if the new file is a new version of the same plugin. Replacing a master with an unrelated one will cause file corruption.

If editing is allowed, items that have been renamed via this method before will appear bolded. Upon clicking on the masterlist they will take their renamed values and the Save and Cancel buttons will be enabled. You may click on Save to save the new master list, or on Cancel to revert displaying to the non-renamed masters. To get rid of these stored renames permanently, you can use Clear Renames. Disallowing edits will revert the list to the original and disable Save and Cancel buttons (if no other fields are edited).

In older games, masters can also be disabled (again, only 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.
Save Notes This section can be used to keep notes on the save file. Wrye Bash does not read or alter it in any way, so feel free to use it for whatever you want.

Color scheme for Save Game Files Back to top

Checkbox Colour Meaning
Purple Excellent. Exactly synced with the current load order.
Blue Good. 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.
Green Good, but not in sync with the current active mods. You can use Activate Masters to sync active plugins to this save.
Orange Some plugins have changed order. The game and the TESCS/GECK/CK will adjust for this when loaded. 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.
Red A master is missing. You should check to make sure that you have not inadvertently renamed or removed the plugin.

Color scheme for Save Game Masters (MI & Current LO) Back to top

Checkbox ColourMeaning
BlueGood. Matches the Master Index of the save game at the time it was saved.
GreenGood, but the Master Index is not in sync with the Current load order.
OrangeSome plugins have changed order. The plugin still exists in the Data folder but a plugin was added or removed before of after this plugin.
RedA plugin is missing. If unintended then you should check to make sure that you have not inadvertently renamed or removed the plugin.

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.esm with different save profiles, using Oblivion.esm Swapping.

To create or modify save profiles, use the Edit Profiles... command in the Profile.. submenu of the column header context menu. 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:

  1. Select the Import Face... command in a save file's context menu.
  2. Choose the source save or plugin in the file dialog that is displayed.
  3. 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.
  4. 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.
  5. Click the Import button to finish.

To import a face to a plugin:

  1. Create a new plugin using the New Mod command from the File menu of the plugin context menu in the Mods tab.
  2. Right-click the new plugin and select Import Face....
  3. Choose the source save in the file dialog that is displayed.

Some notes on the usage of Face Import:

Context Menu Commands Back to top

Save Column Header Context Menu
Command Description
Sort By.. File Sort save files by their filename.
Modified Sort save files by the last time they were modified.
Size Sort save files by their file size.
Hours Sort save files by the number of hours you have spent playing them.
Player Sort save files by the player character's name.
Location Sort save files by the in-game location where they were made.
Columns.. Manual Don't make any automatic column width changes.
Fit Contents Automatically adjust column width to fit the contents. You can press Ctrl+Numpad Plus (+) to the same effect.
Fit Header Similar to Fit Contents, but ensure that each column is wide enough to make the full column header text readable too.
File Display or hide a column showing each save file's filename.
Modified Display or hide a column showing the last date at which each save file was modified.
Size Display or hide a column showing each save file's file size.
Hours Display or hide a column showing the number of hours you have spent playing the game from the start of a playthrough until the time each save file was made.
Player Display or hide a column showing the player character's name in each save file.
Location Display or hide a column showing the name of the in-game location where each save file was made.
Files.. Open Folder... Open the saves folder in your system's default file explorer. You can press Ctrl+O to the same effect.
Unhide... Open a dialog window allowing you to select hidden save files which will then be unhidden, i.e. moved back to the saves folder.
Profile.. Edit Profiles... Open a dialog allowing you to create, edit and delete save profiles. See the Save Profiles section for more information.
<profile> <profile> is the name of a save profile, which are listed below the separator. Clicking a save profile will activate it. See the Save Profiles section for more information.
Oblivion.esm.. Oblivion only. This submenu controls Oblivion.esm Swapping. See that section for more information
Save Data Make Wrye Bash save its internal state to disk right now. Automatically done when you close Wrye Bash. You can press Ctrl+S to the same effect.
Global Settings... Open the Settings Menu.
Save Context Menu
Command Description
File.. Rename... Rename the selected save files. You can click on an already selected item or press F2 to the same effect.
Duplicate... Create a copy of the selected save file in the saves folder.
Hide... Move the selected save file to the My Games\[Game]\Saves\[Profile\]Bash\Hidden directory. The profile directory is optional, see Save Profiles for more information.
Delete Deletes the selected save(s) and any associated backups. Deleted saves are sent to the Recycling Bin. You can press Delete to the same effect.
Backup Creates a backup of the selected save file in [Game] Mods\Bash Mod Data\Backups. The first time such a backup is made for this save, the backed-up save has f appended to its file extension, giving e.g. .espf. This first backup can be used via Revert To First Backup.... The last backup made can be used via Revert To Backup... instead.
Revert to Backup... Revert the selected save file to the last backup made of it.
Revert to First Backup... Revert 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 saves to. They will disappear from the current profile and become available in the selected profile after this command is run. See Save Profiles for more information.
Copy To.. This submenu allows you to specify a save profile to copy the selected saves to. They will be available in both profiles after this command is run. See Save Profiles for more information.
Activate Masters Activate exactly the plugins present in the selected savegame's masters, skipping missing masters.
Reorder Masters Reorder plugins in the load order to match the order of the selected savegame's masters as closely as possible.
List Masters... List the masters of this save game, sorted by current load order, and copy the list to your 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 as compared to the older save, or removed and added in the load order since the selected save was made.
Export Screenshot... Save the image used as the save file's screenshot as a JPEG.
Renumber Saves... Re-number the selected save files. 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. The save name must be of the form <Save (case insensitive)> <some digits><optional text>. <save extension>.
Info.. Statistics Oblivion & Nehrim: At Fate's Edge only. 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.g. alchemy, spellmaking).
  • FormIDs. This is a breakdown of the FormID table in the savegame, sorted by source plugin. The FormID table maps savegame reference numbers to the FormID of the referenced record. If a reference is made to a record from a plugin 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.g. 48 Cell), and then the number of records eferenced from each plugin is given below.
  • 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 Base of an ObjectRef is the BaseID of the object (e.g. the FormID of a steel arrow from Oblivion.esm). The ObjectRef refers to these indirectly through an iref. Usually this will map back to a FormID, but if the original plugin has been removed from the load order, then the FormID is set to 0. If this has happened, then a count of such Null Bases will be shown. After the Null Base count (if present) is a list of New ObjectRef Bases where the count is over 100 (e.g. if there are over 100 new arrows lying around). 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 plugin. The first two digits are the master index, and can be matched to a plugin through the MI column in the list of savegame masters.
Dump .**se Contents This is similar to Statistics above, but reports statistics for the .**se cosave file (e.g. .obse for Oblivion or .skse for Skyrim) associated with the selected save.
Dump .pluggy Contents Oblivion & Nehrim: At Fate's Edge only. Behaves like Dump .**se Contents, but for the Pluggy cosave associated with the selected save.
Edit..

Oblivion & Nehrim: At Fate's Edge only.
Rename Potions... Rename potions 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.
Rename Enchanted... Rename enchanted items that you have created in-game for the selected save.
Set Number of Uses for Weapon Enchantments... Change the number of casts available on any enchanted weapon you have created in-game, or that has otherwise been recorded in your savegame.
Rename Spells... Rename spells that you have created in-game for the selected save.
Delete Spells... Delete spells from your spell list in the selected save. May be useful for deleting bugged or useless spells. 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... Rename the player's character in the selected save.
Import Face... Related to Face Importing, see that section for more information. This command will import a face for the save file's player character (and possibly some NPCs) from another save file or from an NPC in a plugin.
Update NPC Levels... Update the level information for NPCs stored in the selected save file 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.
Repair..

Oblivion & Nehrim: At Fate's Edge only.
Remove Bloat... This is an experimental command. It is recommended that saves are backed up before using it on them. Attempt 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 plugin 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 plugin missing.
Repair Abomb Abomb Animation Slowing is a slowing of animations that typically occurs around 225 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 0x41000000).
Repair Hair Oblivion has a bug that will cause a crash if your player character's hair comes from a plugin 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.
Save Masters List Column Header Context Menu
Command Description
Sort By.. This submenu allows you to choose by which column the masters list is sorted. This is equivalent to clicking on a column header.
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.
Save Masters List Items Context Menu
Command Description
Change To... 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 307, 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.
Disable Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only. 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 Jump to the specified master on the Mods tab. You can double-click on the master to the same effect.

Screenshots Tab Back to top

Overview Back to top

Wrye Bash's Screenshots tab.

The Screenshots tab allows you to preview any screenshots taken in-game using the built-in Print Screen functionality. These screenshots are usually saved as bitmap files (.bmp), but some tools (e.g. ENB) let you change that. 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.

Some other types of image files are also supported on this tab. The full list of supported file extensions is: .bmp, .gif, .jpg, .jpeg, .png, .tif and .tga.

Skipped Files Back to top

A few files with screenshot extensions that are likely to be found in the main game folder, but are not in fact screenshots and should not be managed via this tab will be skipped. They are:

Changing Screenshots Directory Back to top

By default, the game stores its screenshots in its root folder. Howver, it is possible to change the default directory via an INI setting. You can change the INI setting by directly editing the game INI or by using the Next Shot command on the Screenshots tab. For instance, Oblivion Reloaded uses Oblivion\Screenshots. To change the screenshots directory to G:\steam\steamapps\common\Oblivion\Screenshots (assuming you have installed Oblivion to G:\steam\steamapps\common\Oblivion), hit Next Shot and supply the path as follows:

Screenshots\Screenshot0

where 0 is the (optional) screenshot base number (it will set the iScreenShotIndex INI setting, which determines what your next screenshot will be named). An absolute path will also work (e.g. F:\Game Screenshots\Oblivion). Wrye Bash will then edit the INI for you. You may also want to create INI tweaks to easily switch screenshot directories, if you find yourself doing this often.

Alternatively, you can edit Oblivion.ini directly. Find the following line under the [Display] heading:

SScreenShotBaseName=ScreenShot

and change the setting to point to the Oblivion\Screenshots folder, i.e.:

SScreenShotBaseName=C:\Bethesda Softworks\Oblivion\ScreenShots\Screenshot

If you also want to change the screenshot index, find and edit the iScreenShotIndex too.

IMPORTANT: The base filename "Screenshot" (or any other base name you like) must be included in the path or the game's native screenshots will not work - that is pressing the Prt Scr key will do nothing.

Also, note that the above example was for Oblivion. The INI settings may vary per game. The following table lists them, along with their default values:

Screenshot INI Settings Per Game
Game Path INI Setting Index INI Setting
Morrowind [General] Screen Shot Base Name=ScreenShot [General] Screen Shot Index=0
All later games [Display] sScreenShotBaseName=ScreenShot [Display] iScreenShotIndex=0

Context Menu Commands Back to top

Screenshots Column Header Context Menu
Command Description
Sort By.. File Sort screenshots by their filename.
Modified Sort screenshots by the last time they were modified.
Size Sort screenshots by their file size.
Columns.. Manual Don't make any automatic column width changes.
Fit Contents Automatically adjust column width to fit the contents. You can press Ctrl+Numpad Plus (+) to the same effect.
Fit Header Similar to Fit Contents, but ensure that each column is wide enough to make the full column header text readable too.
File Display or hide a column showing each screenshot's filename.
Modified Display or hide a column showing the last date at which each screenshot was modified.
Size Display or hide a column showing each screenshot's file size.
Files.. Open Open the screenshot directory in your operating system's file explorer.
Next Shot... Set any or all of the base name and number of the next screenshot as well as the screenshot directory. See the Changing Screenshots Directory section for more information.
JPEG Quality.. Set the quality of JPEGs created when using Convert.. > Convert to .jpg.
Save Data Make Wrye Bash save its internal state to disk right now. Automatically done when you close Wrye Bash. You can press Ctrl+S to the same effect.
Global Settings... Open the Settings Menu.
Screenshot Context Menu
Command Description
File.. Open... Open the selected screenshots in your system's default image viewer. You can double-click a screenshot or press Enter to the same effect.
Rename... Rename the selected screenshots. If multiple files are selected, they will be numbered sequentially. If a file with that name already exists, that file will not be renamed. The extension will remain the same and specifying a non-image extension will make the rename operation fail. Empty filenames will also abort the rename. You can click on an already selected screenshot or press F2 to the same effect.
Duplicate... Create a copy of the selected screenshots.
Delete Delete the selected screenshots. Deleted screenshots are sent to the Recycling Bin. You can press Delete to the same effect.
Convert.. Convert the selected screenshots to one of the following formats: JPEG, PNG, BMP, TIFF. If a file with the same base filename and the chosen extension already exists, the conversion will not take place for that screenshot.

Advanced Launchers Back to top

Hiding Launchers Back to top

The Hide option in the right-click menus for various launchers.

You can hide specific launcher icons, preventing them from being displayed, by right-clicking them and selecting Hide... or by inserting a semicolon before their path in the bash.ini.

You can hide some of the toggle buttons using the bShowTes4... options in the Tool Options in the bash.ini.

You can unhide launchers hidden through the right-click option using the Settings menu. See the Settings Menu for more information.

Custom Launchers Back to top

Custom launcher buttons may be added by putting a shortcut to the application you wish to have a launcher for in the Mopy\Apps directory. Wrye Bash will then use the following information from the shortcut:

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:

Note: 24x24 icons taken from shortcuts do not work well, so if you are using this size, be sure to include a custom icon. Icon size displayed can be adjusted in the bash.ini or the Settings menu.

Settings Menu Back to top

Wrye Bash's Settings menu.

The Settings menu is where Wrye Bash's global settings may be accessed. It can be opened via Global Settings... on each tab or by clicking on the Settings button in the status bar.

The layout varies from page to page (see info on each page below), but a few buttons are always available:

Globally Available Buttons
Button Description
Question Mark Icon Open the Wrye Bash readme pointed to the currently opened page in a browser.
OK Apply all pending changes and close the settings menu.
Cancel Discard all pending changes and close the settings menu.
Apply Apply all pending changes, but keep the settings menu open.

Appearance: Colors Back to top

The Colors page.

The Colors page can be used to change colors used by various GUI components of Wrye Bash. 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.

Note that this page will only show colors that the game actually uses. For example, the ESL color can only be customized in games that have ESL support.

The following buttons can also be used to reset, export and import colors:

Colors Buttons
Button Function
Reset Color Return the currently selected component to its default color.
Reset All Colors Return all components to their default colors.
Export Colors... Export the colors you have selected to a text file, for backing up or sharing with other users.
Import Colors... Import a color scheme from a text file previously exported.

Appearance: Language Back to top

The Language page.

The language page can be used to change the language that Wrye Bash will be displayed in. See the Internationalisation section for more information on translating Wrye Bash.

Appearance: Misc Back to top

The Miscellaneous Page.

This page houses various appearance settings that don't have a more specific page yet.

Miscellaneous Options
Option Function
Use Alternate Wrye Bash Name If checked, display a game-specific name instead of Wrye Bash in the title bar instead. See the Title Bar Info section for more information.
Reverse Icon Colors If checked, replace black icons used by Wrye Bash (e.g. the ones listed in the Wrye Bash Feature Launchers section) with white ones. Useful if you are using an OS theme that makes those icons hard to see. Needs a restart to take effect.

Appearance: Status Bar Back to top

The Status Bar Page.

The status bar page can be used to tweak the status bar at the bottom of the screen in various ways.

Status Bar Options
Option Function
Show App Version If enabled, show the versions of applications in their launchers' tooltips on the status bar.
Icon Size Choose between 16x16, 24x24, or 32x32 status bar icons.
Visible/Hidden Buttons Manage which buttons will be shown on the status bar. To change a button's state, select it and use the left/right arrows to move it between the two lists.

Backups Back to top

The Backups Page.

The backups page can be used to manage backups of various Wrye Bash-related files.

A full list of everything that Wrye Bash will back up follows:

Note that this does not include the actual packages from the Installers tab, only the state of those packages (i.e. which of them were installed)! If you want to fully back up your installation, make a manual backup of the packages in addition to Wrye Bash's backups.

Backup Buttons
Button Function
Save Data Make Wrye Bash save its internal state to disk right now. Automatically done when you close Wrye Bash.
New Backup... Back up all the parts of Wrye Bash that can be changed by the user to a location of your choosing. See the list above for a rundown of what this will back up.
Set Backups Directory... Open a dialog that lets you select a new folder for Wrye Bash to store its backups in. The default folder is [Game] Mods\Bash Mod Data.
Restore... Restore the selected backup. This will force a restart of Wrye Bash to ensure the new settings take effect. We extract the backup in a temporary folder, then we check that the backup is for the current game and that the settings are not from a newer WB version. Then we restart WB and apply the settings. Note that if you have a bash.ini this will be copied in the Mopy folder to a file named bash(YEAR-MONTH-DAY hh.mm.sec).ini so you do not lose your precious INI settings in case something goes wrong.
Rename... Rename the selected backup.
Delete... Delete the selected backup. Deleted backups are sent to the Recycling Bin.

Confirmations Back to top

The Confirmations Page.

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.

General Back to top

The General Page.

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.

General Options
Option Function
Managed Game This dropdown lists the games that Wrye Bash supports and detects as being installed. Selecting a game here and applying will relaunch this Wrye Bash installation with the -o argument. That means the bash.ini settings and status bar launchers from this installation will apply to the newly selected game as well, which might not be what you expect.
Plugin Encoding This dropdown allows you to select the encoding that Wrye Bash assumes various plugin and save fields to be written in. If the Automatic option is selected, Wrye Bash attempts to detect the encoding automatically. If a plugin description, save location or player name is being displayed incorrectly, try selecting another encoding from this dropdown.
Check on Startup If checked, check if a new version of Wrye Bash is available every time Wrye Bash is started (subject to a cooldown, see the next option). If a new version is found, a popup with a short summary and and download links will be shown on startup. If not, nothing will happen on startup.
Cooldown (hours) Wait this many hours before checking for Wrye Bash updates on startup again. You can set this to 0 to disable the cooldown and check every time Wrye Bash is started. Note that this uses the GitHub API, which is rate-limited, so if you make too many requests in a limited time frame, Wrye Bash will not be able to check for updates for you until GitHub grants you more requests (avoiding that is the purpose of this cooldown).
Check for Updates Check if a new version of Wrye Bash is available right now. If a new version is found, a popup with a short summary and and download links will be shown. If not, a popup informing you of that will be shown. This is useful if you have disabled automatic checking on startup and prefer to do it manually.
Global or Column Menu Choose whether you want to enable only the global menu above the tabs, only the menu you get when you right-click the column headers, or both. Note that disabling the column header menus will not disable them for master lists, as there is no global menu for those.
Restore Scroll Positions on Start If checked, Wrye Bash will remember and restore the scroll positions on the tab you were on when you last exited WB, then restore them when you come back. This is convenient, but may make Wrye Bash's startup slower if you have a lot of items on the last tab you were on and scrolled far down.

Trusted Binaries Back to top

The Trusted Binaries Page.

The trusted binaries page can be used to choose which binaries (DLLs, EXEs, etc.) you trust. BAIN will skip installing untrusted binaries from packages, and a popup will be shown whenever a new one is encountered.

To change the status of a binary, select it and click the left/right arrow buttons to move it between the trusted and untrusted lists. You can also use the Export... and Import... buttons to save and load the status of all binaries from a text file. The text file will include much more information, like the CRCs and sizes that Wrye Bash is using to identify binaries.

Miscellaneous Tools Back to top

Doc Browser Back to top

Wrye Bash's Doc Browser.

The Doc Browser allows you to quickly and easily scan through your mods' documentation. The supported document types are:

To display the Doc Browser, double click any plugin in the main list of the Mods tab.

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... button. To disassociate a document with a plugin, use the Forget Doc button.

You can also rename an associated document using the Rename Doc... button to select a new name and/or location. The document will be renamed and/or moved to this location.

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... button.

A new document can be created for a plugin by clicking the Set Doc... button and choosing a new filename. This creates a document using a blank template that you can then edit. The default template is Data\Docs\My Readme Template if it exists, or if not, Data\Docs\Bash Readme Template.txt. The latter is written in Wrye wiki text format, which will be displayed as HTML when the Doc Browser is not in edit mode.

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:

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 Plugins 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:

Problem Games
Corrupted plugins All games
Plugins that could be ESL-flagged Skyrim: Special Edition, Fallout 4 & Starfield
Incorrectly ESL-flagged plugins Skyrim: Special Edition, Fallout 4 & Starfield
Mergeable plugins All games
Deactivate-tagged plugins that are active All games
MustBeActiveIfImported-tagged plugins that are imported, but inactive All games
Plugins with missing masters All games
Plugins with delinquent masters, i.e. masters that load after their dependent plugins All games
Plugins with circular masters, i.e. plugins that depend on themselves All games
Plugins with unknown header versions All games
Plugins with form version <44 Skyrim: Special Edition
(WEAP) Weapon records with form version <44 Skyrim: Special Edition
Cleaning information retrieved from LOOT All games
Deleted references All games
Deleted navmeshes All games
Deleted base records All games
HITMEs All games
Record type collisions All games
Probable injected collisions All games
Duplicate FormIDs All games
Plugins that could be Overlay-flagged Starfield
Overlay plugins with new records Starfield
Overlay plugins with no masters Starfield
Overlay plugins that also have the ESL flag set Starfield
Wrye Bash's Plugin Checker
Plugin Checker Controls
Control Function
Back button and Forward button The Plugin Checker report may contain links to other pages. These two buttons allow navigation between pages viewed, similar to the forward/back buttons in a web browser.
Reload button Reloads the current page. Works identically to a browser's reload button.
Plugin List Toggles the display of the Active Plugins list.
Version Numbers Toggles display of version numbers (where found) for the plugins in the Active Plugins list.
CRCs Toggles display of the CRCs for the plugins in the Active Plugins list.
Load Plugins Toggles the full loading and scanning of plugins. Much slower, but many more advanced types of problems can be found when this is enabled.
Copy Text Copies the text of the report to the clipboard. Useful for posting on forums.
Update Forces a refresh of the report.

Oblivion.esm Swapping Back to top

Oblivion.esm swapping is a feature that allows mod authors to switch between different versions of Oblivion.esm on the fly. This is useful as it allows mod authors to make plugins that are totally SI-independent (as the Shivering Isles patches Oblivion.esm instead of using a new plugin). 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 0.8 command on it.

The main requirement for swapping to work is that you have the necessary copies of the different Oblivion.esm files. This is only possible if you copy and rename Oblivion.esm before installing Shivering Isles. There are four accepted versions of Oblivion.esm in addition to the latest SI one. These are determined by their file size:

You can then swap between the different versions of Oblivion.esm using the Oblivion.esm submenu in the Mods tab column header context menu. 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. If you then switch to another save profile and back to this one, Oblivion.esm will be swapped automatically.

Wrye Bash displays the current version of Oblivion.esm in its version indicators. The main indicator is in the title bar of the main Wrye Bash window, but there are also indicators placed after Oblivion.esm in the Mods tab plugin list, and after Oblivion.esm in the Masters tab for plugins and savegames. The four possible indicators are:

Note: As a result of this system, in Oblivion, the names of the plugins listed above are reserved for this purpose. Do not create any custom plugins using those names! The Bashed Patch will also completely skip them (since only one is ever intended to be active as Oblivion.esm).

Keyboard Shortcuts Back to top

The following keyboard shortcuts can be used when a list in Wrye Bash has focus (work on almost all lists, exceptions are noted).

Shortcut Function
Ctrl+Numpad Plus (+) Auto-size the columns to fit what is displayable.
Ctrl+Up Arrow (↑) Move the selected item(s) up (Installers, Mods).
Ctrl+Down Arrow (↓) Move the selected item(s) down (Installers, Mods).
Ctrl+A Select all items.
Ctrl+Shift+A Deselect all items.
Ctrl+C Copy files to the clipboard (Mods, Saves, Installers, Screens).
Ctrl+N
  • New Project (Installers).
  • New Plugin (Mods).
Ctrl+Shift+N
  • New Marker (Installers).
  • New Bashed Patch (Mods).
Ctrl+O Open the related data directory - for instance in the Mods tab will open the Data folder, the INI Edits tab will open the INI Tweaks folder etc.
Ctrl+S Save Wrye Bash's settings and data.
Ctrl+Tab Cycle tabs to the right (i.e. move to the next tab in the order displayed at the top).
Ctrl+Shift+Tab Cycle tabs to the left (i.e. move to the previous tab in the order displayed at the top).
Ctrl+Y Redo load order state change (Mods).
Ctrl+Z Undo load order state change (Mods).
Ctrl+Shift+Z Redo load order state change (Mods).
Enter Open the selected file(s) (Installers, Screens).
F2 Rename file(s) (Saves, Installers, Screens) - see Rename menu items for details.
Space Enable/disable selected plugin(s) (Mods).

Command Line Arguments Back to top

The following table lists all command-line arguments Wrye Bash understands.

Argument Function
-d, --debug DEPRECATED. This does nothing anymore. Debug printing is now always enabled. Kept around so that existing scripts and shortcuts don't fail due to an unknown CLI switch.
-L LANGUAGE, --language=LANGUAGE Specify the user language overriding the system language settings.
Path Arguments All path arguments must be absolute paths and use either forward slashes (/) or two backward slashes (\\). All of these can also be set in the ini (where you can also use relative paths) and if set in both cmd line takes precedence.
-o OBLIVIONPATH, --oblivionPath=OBLIVIONPATH Specifies the game directory (the one containing the game's exe). Use this argument if Bash is located outside of the game directory and you have no ini option (or want to override the ini). Bash reads the windows registry to find supported games so this is not needed if the game entry is the only one present in the registry. See Alternative Install Locations
User Directory Arguments These arguments allow you to specify your user directories in several ways. These are only useful if the regular procedure for getting the user directory fails. And even in that case, the user is probably better off installing win32com.
-p PERSONALPATH, --personalPath=PERSONALPATH Specify the user's personal directory. (Like "C:\\Documents and Settings\\Wrye\\My Documents") If you need to set this then you probably need to set -l too.
-u USERPATH, --userPath=USERPATH Specify the user profile path. May help if HOMEDRIVE and/or HOMEPATH are missing from the user's environment.
-l LOCALAPPDATAPATH, --localAppDataPath=LOCALAPPDATAPATH Specify the user's local application data directory. If you need to set this then you probably need to set -p too.
Backup and Restore Arguments These arguments allow you to do backup and restore settings operations.
-b, --backup Backup all Bash settings to an archive file before the app launches. Either specify the filepath with the -f/--filename options or Wrye Bash will prompt the user for the backup file path.
-r, --restore Restore all Bash settings from an archive file/dir before the app launches. You must specify the filepath with the -f/--filename options. Restoring from the command line skips all error checks that are done in Restore... menu item.
-f FILENAME, --filename=FILENAME The file to use with the -r or -b options. For -r must be a '.7z' backup file or a dir where such a file was extracted. For -b must be a valid path to a '.7z' file that will be overwritten if it exists.
-q, --quiet-quit Close Bash after creating or restoring backup and do not display any prompts or message dialogs.