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 2.7.18: Versions prior to this one may work with Wrye Bash, but have not been tested. Updating 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 / isn't available for Python 2, 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. The information tabs are detailed in the table below.

Information Tabs
TabDescription
GeneralShows summary info and the files to be installed, as determined by sub-package, plugin, voice filtering, etc.
MatchedShows files which are identical to current Data directory files.
MissingFiles which are missing from the Data directory.
MismatchedFiles which are present in the data directory, but which aren't identical to the selected package's version of those files.
ConflictsShows which other packages will conflict 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. 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.
UnderiddenShows packages which should be overridden, but are not, due to install order errors. This can be corrected by running Anneal or Anneal All.
DirtyShows 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 or Anneal All.
SkippedShows 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.

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 (ie. 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 Mod option on it will take you to that plugin's position in 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 subdirectoriesNotes
BashData/Bash directory that may contain Bash related data
--If you create a Data/-- directory it will be ignored by Bash - dump your cruft there
distantlodIf Skip DistantLOD is checked
meshes\landscape\lodIf Skip LOD Meshes is checked
textures\landscapelod\generatedIf Skip LOD Textures and Skip LOD Normals are both checked
docsIf Skip Docs and Skip Images are both checked
Script extenderIf Skip **SE Plugins is checked (see game specific below)
screenshotsIf Skip Screenshots is checked
Skipped file extensions
.001, .7z, .7z.001, .ace, .bz2, .ckm, .db, .exe, .fomod, .gz, .lzma, .manifest, .omod, .py, .pyc, .rar, .tar, .tb2, .tgz, .zip
Per game skipped Data subdirectories
GameSkipped Data subdirectoriesScript extender(s) directories
Oblivion & Nehrim: At Fate's Edgetes4edit backups, tes4edit cache, bgsee, conscribe logsOBSE
Fallout 3fo3edit backups, fo3edit cacheFOSE
Fallout: New Vegasfnvedit backups, fnvedit cacheNVSE
Skyrimtes5edit backups, tes5edit cacheSKSE, SkyProc Patchers, Script Dragon
Enderal: Forgotten Storiesenderaledit backups, enderaledit cacheSKSE, SkyProc Patchers, Script Dragon
Fallout 4fo4edit backups, fo4edit cacheF4SE
Skyrim: Special Editionsseedit backups, sseedit cacheSKSE, SkyProc Patchers
Per game skipped file extensions
Skipped file extensionGamesNotes
.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 dialogue 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 Context Menu Installers Context Menu Installers Context Menu Installers Context Menu Installers Context Menu
Column Header Context Menu
CommandDescription
Sort BySort By ActiveActive installers will be sorted to the top.
Projects FirstIf this is checked, then project packages will be sorted to the top of the list.
PackageSort packages by package name.
OrderSort packages by install order.
ModifiedSort packages by date modified.
SizeSort packages by size.
FilesSort packages by number of files they contain.
Columns Manual Manually customize column width.
Fit Contents Columns automatically adjust width to fit their contents.
Fit Header Columns automatically adjust width to fit all columns in view.
PackageDisplay the Package (name) column.
OrderDisplay the Order column.
ModifiedDisplay the (date) Modified column.
SizeDisplay the Size column.
FilesDisplay the (number of) Files column.
Files.. Open Folder...Opens the Installers directory in Windows Explorer.
Unhide...Opens a dialogue window allowing you to select which hidden packages to unhide. Projects are not supported yet.
New Project... Displays a dialog that allows you to create a new project and select some starting files for it.
Refresh DataRe-scans the Data directory (and all packages). Scanning of the Data directory is done once per run of Wrye Bash, when the Installers tab is first opened. If you manually alter files in the Data directory after that, you had to run this command to update BAIN to reflect the changes. However BAIN will now scan the Data directory for changes in files corresponding to the package(s) you run Quick Refresh (or Refresh) on, so in most use cases (if the files you altered belong to a particular project/package) just use Quick Refresh. 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 RefreshThis does a full refresh of all data files, both the contents of the game Data directory tree and 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 aeons, and you seldom need it.
New Marker...Creates a marker for organising your packages. The == will be added for you.
Monitor External Installation...When you absolutely cannot install a mod via BAIN, you can put BAIN into Monitor 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.
List Packages...Displays a list of projects and archives and copies the list to your clipboard. This is useful for posting your package order on forums, eg. when troubleshooting an install.
Anneal AllInstalls any missing files for active installers and corrects all install order errors.
Uninstall All PackagesUninstalls all the packages in the package list.
Clean DataRemoves 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 - such as Bashed Patch, 0.html/txt).
  • Installed BAIN packages.
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.
Apply Embedded BCFsAutomatically apply Embedded BCFs to archives that have one. The new package will be created next to the archive that contains the BCF, and named as this archive prepended with "[Auto applied BCF] ". If a package with that name exists it will be overridden. BAIN used to try and do that automatically on refresh based on a setting (set by this column menu item), but this had many issues and was removed.
Avoid At StartupToggles Bash to avoid the Installers tab on startup, thus avoiding unnecessary data scanning. Unless you're spending a lot of time in the Installers tab, you should enable this.
EnabledThis enables/disables Bain itself. Preferred setting: Enabled (checked).
Auto-AnnealToggles the auto-anneal process on/off. Preferred setting: enabled.
Auto-Anneal/Install WizardsToggles whether or not to automatically install/anneal a package when finished with its wizard.
Auto-Refresh ProjectsToggles 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 projects/packages. While scanning packages (archives) is pretty fast, scanning projects is slow, however 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 be anyway refreshed once on Bash restart, irrespective of this setting (except if popular demand arises).
Ignore FOMODsIf checked, then the 'smart' Install... command will ignore FOMODs and only run wizards or the manual procedure.
Skip BethSoft ContentToggles whether or not refreshing the Data directory will also scan Bethsoft BSAs, ESPs, and ESMs. Disabling this option will cause a significant increase in refresh time if the timestamps on the Bethsoft BSAs are changed. However, disabling this setting is the only way to allow BAIN to install Vanilla ESPs, ESMs, and BSAs. For example, DLC plugins which have been cleaned with xEdit and packed into a BAIN. Preferred setting: enabled (that is, skip installation of bethsoft content).
BSA RedirectionOblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only. Uses 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.
Remove Empty DirectoriesIf this is checked, then any empty subfolders of the Data directory will be deleted. This reduces some clutter (especially after uninstalling packages).
Show Inactive ConflictsIf checked, then the conflicts report will show conflicts with inactive as well as active installers. Usually only active conflicts are of interest, however sometimes it's useful to review all conflicting packages.
Show Lower ConflictsIf checked, then the conflicts report with show conflicts with lower order packages (or with lower ordering bsas in bsa conflicts view). If you're only interested in higher order conflicts, then uncheck this to remove some clutter from the report.
Show Active BSA ConflictsIf checked, the contents of the selected installer active BSAs are compared with the contents of other installers active BSAs and any conflicting resources (actually same name resources) found are displayed in the conflicts list. Active bsas are installed bsas that have a correspondingly named mod active in the load order.Lower and Higher conflicts has therefore a different meaning than loose file conflicts. Higher means that the corresponding active mod has a higher load oder number (loads later) so its bsa will load last and itsassets 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 than loose files, where lower installers (lower install order) won't be shown. This function still has some rough edges:
  • we can't open the resources and check if they actually conflict or are identical, so take those "conflicts" with a grain of salt
Wizard Icon OverlayIf checked, installers with a Wizard will have a magic wand image displayed over their icons.
Global Skips
Skip **SE PluginsNon-Skyrim only. If this is checked, files to go in the Data\[**SE]\Plugins folder will not be installed.
Skip SKSE/Script Dragon PluginsSkyrim and Enderal: Forgotten Stories only. If this is checked, files to go in the Data\SKSE\Plugins or Data\asi folder will not be installed.
Skip ScreenshotsIf checked, then files from a Data\Screenshots directory will be skipped.
Skip Script Sources Skyrim, Enderal: Forgotten Stories, Skyrim: Special Edition & Fallout 4 only. If checked, loose script sources (.psc files) will be skipped.
Skip ImagesIf checked, image files will be skipped.
Skip DocsIf checked, document files will be skipped vice being swept to the Docs\ directory.
Skip DistantLODIf checked, then DistantLOD files in packages will be ignored. Useful if you're using Tes4LodGen to generate DistantLOD files.
Skip LOD MeshesIf checked, landscape LOD meshes will be skipped.
Skip LOD TexturesIf checked, landscape LOD textures will be skipped.
Skip LOD NormalsIf checked, landscape LOD normals will be skipped.
Skip BSL FilesSkyrim, Enderal: Forgotten Stories and Skyrim: Special Edition only. If checked, BSL Files will be skipped.
Global Redirects
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.
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.
Installer Context Menu Installer Context Menu Installer Context Menu Installer Context Menu Installer Context Menu Installer Context Menu
Package Context Menu
Command Description
File... Open... Opens the selected package(s) in the file system.
Rename... Renames the selected package(s) or marker(s). All selected items must be of the same type. For archives the extension will remain the same.
Duplicate... Makes a duplicate of the selected package(s).
Hide... Hides the package in the list, and moves it to the [Game] Mods/Bash Mod Data/Hidden folder.
Delete Deletes the selected package(s). Deleted packages are sent to the Recycling Bin.
Open at Google... Attempts to perform a Google search for the selected package's name.
TES Nexus... Attempts to open the selected package's page on TES Nexus. This command assumes that the trailing digits in a package's name is the package ID at the site.
[Game] Nexus... Attempts to open the selected package's page on the game's matching Nexus. This command assumes that the trailing digits in a package's name is the package ID at the site.
TES Alliance... Attempts to open the selected package's page on TES Alliance. This command assumes that the trailing digits in a package's name is the package ID at the site.
Open Readme If BAIN detects a readme in the selected package, it will be opened.
Anneal Installs missing files and corrects install order errors. Note: If an already installed file is changed outside of Wrye Bash 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 and the like. If you do want to override the change use Install Configured instead. Note2: The change will be detected immediately in case of ini tweaks, mods or bsas, but on next Bash load for other files (like nifs etc). To detect the change without restarting (Quick) Refresh the package.
Quick Refresh

Refreshes all info for the selected package(s), also checking the files that correspond to this package inside the Data directory. It will bypass skip refresh flags on projects (see case A below). BAIN does refresh package information whenever the installer's tab regains focus, except for projects if project skipping is on, but does not scan the Data folder but once on boot.

So 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/project have changed in the game's Data directory, but the package is still marked in sync (or out of sync) erroneously

Case B) is relevant cause now Bash will recheck the files in Data that would belong to the packages that are being refreshed. This was not the case in 306, where you needed a full Refresh Data, which is now pretty much deprecated.

Move To... Moves the selected package(s) to the specified position.
Install... Installs the selected package, preferring a BAIN or FOMOD wizard if it exists.
Advanced Installation.. Install Config Fully installs the package except for files that would be overridden by later packages.
Install Missing Files The same as Install, except that it only installs missing files – i.e. it will not override any currently existing files.
Install Last Moves the package to the end of the order list and installs it.
FOMOD Installer... Runs the FOMOD wizard for this package, if it has one.
Wizard Installer... Manual Wizard... Runs the BAIN wizard for the package, if it has one.
Auto Wizard... Runs the BAIN wizard for the package, if it has one, selecting the default options.
View Wizard... Archives Only. Opens the wizard.txt for viewing.
Edit Wizard... Projects Only. Opens the wizard.txt in your system's default .txt editor.
Uninstall Uninstalls the package. If Auto-Anneal is active (the default) then files from earlier packages that were previously overridden will be installed as required.
Package.. Refresh As Quick Refresh below. Refresh will however recalculate the CRCs for all selected items from scratch, which is not what you usually need (for projects especially it will take much longer than for packages, cause to calculate the CRC of a project all the individual CRCs of all the files in the project folder must be recalculated). Bash will of course 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 its size - that's super rare, you most probably just need Quick Refresh below.
Export Achlist This exports a file list of the files configured to be installed by this installer (except top level files and docs installed in Data/Docs folder). This list is used when the CK asks for a list of files to make new BSA files, for use when uploading to Bethesda.net. It will generate a installer-name.achlist file inside the Mod Info Exports directory in the game (exe) folder. Mod Info Exports will be created if it doesn't exist. If an achlist with the same name exists it will be overwritten. Import the ACHList Bash generated and it will then package your files into the proper archives for upload. Available only for Skyrim: Special Edition & Fallout 4.
Pack to Archive... Projects only. Packs the project to an archive. It defaults to .7z, but also supports .zip.
Package For Release... Projects only. Just like "Pack to Archive" except it doesn't archive the following: thumbs.db, desktop.ini, and any folder that begins with "--".
List Structure... Generates a list of the files and directories in a package. Useful for posting package structure on forums, eg. when troubleshooting an install.
Sync From Data Synchronize the package with files from the Data directory. This is essentially the reverse of Install... since it copies from the Data directory to the package rather than the other way around.
Unpack To Project(s)... Archives only. Unpack the archive to a project.
Copy Conflicts to Project Copies 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.
BAIN Conversions Create... Archives only. Creates a new Bain Conversion File.
Apply→[BCF] [BCF] is the name of a Bain Conversion File listed in the Apply submenu. Selecting a BCF applies it to the selected package.
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)
NB: extra directories will not be taken into account at all 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 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 the 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 Elys' Universal Silent Voice extension to prevent dialog subtitles from fading too rapidly.
Don't Refresh When refreshing installers (when switching out and in the installers tab), this project won't be scanned for changes. The project will only get refreshed during the first refresh of BAIN on a restart, or by manually refreshing (see Quick Refresh and co)
Omod Info... Projects only. Allows you to read/write omod configuration info.
Sub-Package Context Menu
CommandDescription
Select AllSelects all the sub-packages in the list.
Deselect AllDeselects all the sub-packages in the list.
Toggle SelectionDeselects currently selected sub-packages, and selects currently deselected subpackages.
List Sub-PackagesGenerates a forum-formatted list of sub-packages in the package, highlighting checked packages with ***.
Plugin Filter Context Menu
CommandDescription
Select AllSelects all the plugins in the Filter list.
Deselect AllDeselects all the plugins in the Filter list.
List PluginsGenerates a forum-formatted list of plugins in the Filter list, highlighting checked plugins with ***.
Rename...Rename the selected plugin. Renamed plugins are displayed in the Filter list with a * before their name and are displayed in the information tabs as original name -> new name. Renaming a plugin before installing it is preferable to renaming a BAIN-installed plugin through other means, as the former allows BAIN to keep track of it, whereas the latter does not.
Reset NameResets the selected plugin's name to its default name.
Reset All NamesResets all renamed plugins to their default names.
Jump to ModJumps to this plugin in the Mods tab. You can double-click on the mod to the same effect.

Mods Tab Back to top

The Plugin Details Panel Back to top

plugin details panel
ItemDescription
File NameThe filename of the selected plugin. Note that changing this does not change the filename in the Masters Lists of any dependent plugins.
Modification TimeThis field is editable, by clicking in the box. After changes are made, click the Save button to commit your changes to the plugin, or Cancel to discard them. Note: For Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas this affects the load order of the selected plugin. For Skyrim, it has no effect, except that if it is changed for a plugin obtained from Steam Workshop, it will cause the plugin to be redownloaded as Steam Workshop uses modification time to detect file versions. For Skyrim: Special Edition, there was a bug at some point, with DLC Load Order being set by Date / Time Stamp (only the DLCs were affected by this). The only way to re-arrange your Skyrim: Special Edition DLC plugins Load Order was to edit their modification time, so that they follow each other by for example one minute. The bug was fixed in a later patch - but anyway Bash won't let you change the load order or the modification times of the DLCs. The game always loads them before other masters and in the following order: Dawnguard -> Hearthfire -> Dragonborn. Bash will timestamp them in one minute intervals following Skyrim/Update esms, so even the buggy patch behaves correctly.
AuthorWho made the selected plugin.
DescriptionCommonly used for a short description of what the selected plugin does, plus the version number and any Bash Tags the author sets.
Masters ListThe Masters list shows the plugins that the currently selected plugin depends on, the load order (Mod 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 are renamed inside Bash internal dictionaries appear bolded - on clicking on the masterlist they take their renamed values and the Save and Cancel buttons are enabled. You may click on Save to save the new master list, or on Cancel to revert displaying the non renamed masters.
Disallowing edits will revert the list to the original and disable Save and Cancel buttons (if no other fields are edited).
MIMaster Index of the mod. This means the actual number of the masters in succession starting with e.g. 00 Skyrim.esm, 00 Oblivion.esm, etc.
Current LOCurrent load order in relation to the load order of the Active Plugins. Active Plugins should correspond with plugins.txt.
Bash TagsThis field lists any Bash Tags that are assigned to the selected plugin. Right-clicking will display a list of Bash Tags and allow you to add or remove tags by checking or unchecking them.

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 TypeRequired Filename Ending
Replace Form IDsFormids.csv
Import FactionsFactions.csv
Import NamesNames.csv
Import RelationsRelations.csv
Import Spell StatsSpells.csv
Import StatsStats.csv

Context Menu Commands Back to top

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

Mods Context Menu Mods Context Menu Mods Context Menu Mods Context Menu Mods Context Menu Mods Context Menu
Column Header Context Menu
CommandDescription
Sort ByThis submenu allows you to choose by which column the plugin list is sorted. This is equivalent to clicking on a column header. You can also choose to sort by Type, which will place .esms before .esps regardless of the sorting criteria, or by Selection, which places selected plugins before unselected plugins regardless of criteria.
ColumnsThis submenu allows you to choose which columns are visible in the mod list.
Files.. Open Folder...Opens the Data folder in Windows Explorer.
Unhide...Opens a dialogue window allowing you to select which hidden plugins to unhide.
New Bashed Patch...Creates a new Bashed Patch plugin. Useful if you accidentally delete your current one or wish to have more than one.
New Plugin...Displays a dialog that allows you to create an empty plugin with various options.
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 default text editor.
Active Mods Activate AllActivates all the plugins in the mod list. If more than 255 mods are present Bash will activate all it can from the bashed patches, then non mergeable and then mergeable mods then will display an error message. Bash will try to activate mods in their load order.
De-activate AllDeactivates all the plugins in the mod list. Some plugins will not be deactivated (for instance Fallout 4 DLCs) as the game force loads them when present.
Activate SelectedActivate only the mods selected in the mod list interface - warning: their masters won't be activated !
Save Active Mods ListSaves the currently active mods to a new list.
Edit Active Mods Lists...Allows the deletion and renaming of active mods lists.
[Active Mods List][Active Mods List] items are listed below the separator in the Active Mods submenu. Clicking a list name will apply the list, trying to activate exactly the plugins that are listed in it.
Oblivion.esmOblivion only. This submenu relates to Oblivion.esm Swapping.
List ModsThis outputs a BBCode-formatted load order, including version information, activation status and major load order errors. It can be useful for debugging a broken load order. If the 'c' keyboard key is pressed when this command is selected, the CRCs of plugins will also be displayed in the output.
List Bash Tags... This outputs a BBCode-formatted 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 which tags come from where.
Export Bash Tags... Exports all currently applied bash tags to a CSV file. Plugins without tags will not be exported.
Import Bash Tags... Imports applied bash tags from a CSV file. Plugins not listed in the CSV file will be left untouched.
Clear Manual Bash Tags Removes all manually applied bash tags. Tags from plugin descriptions, LOOT masterlists and userlists and BashTags files will be left untouched.
Auto-GhostThe game engine has a bug where it reads all the plugins in the Data folder, and this can affect performance when the number of plugins is around 300+. Auto-Ghosting adds a .ghost extension to all inactive plugins automatically to prevent the game engine reading them, and so helping to avoid the performance drop. When a ghosted plugin is activated, the .ghost extension is removed, allowing it to function as normal. Note that other utilities will not recognise ghosted plugins, so there are options available for individual plugins to control which get ghosted.
Lock Load OrderThis prevents other utilities from altering the plugin load order. More accurately, it detects changes to the load order (modification times for earlier games, text files for later ones) when Wrye Bash starts or is focused (ie. on top of all other program windows) and reverses those changes.
Lock Active PluginsThis enhances Lock Load Order to make it reverse changes to the enabled/disabled status of plugins in your load order as well.
ESL-Flag Bashed PatchesSkyrim: Special Edition & Fallout 4 only. If enabled, then any built Bashed Patches will automatically be ESL-flagged, saving a load order slot.
Debug ModeActivates debug output. Only a few commands will display any debug output, but it may be useful for troubleshooting.
Remove Dummy Masters...Removes all dummy master files created using Create Dummy Masters... on a plugin.
Check mods against LOOT's dirty mod listLOOT's masterlist contains information on dirty plugins that can be used by Wrye Bash to highlight these plugins in the mod list. 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, otherwise Bash falls back to the taglists it comes bundled with.
Recalculate CRCsClean stale CRCs from cache. Workaround for buggy CRC updates in previous versions of Bash. Use for instance when plugins show as mismatched in BAIN when they are not.
Mod Checker... Launches the Mod Checker.
Mod Context Menu Mod Context Menu Mod Context Menu Mod Context Menu Mod Context Menu Mod Context Menu Mod Context Menu
Plugin Context Menu
CommandDescription
File.. Duplicate...Creates a duplicate of the selected plugin in the Data folder.
Hide...Moves 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's group is defined 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 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 Deletes the selected plugin(s) and any backups of them, but not snapshots. Deleted plugins are sent to the Recycling Bin.
BackupCreates a backup of the selected plugin in [Game] Mods\Bash Mod Data\Backups. On first run, the backed-up plugin has f appended to its file extension, giving e.g. .espf.
Revert To Backup...Reverts the selected plugin to the last backup made of it.
Revert To First Backup...Reverts the selected plugin to the first backup made of it.
Snapshot...Creates a snapshot copy of the selected plugin in Bash\Snapshots. Snapshot filenames are appended with -n where n is a number between 01 and 99. Eg. 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...Reverts the selected plugin to a selected snapshot.
Groups Export GroupExports the selected plugin's groups to a CSV file as plugin name/groups pairs.
Import GroupThis will set the groups for selected mods as specified in a csv file (as created by the Export Groups command). If selected mods are not assigned a group in the file nothing happens.
Edit Groups... Add: add a new group to existing groups. Group names can be in Unicode.
Rename: rename selected group. Mods that belong to it will have the group renamed.
Remove: delete selected group. Deleting a group removes it from mods that belong to it.
Refresh: pick up assigned groups and add them to the existing ones. Use it after importing groups from a file to update available groups.
Sync: sync the list of available groups to the assigned ones - in other words delete unassigned groups.
Default: reset the list of available groups to the default ones. This won't delete non default assigned groups. It's a feature. Use Refresh to pick up your groups and add them to the defaults.
Groups MenuSet a group for the selected plugin(s). 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. Note to old timers: BALO has been removed taking BALO groups for the ride - those of you who remember them, shed a tear goodbye.
RatingA purely cosmetic feature, this allows you to assign different rating values to plugins.
Move To...Moves 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+Arrow Keys will be necessary.
Order By NameSet the load order of the selected plugins starting at the lowest ordered mod, sorting them alphabetically.
Details...Displays a list of the records in the selected plugin, similar to the Details view in the Construction Set.
List Masters...Outputs a list of the selected plugin's masters.
List Dependent...Displays and copies to the clipboard a list of mods that have the currently selected mod as master. Active mods are prefixed with their load order while merged, imported and inactive mods are prefixed with ++, ** and __ respectively.
Readme...Attempts to open the selected plugin's associated readme in the Doc Browser.
List Bash Tags...Outputs a BBCode-formatted list of all the Bash Tags applied to the selected plugin, and where/how the Bash Tags was specified. It can be useful for debugging a broken load order.
Create LOOT Entry... Creates LOOT masterlist entries based on the tags you have applied to the selected plugin(s). Also tries to figure out the URL that the plugin came from based on the BAIN package it was installed from.
Copy Mod Info...Outputs a report on the selected plugins(s) with the info from the currently displayed columns.
Jump to InstallerJump to the installer of the selected mod, if the Installers tab is displayed and enabled and the plugin has an installer. You can Alt-Click on the mod to the same effect.
Disallow GhostingDon't ghost the selected plugins when they are inactive, even if Auto-Ghost is enabled. Will unghost the selected plugins if enabled.
Ghost/UnghostManually ghost/unghost selected plugins (active ones can't be ghosted). Ghosting a plugin will clear its Disallow Ghosting flag (if set). This will survive autoGhost till next restart. If you want your changes to persist, mark the plugin as disallow ghosting.
Allow GhostingDisplayed if multiple plugins are selected. Unchecks Disallow Ghosting for the selected plugins.
Invert GhostingDisplayed if multiple plugins are selected. Toggles the status of Disallow Ghosting for the selected plugins.
Mark Mergeable...Not available for Skyrim: Special Edition & Fallout 4. Scans the selected plugin(s) to determine if they are mergeable or not. Wrye Bash does this automatically, but this command reports why mods are unmergeable.
Check ESL QualificationsSkyrim: Special Edition & Fallout 4 only. Checks if the selected plugin(s) can be ESL-flagged using Add ESL Flag. Wrye Bash does this automatically, but this command reports why mods can't be ESL-flagged.
Rebuild Patch...Rebuild the selected Bashed Patch using the Python patcher.
List Patch Config...Displays a summary of how the selected Bashed Patch is configured.
Export Patch Config...Exports the configuration of the selected Bashed Patch to a file.
ExportCell Block Info...Oblivion & Nehrim: At Fate's Edge only. Exports a list of cell block Editor IDs and their coordinates in the selected plugin to a CSV file.
Editor Ids...For advanced mod authors only. Exports the Editor IDs of the records in the selected plugin to a CSV file.
Factions...For advanced mod authors only. Exports 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 option.
Names...Exports 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...For advanced mod authors only. Exports NPC level info from the selected plugin to a CSV file. Only NPCs which are dynamically levelled (ie. offset from the player's level) will be exported.
Map Markers...Oblivion & Nehrim: At Fate's Edge only. Exports information about the map marker data in the plugin.
Prices...Exports the prices of objects in the selected plugin to a CSV file.
Relations...For advanced mod authors only. Exports 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 option.
Ingredients...Exports alchemy ingredient record data from the selected plugin to a CSV file.
Scripts...Exports 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...Exports spell stats in the selected plugin to a CSV file. The CSV file can also be used in the Bashed Patch's Import Stats option. 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...Exports 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 option.
  • Ammunition
  • Apparatus
  • Armor
  • Book
  • Clothing
  • Ingredient
  • Key
  • Light
  • Misc. Item
  • Sigil Stone
  • Soulgem
  • Weapon
ImportEditor Ids...For advanced mod authors only. Imports 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 newEid oldEid
Factions...For advanced mod authors only. Applies to the selected plugin the factions defined for actors in a CSV file previously exported using Wrye Bash.
Names...Imports 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...For advanced mod authors only. Imports 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.
Map Markers...Oblivion & Nehrim: At Fate's Edge only. Imports map marker data from a CSV file into the selected plugin.
Prices...Imports the prices of objects from a CSV file (or other mod) into the selected plugin.
Relations...For advanced mod authors only. Imports faction relationships from a CSV file into the selected plugin.
Ingredients...Imports alchemy ingredient record data from a CSV file into the selected plugin.
Scripts...Imports 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...Imports the stats of sigil stones from a CSV file into the selected plugin.
Spells...Imports spell stats from a CSV file into the selected plugin. Only records that exist in the plugin will have their spell stats change, 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...Imports stats from a CSV file into the selected plugin. Only records that exist in the plugin will have their stats change, no records will be added. The object stats supported are those exported by Export Stats....
Face...This command relates to Face Importing.
FormIDs...For advanced mod authors only. It is useful if you want to replace the records in one master with equivalent records in 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 instructions below detail how to create 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 TES4Edit'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 TES4Edit to change the Form IDs using its Batch Change Referencing Records command together with the CSV file created. TES4Edit will also change the definition of a Form ID, rather than just any references to it, unlike Wrye Bash.
Mod CleaningDon't check against LOOT's dirty mod listOverrides the setting in the column header context menu for the specific plugin(s) selected.
Scan for Dirty EditsOblivion & Nehrim: At Fate's Edge only. Scans the selected plugin for Identical To Master records and deleted references, outputting counts of the dirty edits found. The dirty edit counts may differ from the output provided by TES4Edit as that includes other "junk" records in the ITM count. Wrye Bash does not count these junk records as they are non-harmful.
Scan for UDR'sAll but Oblivion & Nehrim: At Fate's Edge. Behaves as the above Scan for Dirty Edits, but only for deleted references.
Remove World OrphansSome plugins have a mild form of corruption where exterior cells of new worldspaces in an 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 removes these "orphans".
Nvidia Fog Fix Oblivion & Nehrim: At Fate's Edge only. Systems with Nvidia graphics cards can suffer a black screen bug when interior cell fog distances are set to 0. This command scans the selected plugin(s) and sets any zero-valued fog distances to 0.001.

It is advised that mod authors use this on their mods before release.
Undelete RefsRemoved. Use xEdit for cleaning.
Add Master...Removed. Use xEdit for such low-level editing.
Copy To Esm/EspCreates a .esp copy of a .esm or vice versa.
Add/Remove ESM FlagThe distinction between esp and esm plugins is not dependent on their file extensions, but on a bit in the file. This command toggles this bit so that .esp files behave as .esm files and vice versa. It is useful for creating and editing plugins with .esp files as masters, which cannot be done in the Construction Set otherwise. Esm files cannot be edited in the Construction Set as esp files, so this command is disabled for them. NB: the file extension won't change and this is used by Bash so do not mess with it.

Warning: Make sure to toggle any plugins back before playing the game, otherwise savegames will get confused, possibly causing bugs and corruption. To toggle the masters back use the same command on the plugin which should now be named Remove ESM Flag.
Add/Remove ESL FlagSkyrim: Special Edition & Fallout 4 only. Toggles the ESL flag on the selected plugin, either turning it into an ESL if it does not yet have the flag set or turning it back into an ESP if it does have the flag set. This is only possible if the mod is ESL-capable - see the Check ESL Qualifications option for more information.
Add/Remove ESM Flag To/From MastersThis works as Add/Remove ESM Flag does, but toggles a plugin's masters rather than the plugin itself. The load order of plugins will change to reflect their new status but since the modification time won't change they will revert back to their original positions for modification time based load orders. Be sure to backup your load order for Skyrim and newer games.
Create Dummy Masters...Creates an empty plugin for each missing master a mod has. This is useful for allowing TES4Edit to open a 'Filter' patch without having all of the required masters. These dummy plugins can later be removed using the Remove Dummy Masters command.
Decompile AllOblivion only. Undoes the effect of a Compile All performed in the Construction Set. It will not do anything to the game's master file.
Version 0.8Oblivion only. Resets 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.
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 Jumps 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.

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 TES4Edit, 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.

Bash Tags Back to top

Wrye Bash uses a tagging system to determine what mods can and should have which records available for importing 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

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 fallback to a Mopy\taglists\GAME\taglist.yaml file bundled with Bash, keep it there. For userlist and masterlist relative priority and role see the LOOT docs.

For each plugin, Wrye Bash will read the file [GAME]\Data\BashTags\[PLUGIN NAME].txt, if it exists. 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.

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 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

Bash Tags may also be set manually, by right-clicking a plugin's Bash Tags field in the Mods Tab sidebar and checking or unchecking tags in the list displayed. If you wish to revert to automatic tagging, choose Automatic in the right-click list. 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.

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 mod, 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 each 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 Merge 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
C.GridFlags Older name for C.ForceHideLand.
Derel Older name for Relations.Remove.
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.
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.
Common Bash Tags
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:
Not available for Fallout 4.
Actors.AIData Modifies the (AIDT) AI Data subrecord of actors. See the game-specific sections below for record types:
Not available for Fallout 4.
Actors.AIPackages Modifies AI packages 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

Not available for Fallout 4.
Actors.AIPackagesForceAdd Adds to actor package lists. 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

Not available for Fallout 4.
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

Not available for Fallout 4.
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

Not available for Fallout 4.
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

Not available for Fallout 4.
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 Spells (also called Actor Effects) list of actors. 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

Not available for Fallout 4.
Actors.SpellsForceAdd Modifies the Spells (also called Actor Effects) list of actors. This tag forces the addition of spells even if they are removed by other plugins tagged with Actors.Spells. Addition of (SPLO) spells to the 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

Not available for Fallout 4.
Actors.Stats Modifies actor stats (e.g. health, skills, stamina, etc.). See the game-specific sections below for record types:
Not available for Fallout 4.
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 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 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 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.
  • (XWEN) 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 — Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition only.
Destructible Modifies destructible records. See the game-specific sections below for record types:
Not available for Fallout 4.
EffectStats Modifies (MGEF) Magic Effect / Base Effect stats. The following fields of the (DATA) Data subrecord in (MGEF) Magic Effect / Base Effect records:
    Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only:

  • 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.

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

  • Flags
  • Base Cost
  • Associated Item
  • Magic Skill
  • 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

Not available for Fallout 4.
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 only:

  • Type
  • Charge Amount
  • Enchant Cost
  • Flags

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

  • Enchantment Cost
  • Flags
  • Cast Type
  • Enchantment Amount
  • Target Type
  • Enchant Type
  • Charge Time
  • Base Enchantment
  • Worn Restrictions

Not available for Fallout 4.
Factions Changes Creature (Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only) or Non-Player Character 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


Not available for Fallout 4.
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:
  • (CONT) Container
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas 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.

Not available for Fallout 4.
Invent.Change Changes other properties (like count and owner) of items in inventories. Change of item properties in the following records:
  • (CONT) Container
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
  • (NPC_) Non-Player Character


Not available for Fallout 4.
Invent.Remove Removes items from inventories. Removal of items in the following records:
  • (CONT) Container
  • (CREA) Creature — Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas 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.

Not available for Fallout 4.
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

Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition only.
Names Changes the names of things. See the game-specific sections below for record types:
Not available for Fallout 4.
NPC.AIPackageOverrides Changes 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

Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition only.
NPC.Class Changes the classes of NPCs. The (CNAM) Class subrecord of (NPC_) Non-Player Character records.

Not available for Fallout 4.
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 (HNAM) Hair subrecord of (NPC_) Non-Player Character records.

Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only.
NPC.Race Changes the races of NPCs. The (RNAM) Race subrecord of (NPC_) Non-Player Character records.

Not available for Fallout 4.
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.

Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition only.
Outfits.Remove Removes items from outfits. Removal of items in (OTFT) Outfit records.

Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition only.
Relations.Add Adds faction relationships. Additions of (XNAM) Relation subrecords in (FACT) Faction records.

Not available for Fallout 4.
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.


Not available for Fallout 4.
Relations.Remove Removes faction relationships. Removal of (XNAM) Relation subrecords from (FACT) Faction records.

Not available for Fallout 4.
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 — Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition only.
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 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 subrecords in (ACBS) Configuration:
  • Barter Gold
  • Base Spell Points
  • Calc Max
  • Calc Min
  • Fatigue
  • (CREA only) Flags:
    • Biped
    • Essential
    • Flies
    • No Blood Decal
    • No Blood Spray
    • No Combat in Water
    • No Corpse Check.
    • No Head
    • No Left Arm
    • No Low level Processing
    • No Right Arm
    • No Shadow
    • PC Level Offset
    • Respawn
    • Swims
    • Walks
    • Weapon & Shield
  • (NPC_ only) Flags:
    • Auto-Calc Stats
    • Can Corpse Check
    • Essential
    • Female
    • No Low Level Processing
    • No Persuasion
    • No Rumors
    • PC Level Offset
    • Respawn
    • Summonable
  • Level (Offset)
Actors.AIData Modifies the (AIDT) AI Data subrecord of:
  • (NPC_) Non-Player Character
  • (CREA) Creature
The following subrecords:
  • (AIDT) AI Data
    • Aggression
    • Buys/Sells and Services
    • Confidence
    • Energy Level
    • Maximum Training Level
    • Responsibility
    • Teaches
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
Body-F Modifies female body mesh/texture definitions in (RACE) Race record. Changes to the following subrecords:
  • Female Body Data
    • Model
    • Parts
Body-M Modifies male body mesh/texture definitions in (RACE) Race record. Changes to the following subrecords:
  • Male Body Data
    • Model
    • Parts
Body-Size-F Modifies female body weight/height definitions (RACE) Race record. Changes to the following subrecords:
  • (DATA): Female Height
  • (DATA): Female Weight
Body-Size-M Modifies male body weight/height definitions (RACE) Race record. Changes to the following subrecords:
  • (DATA): Male Height
  • (DATA): Male Weight
Eyes Adds eyes to races. The Eyes (ENAM) subrecord of Race (RACE) records.
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) Icon Filename
  • (FLOR) Flora: Model
  • (FURN) Furniture: Model
  • (GRAS) Grass: Model
  • (HAIR) Hair: (ICON) Icon Filename, Model
  • (INGR) Ingredient: (ICON) Icon Filename, Model
  • (KEYM) Key: (ICON) Icon Filename, Model
  • (LIGH) Light: (ICON) Icon Filename, Model
  • (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
Hair Adds hairs to races. The Hairs (HNAM) subrecord of Race (RACE) records.
Names Changes the names of things. The (FULL) Name subrecord in the following record types:
  • (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
  • (RACE) Race
  • (SGST) Sigil Stone
  • (SLGM) Soul Gem
  • (SPEL) Spell
  • (WEAP) Weapon
Roads Modifies road records. The Road (ROAD) subrecord of Worldspace (WRLD) records.
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.
R.Attributes-F Modifies racial attributes for females. The following Race (RACE) subrecords (ATTR) Base Attributes:
  • Female Strength
  • Female Intelligence
  • Female Willpower
  • Female Agility
  • Female Speed
  • Female Endurance
  • Female Personality
  • Female Luck
R.Attributes-M Modifies racial attributes for males. The following Race (RACE) subrecords (ATTR) Base Attributes:
  • Male Strength
  • Male Intelligence
  • Male Willpower
  • Male Agility
  • Male Speed
  • Male Endurance
  • Male Personality
  • Male Luck
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 spell list (SPLO) of Race (RACE) records.
R.Description Modifies race descriptions. The Description (DESC) subrecord of Race (RACE) records.
R.Ears Modifies race ears. The following Race (RACE) subrecords:
  • Face Data Part: Ear (Male) (1)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Ear (Female) (2)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
R.Head Modifies race heads. The following Race (RACE) subrecords:
  • Face Data Part: Head (0)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • FaceGen Data
    • (FGGS) Geometry-Symmetric
    • (FGGA) Geometry-Asymmetric
    • (FGTS) Texture-Symmetry
R.Mouth Modifies race mouths. The following Race (RACE) subrecords:
  • Face Data Part: Mouth (3)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Tongue (6)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
R.Relations Modifies race relationships. The faction list (XNAM) of Race (RACE) records.
R.Skills Modifies race skill bonuses. The skill boosts (DATA) of Race (RACE) records.
R.Teeth Modifies race upper or lower teeth. The following Race (RACE) subrecords:
  • Face Data Part: Teeth (Lower) (4)
    • (MODL) Model Filename
    • (MODB) Bound Radius
    • (ICON) Icon Filename
  • Face Data Part: Teeth (Upper) (5)
    • (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:
    • (DATA) Weight
    • (ENIT) Value
  • (AMMO) Ammunition:
    • (DATA) Weight
    • (DATA) Value
    • (DATA) Damage
    • (DATA) Speed
    • (ANAM) Enchantment Points
  • (APPA) Alchemical Apparatus:
    • (DATA) Weight
    • (DATA) Value
    • (DATA) Quality
  • (ARMO) Armor:
    • (DATA) Weight
    • (DATA) Value
    • (DATA) Health
    • (DATA) Strength
  • (BOOK) Book:
    • (DATA) Weight
    • (DATA) Value
    • (ANAM) Enchantment Points
  • (CLOT) Clothing:
    • (DATA) Weight
    • (DATA) Value
    • (ANAM) Enchantment Points
  • (INGR) Ingredient:
    • (DATA) Weight
    • (ENIT) Value
  • (KEYM) Key:
    • (DATA) Weight
    • (DATA) Value
  • (LIGH) Light:
    • (DATA) Weight
    • (DATA) Value
    • (DATA) Duration
  • (MISC) Misc. Item:
    • (DATA) Weight
    • (DATA) Value
  • (SGST) Sigil Stone:
    • (DATA) Weight
    • (DATA) Value
    • (DATA) Uses
  • (WEAP) Weapon:
    • (DATA) Weight
    • (DATA) Value
    • (DATA) Health
    • (DATA) Damage
    • (DATA) Speed
    • (DATA) Reach
    • (ANAM) Enchantment Points
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.
Voice-F Modifies female voice definitions. The male voice (VNAM) of Race (RACE) records.
Voice-M Modifies male voice definitions. The female voice (VNAM) of Race (RACE) records.
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 subrecords in (ACBS) Configuration:
  • Barter Gold
  • Calc Max
  • Calc Min
  • Disposition Base
  • Fatigue
  • (CREA only) Flags:
    • Allow PC Dialogue
    • Allow Pickpocket
    • Biped
    • Can't Open Doors
    • Essential
    • Flies
    • Immobile
    • Invulnerable
    • Is Ghost
    • No Blood Decal
    • No Blood Spray
    • No Combat in Water
    • No Head
    • No Knockdowns
    • No Left Arm
    • No Low Level Processing
    • No Right Arm
    • No Rotating to Head-Track
    • No Shadow
    • No VATS Melee
    • Not Pushable
    • PC Level Mult
    • Respawn
    • Swims
    • Tilt Front/Back
    • Tilt Left/Right
    • Walks
    • Weapon & Shield
  • (NPC_ only) Flags:
    • Auto-Calc Stats
    • Autocalc Service — Fallout: New Vegas only
    • Can Be All Races
    • Essential
    • Female
    • Is CharGen Face Preset
    • No Blood Decal
    • No Blood Spray
    • No Knockdowns
    • No Low Level Processing
    • No Rotating to Head-Track
    • No VATS Melee
    • Not Pushable
    • PC Level Mult
    • Respawn
    • Use Template
  • Karma (Alignment)
  • Level
  • Speed Multiplier
  • Template Flags
Actors.AIData Modifies the (AIDT) AI Data subrecord of:
  • (NPC_) Non-Player Character
  • (CREA) Creature
The following subrecords:
  • (AIDT) AI Data
    • Aggression
    • Aggro Radius
    • Aggro Radius Behavior
    • Assistance
    • Buys/Sells and Services
    • Confidence
    • Energy Level
    • Maximum Training Level
    • Mood
    • Responsibility
    • Teaches
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
  • (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
    • (EITM) Object Effect
  • (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
  • (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
    • (EITM) Unarmed Attack Effect
  • (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
    • (EITM) Object Effect
    • (MNAM) Image Space Modifier
    • (DATA) Light
    • (DATA) Impact Dataset
    • (INAM) Placed Impact Object
  • (FURN) Furniture:
    • (MODL) Model
  • (GRAS) Grass:
    • (MODL) Model
  • (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
    • (DATA) Effect Orientation
    • (DATA) Angle Threshold
    • (DATA) Placement Radius
    • (DATA) Flag - No Decal Data
    • (DODT) Decal Data
      • Min Width
      • Max Width
      • Min Height
      • Max Height
      • Depth
      • Shininess
      • Parallax Scale
      • Parallax Passes
      • Decal Flags
        • Parallax
        • Alpha - Blending
        • Alpha - Testing
      • Color
        • Red
        • Green
        • Blue
    • (DNAM) Texture Set
  • (IPDS) Impact Dataset:
    • (DATA) Impacts
      • Stone
      • Dirt
      • Grass
      • Glass
      • Metal
      • Wood
      • Organic
      • Cloth
      • Water
      • Hollow Metal
      • Organic Bug
      • Organic Glow
  • (KEYM) Key:
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
  • (LIGH) Light:
    • (MODL) Model
    • (ICON) Icon
    • (DATA) Duration
    • (DATA) Radius
    • (DATA) Color
      • Red
      • Green
      • Blue
    • (DATA) Flags
    • (DATA) Falloff Exponent
    • (FNAM) Fade
  • (LSCR) Load Screen:
    • (ICON) Icon
  • (MGEF) Base Effect:
    • (MODL) Model
    • (ICON) Icon
    • (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
  • (NPC_) Non-Player Character:
    • (EITM) Unnarmed Attack Effect
  • (PERK) Perk:
    • (ICON) Icon
    • (MICO) Small Icon
  • (PROJ) Projectile:
    • (MODL) Model
    • (DATA) Light
    • (DATA) Muzzle Flash Light
    • (DATA) Explosion
    • (DATA) Muzzle Flash Duration
    • (DATA) 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
    • (DNAM) Flag - No Decal Data
    • (DATA) Flag - No Decal Data
    • (DODT) Decal Data
      • Min Width
      • Max Width
      • Min Height
      • Max Height
      • Depth
      • Shininess
      • Parallax Scale
      • Parallax Passes
      • Decal Flags
        • Parallax
        • Alpha - Blending
        • Alpha - Testing
      • Color
        • Red
        • Green
        • Blue
  • (WEAP) Weapon:
    • (MODL) Model
    • (ICON) Icon
    • (MICO) Small Icon
    • (EITM) Object Effect
    • (MOD2) Shell Casing Model
    • (MOD3) Scope Model
    • (EFSD) Scope Effect
    • (MOD4) World Model
    • Model With Mods - 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 - 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
    • (DNAM) Grip Animation
    • (DNAM) 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
  • (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
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
  • (ASPC) Acoustic Space:
    • (SNAM) Sound - Looping
    • (RDAT) Use Sound from region (Interiors Only)
  • (COBJ) Constructible Object:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Drop
  • (CONT) Container:
    • (SNAM) Sound - Open
    • (QNAM) Sound - Close
    • (RNAM) Sound - Looping/Random - 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
  • (LIGH) Light:
    • (SNAM) Sound
  • (MGEF) Base Effect:
    • (DATA)
      • Effect Sound
      • Bolt Sound
      • Hit Sound
      • Area Sound
  • (PROJ) Projectile:
    • (DATA)
      • Sound
      • Sound - Countdown
      • Sound - Disable
      • Sound - Level
  • (SOUN) Sound:
    • (FNAM) Sound Filename
    • (SNDD) Sound Data
  • (TACT) Talking Activator:
    • (SNAM) Sound
  • (WATR) Water:
    • (SNAM) Sound
  • (WEAP) Weapon:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Drop
    • (SNAM) Sound - Gun - Shoot 3D
    • (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
    • (WMS1) Sound - Mod 1 - Shoot 3D - Fallout: New Vegas only
    • (WMS1) Sound - Mod 1 - Shoot Dist - Fallout: New Vegas only
    • (VNAM) Sound Level
  • (WTHR) Weather:
    • Sounds
      • (SNAM) Sound
        • Sound
        • Type
Stats Modifies item stats. The following subrecords:
  • (ALCH) Ingestible:
    • (DATA) Weight
    • (ENIT) Value
  • (AMMO) Ammunition:
    • (DATA) Value
    • (DATA) Speed
    • (DATA) Clip Rounds
    • (DAT2) Proj. Per Shot - Fallout: New Vegas only
    • (DAT2) Weight - Fallout: New Vegas only
  • (ARMA) Armor Addon:
    • (DATA) Weight
    • (DATA) Value
    • (DATA) Max Condition
    • (DNAM) AR
    • (DNAM) DT - Fallout: New Vegas only
  • (ARMO) Armor:
    • (DATA) Weight
    • (DATA) Value
    • (DATA) Max Condition
    • (DNAM) AR
    • (DNAM) DT - Fallout: New Vegas only
  • (BOOK) Book:
    • (DATA) Weight
    • (DATA) Value
  • (INGR) Ingredient:
    • (DATA) Weight
    • (ENIT) Value
  • (KEYM) Key:
    • (DATA) Weight
    • (DATA) Value
  • (LIGH) Light:
    • (DATA) Weight
    • (DATA) Value
    • (DATA) Time
  • (MISC) Misc. Item:
    • (DATA) Weight
    • (DATA) Value
  • (WEAP) Weapon:
    • (DATA)
      • Weight
      • Value
      • Health
      • 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 (Action points)
Text Modifies long-form text (e.g. the text in a book or the text on a loading screen) of things. The following subrecords:
  • (AVIF) Actor Value Information:
    • (DESC) Description
  • (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
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 subrecords in (ACBS) Configuration:
  • Bleedout Override
  • Calc Max
  • Calc Min
  • Disposition Base
  • Flags:
    • Auto-Calc Stats
    • Bleedout Override
    • Doesn't Affect Stealth Meter
    • Doesn't Bleed
    • Essential
    • Female
    • Invulnerable
    • Is CharGen Face Preset
    • Is Ghost
    • Looped Audio
    • Looped Script
    • Opposite Gender Animations
    • PC Level Mult
    • Protected
    • Respawn
    • Simple Actor
    • Summonable
    • Unique
    • Use Template
  • Health Offset
  • Level
  • Magicka Offset
  • Speed Multiplier
  • Stamina Offset
  • Template Flags
Actors.AIData Modifies the (AIDT) AI Data subrecord of (NPC_) Non-Player Character records. The following subrecords:
  • (AIDT) AI Data
    • Aggression
    • Aggro:
      • Aggro Radius Behavior
      • Attack
      • Warn
      • Warn / Attack
    • Assistance
    • Confidence
    • Energy Level
    • Mood
    • Responsibility
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
  • (ARMO) Armor:
    • (MOD2) Male World Model
    • (ICON) Male Icon Filename
    • (MOD3) Female World Model
    • (ICO2) Female Icon Filename
    • (MODL) Armature
  • (BOOK) Book: (ICON) Icon, (MODL) Model,(INAM) Inventory Art.
  • (CLAS) Class: (ICON) Icon
  • (CONT) Container: (MODL) Model
  • (DOOR) Door: (MODL) Model
  • (EFSH) Effect Shader: All (DATA) subrecords.
  • (FLOR) Flora: (MODL) Model
  • (FURN) Furniture: (MODL) Model
  • (GRAS) Grass: (MODL) Model
  • (INGR) Ingredient: (ICON) Icon, (MODL) Model
  • (KEYM) Key: (ICON) Icon, (MODL) Model
  • (LIGH) Light (ICON) Icon, (MODL) Model
  • (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
  • (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
  • (WEAP) Weapon: (MODL) Model, (MOD3) Has Scope, (ICON) Icon, (WNAM) 1st Person Model Object.
  • (WTHR) Directional Ambient Lighting Colors.
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
  • (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
Sound Replaces sounds. The following subrecords:
  • (ACTI) Activator:
    • (SNAM) Looping
    • (VNAM) 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:
    • (ZNAM) 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) Loop Sound
  • (EFSH) Effect Shader:
    • (DATA) Ambient Sound
  • (EXPL) Explosion:
    • (DATA) Sound 1
    • (DATA) Sound 2
  • (FLOR) Flora:
    • (SNAM) Sound
  • (HAZD) Hazard:
    • (DATA) Sound
  • (INGR) Ingredient:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (IPCT) Impact:
    • (SNAM) Sound 1
    • (NAM1) Sound 2
  • (KEYM) Key:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (LIGH) Light:
    • (SNAM) Sound
  • (MGEF) Magic Effect:
    • (SNDD) Sounds
  • (MISC) Misc. Item:
    • (YNAM) Sound - Pick Up
    • (ZNAM) Sound - Put Down
  • (MSTT) Movable Static:
    • (SNAM) Looping Sound
  • (SNCT) Sound Category:
    • (PNAM) Parent
    • (VNAM) Static Volume Multiplier
  • (SNDR) Sound Descriptor:
    • (GNAM) category
    • Sounds - (ANAM) Sound File Name
    • (ONAM) Output Model
    • (LNAM) Values
    • (BNAM) Values
  • (SOPM) Sound Output Model:
    • (NAM1 - Data) Reverb send %
    • (MNAM) Type
    • (ONAM) Output Values
    • (ANAM) Attenuation Values
  • (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:
    • Sounds - all subrecords
Stats Modifies item stats. The following subrecords:
  • (ALCH) Ingestible:
    • (DATA) Weight
    • (ENIT) Value
  • (AMMO) Ammunition:
    • DATA
      • Weight
      • Damage
  • (APPA) Alchemical Apparatus:
    • DATA
      • Weight
      • Value
  • (ARMO) Armor:
    • DATA
      • Weight
      • Value
    • (DNAM) Armor Rating
  • (BOOK) Book:
    • DATA
      • Weight
      • Value
  • (INGR) Ingredient:
    • DATA
      • Weight
      • Value
  • (KEYM) Key:
    • DATA
      • Weight
      • Value
  • (LIGH) Light:
    • DATA
      • Weight
      • Value
      • Time
  • (MISC) Misc. Item:
    • DATA
      • Weight
      • Value
  • (SLGM) Soul Gem:
    • DATA
      • Weight
      • Value
  • (WEAP) Weapon:
    • DATA
      • Weight
      • Value
      • Damage
    • DNAM
      • Speed
      • Reach
      • Stagger
    • (EAMT) Enchantment Amount
    • (CRTD) Critical Data
      • Damage
      • Multiplier
      • Effect
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
  • (APPA) Alchemical Apparatus:
    • (DESC) Description
  • (ARMO) Armor:
    • (DESC) Description
  • (AVIF) Actor Value Information:
    • (DESC) Description
  • (BOOK) Book:
    • (DESC) Book Text
    • (CNAM) Description
  • (CLAS) Class:
    • (DESC) Description
  • (LSCR) Loading Screen:
    • (DESC) Info Text shown while loading
  • (MESG) Message:
    • (DESC) Message Text
  • (MGEF) Magic Effect:
    • (DNAM) Magic Item Description
  • (PERK) Perk:
    • (DESC) Description
  • (SCRL) Scroll:
    • (DESC) Description
  • (SHOU) Shout:
    • (DESC) Description
  • (SPEL) Spell:
    • (DESC) Description
  • (WEAP) Weapon:
    • (DESC) Description
Bash Tags Available For Fallout 4.
Tag Used when the Mod Specific Record Types/Changes Supported.
ObjectBounds Changes the object bounds of things. The (OBND) Object Bounds subrecord in the following record types:
  • (LVLI) Leveled Item
  • (LVLN) Leveled NPC

Merge Filtering Back to top

Merge filtering is an advanced option that allows records in a merged mod to be selectively filtered according to the current load order. For example, a patch mod 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 mods you do use. This saves the need for a separate patch plugin for each mod.

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

Filtered Subrecords
Record Type Subrecords Available For
(COBJ) Constructible Object
  • (INAM) Items
Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
(CONT) Container
  • (INAM) Items
All but Fallout 4
(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 but Oblivion
(LVSP) Leveled Spell
  • (LVLO) Entries
All but Fallout 3, Fallout: New Vegas & Fallout 4
(NPC_) Non-Player Character
  • (CNTO) Items
  • (SNAM) Factions
  • (SPLO) Spells
All but Fallout 4
(OTFT) Outfit
  • (INAM) Items
Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition

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.

Race Tweaks
TweakDescription
Bigger Nords and OrcsAdjusts 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.
Merge Eyes From Similar RacesMerges eye lists from similar races ie RBP Khajiit eyes to Elsweyr Khajiits etc.
Merge Hairs From Similar RacesMerges hair lists from similar races ie RBP Khajiit hair to Elsweyr Khajiits etc.
Playable EyesSets all eyes to be playable.
Playable HairsSets all hairs to be playable.
Races Have All EyesGives 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.
Races Have All HairsGives all races all hairs.
Sexless HairsSets all hairs to be useable by both male and female characters.
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: FemaleEnables or disables the 'Opposite Gender Anims' flag for all female NPCs. Similar to the 'Feminine Females' mod, but applies to your whole load order.Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Opposite Gender Anims: MaleEnables or disables the 'Opposite Gender Anims' flag for all male NPCs. Similar to the 'Feminine Females' mod, but applies to your whole load order.Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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 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
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 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. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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 but Fallout 4
No Light Flicker Turns off flickering effects for lights. May help on machines with low end graphic cards. All 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. All but Fallout 3 & Fallout 4
Reweigh: Books Reweighs books to a maximum weight. All 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 but Fallout 4
Reweigh: Ingredients Reweighs ingredients to a maximum weight. This does not affect ingredients with script effects or ones with OBME effects. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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 created potions. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Reweigh: Staffs/Staves Reweighs staves to a maximum weight. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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 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 but Fallout 4
Tweak Clothes
TweakDescription
Gloves Show RingsPrevents gloves from hiding rings.
Max Weight AmuletsSets the maximum weight of amulets in the game. Amulets with higher weights will have their weight set to this value.
Max Weight HoodsSets the maximum weight of hoods in the game. Hoods with higher weights will have their weight set to this value.
Max Weight RingsSets the maximum weight of rings in the game. Rings with higher weights will have their weight set to this value.
Robes Show AmuletsForces all robes to show amulets.
Robes Show PantsAllows you to wear pants/skirts/greaves with robes. This is useful for armor and enchantment. Not recommended because graphics clipping is common.
Unlimited AmuletsAllows 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).
Unlimited RingsAllows 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).
Tweak Names
TweakDescription
Body Part CodesThis determines what code will be used for tweaking armor and clothes covering various body parts. There are two versions. Each code letter is assigned in order to: Amulets, Rings, Gloves, Helmets, Tail items, Robes (upper+lower body), Chest, Pants/Greaves, Boots/Shoes, Shields.
ArmorTweaks names of armors to make them sort more easily in inventory. There is a choice of formats and whether you want armor rating to be shown.
ClothesTweaks names of clothes to make them sort more easily in inventory. There is a choice of formats.
Lore Friendly Text: Dwarven -> Dwemer Changes nearly any usage of the word Dwarven to use Dwemer instead in order to better follow lore.
Notes and ScrollsTweaks names of notes and scrolls to make them sort more easily in inventory. There is a choice of formats and whether you want enchanted scrolls at top (~) or the bottom (.) of list. (Note that the "~" will not display in the inventory.)
PotionsTweaks names of potions to make them sort more easily in inventory. There is a choice of formats.
Proper English Text: Dwarfs -> Dwarves Renames any instances of dwarfs to dwarves.
Proper English Text: Staffs -> Staves Renames any instances of staffs to staves.
Skyrim-style Text: Fatigue -> Stamina Renames any instances of fatigue to stamina.
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 ('a' and 'the').
Skyrim-style Text: Security -> Lockpicking Renames any instances of security to lockpicking (except in books, because of the huge number of false positives).
Spells There is a choice of formats and whether you wish the school (e.g. D) and spell level (e.g. D2) to show.
Weapons There is a choice of formats and whether you want damage to be shown.

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 the same settings in a continued game by rebuilding your bashed patch may fail for games newer than Oblivion & Nehrim: At Fate's Edge, because the game setting will always be loaded from your ongoing save files ( 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 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: Greeting Distance Distance at which NPCs will greet the player. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Actor: Max Companions Sets the maximum number of companions that will follow the player. All but Fallout 4
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 but Fallout 4
Actor: Merchant Restock Time The amount of time required for vendors to restock items and gold. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Actor: Strength Encumbrance Multiplier Actor strength * this multiplier = actor encumbrance capacity. All but Fallout 3 & Fallout 4
Actor: Training Limit Sets the training limit per level allowed by trainers. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Actor: Unconsciousness Duration Time for which an essential NPC stays unconscious after being knocked out. All but Fallout 4
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. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
AI: Conversation Chance Chance of NPCs engaging in conversation in exteriors. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
AI: Conversation Chance - Interior Chance of NPCs engaging in conversation in interiors. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
AI: Max Active Actors The maximum number of actors for AI to be processing at once. Must be higher than Combat: Max Actors. All but Fallout 4
AI: Max Dead Actors The maximum number of dead actors allowed before the game begins to remove them. All but Fallout 4
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). Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Arrow: Speed Speed at which a full power arrow travels. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Bounty: Assault The bounty for attacking a "good" npc when observed. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Bounty: Horse Theft The bounty for stealing a horse. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Bounty: Jailbreak The bounty for escaping from jail. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Bounty: Murder The bounty for committing a witnessed murder. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Bounty: Pickpocketing The bounty for pickpocketing. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Bounty: Trespassing The bounty for trespassing. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. All but Fallout 4
Camera: Chase Tightness Tightens up the 3rd person chase camera. Highest setting (x 3.0) essentially locks camera behind player. 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 but Fallout 4
Combat: Alchemy By default, you cannot craft alchemy items in combat. Disallowing it encourages you to be ready for battle ahead of time. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Combat: Auto Aim Fix Increase Auto Aim settings to a level at which snipers can benefit from them Fallout 3 & Fallout: New Vegas
Combat: Critical Hit Chance The chance of a strike being a critical hit. 100% guarantees critical hits, 0% disables them. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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 but Fallout 4
Combat: Max Ally Hits The maximum number of hits on an ally allowed in combat before the ally will attack the hitting character. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Combat: Maximum Armor Rating The maximum armor rating that you can get. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Combat: NPC Death XP Threshold Percentage of total damage you have to inflict in order to get XP. Fallout 3 & Fallout: New Vegas
Combat: Recharge Weapons By default, you can recharge weapons during combat. Disallowing that encourages you to be ready for battle ahead of time. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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: 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 but Fallout 4
Cost Multiplier: Enchantment The cost multiplier factor for enchanting. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Gore: Combat Dismember Part Chance The chance that body parts will be dismembered. Fallout 3 & Fallout: New Vegas
Gore: Combat Explode Part Chance The chance that body parts will explode. Fallout 3 & Fallout: New Vegas
Hacking: Maximum Number of Words The maximum number of words appearing in the terminal hacking mini-game. Fallout 3 & Fallout: New Vegas
Hacking: Terminal Speed Adjustment The display speed at the time of terminal hacking. Fallout 3 & Fallout: New Vegas
Leveled Creature Max Level Difference Maximum difference to player level for leveled creatures. Oblivion & Nehrim: At Fate's Edge
Leveled Item Max Level Difference Maximum difference to player level for leveled items. Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas
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. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Msg: Quick Load Sets the message on quick loading to blank or either "." or "Hmm..." or a custom value entered by user. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Msg: Quick Save Sets the message on quick saving to blank or either "." or "Hmm..." or a custom value entered by user. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Player: Horse Turning Speed Default Horse turning speed is rather slow. This allows you to increase it. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
Player: Inventory Quantity Prompt Number of items in a stack at which point the game prompts for a quantity. All but Fallout 4
Player: Max Draggable Weight The max weight that can be dragged. All but Fallout 4
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. Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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 but Fallout 4
Prompt: Open Changes the text on the 'Open' prompt shown when trying to open a door. All but Fallout 4
Prompt: Sit Changes the text on the 'Sit' prompt shown when interacting with chairs. All but Fallout 4
Prompt: Take Changes the text on the 'Take' prompt shown when taking items. All but Fallout 4
Prompt: Talk Changes the text on the 'Talk' prompt shown when interacting with people. All 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
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. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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. Oblivion, Nehrim: At Fate's Edge, Skyrim, Enderal: Forgotten Stories & Skyrim: Special Edition
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 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 but Fallout 4

Default CSV Files Back to top

The following CSV files are supplied with Wrye Bash and are 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 above, 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

Saves Tab
Wrye Bash's Saves tab.

The Saves tab allows you to manage many aspects related to your game's saves. Save files are found in the My Games\[Game]\Saves directory and have the file extension .ess. When you quicksave or autosave, the game backs up the previous quick/autosave by replacing the file extension with .bak. This backup may be restored by restoring its original file extension.

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

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. It comprises of the following sections:

SectionDescription
File NameThis is the filename of the save. Changing it here will rename the save file.
Player InfoThese three lines give the player character's name, their level, days have passed in-game, hours played and current location.
O/P Flags These two flags appear to the right of the player info, and indicate the presence of cosave files: O is for OBSE cosaves, and P is for Pluggy cosaves.
ScreenshotThe screenshot embedded in the save file, taken at the moment of saving.
Masters ListThe Masters list shows the plugins that the currently selected save file depends on, the load order (Mod Index) of that master in the save file, and the current load order of the master plugin if present and active.

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 name is a new version of the same mod. Replacing a mod with an unrelated mod will cause file corruption.
If editing is allowed, items that are renamed inside Bash internal dictionaries appear bolded - on clicking on the masterlist they take their renamed values and the Save and Cancel buttons are enabled. You may click on Save to save the new master list, or on Cancel to revert displaying the non renamed masters.
Disallowing edits will revert the list to the original and disable Save and Cancel buttons (if no other fields are edited).
  • Note that currently renaming the master in the OBSE/SKSE cosave is NOT supported (except for very old OBSE versions). If the save has a cosave this will most probably corrupt the cosave. See the related issue (help wanted).
Masters can also be disabled (again if editing is allowed) if they have been removed and are preventing your save from loading, as may sometimes happen, by right-clicking them and selecting Disable. Note that logical errors may still occur that prevent the removal of the plugin dependency, but this will let the game try to remove the dependency.
MIMaster Index of the save game. This means the actual number of the masters in succession starting with e.g. 00 Skyrim.esm, or 00 Oblivion.esm, etc.
Current LOCurrent load order in relation to the load order of the Active Plugins. Active Plugins should correspond with plugins.txt.
NotesThis section can be used to keep notes on the save file.

Color scheme for Save Game Files Back to top

Checkbox ColourMeaning
PurpleExcellent. Exactly synced with the current load order.
BlueGood. Compatible with the current load order. However, the current load order includes some plugins that are not used by this save game.
GreenGood, but not in sync with the current load order. Use Load Masters to sync load order to this save.
OrangeSome plugins have changed order. the game and the Construction Set/Creation Kit will adjust for this when loaded. However, if some of the plugins that you depend made conflicting changes to the same item, a different plugin may now dominate because of the reordering.
RedA 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 dialogue 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 dialogue that is displayed.

Some notes on the usage of Face Import:

Context Menu Commands Back to top

Saves Context Menu Saves Context Menu Saves Context Menu Saves Context Menu Saves Context Menu Saves Context Menu
Column Header Context Menu
CommandDescription
Sort ByThis submenu allows you to choose by which column the save list is sorted. This is equivalent to clicking on a column header.
ColumnsThis submenu allows you to choose which columns are visible in the save list.
Files.. Open Folder...Opens the saves folder in Windows Explorer.
Unhide...Opens a dialogue window allowing you to select which hidden save files to unhide.
Profile Edit Profiles...This submenu allows the creation, editing and removal of save profiles.
[Profile][Profile] is the name of a save profile, which are listed below the separator in the Profile submenu. Clicking a save profile will activate it.
Oblivion.esmOblivion only. This submenu relates to Oblivion.esm Swapping. It allows you to swap the active version of Oblivion.esm.
Save Context Menu Save Context Menu Save Context Menu Save Context Menu
Save Context Menu
CommandDescription
File.. Rename...Rename the selected save file. .bak files are not supported and you can't change the extension (specifying another extension will make the rename fail).
Duplicate...Creates a duplicate of the selected save file in the saves folder.
Hide...Moves the selected save file to the My Games\[Game]\Saves\[optional profile dir\]Bash\Hidden directory.
Delete Deletes the selected save(s) and any backups of them. Deleted saves are sent to the Recycling Bin.
BackupCreates a backup of the selected save file in [Game] Mods\Bash Mod Data\Backups. On first run, the backed-up save file has f appended to its file extension, giving .essf or .fosf.
Revert to Backup...Reverts the selected save file to the last backup made of it.
Revert to First Backup...Reverts the selected save file to the first backup made of it.
Move ToThis submenu allows you to specify a save profile to move the selected save(s) to from the active save profile.
Copy ToThis submenu allows you to specify a save profile to copy the selected save(s) to, so that it is present in both the active and specified save profiles.
Load MastersSynchronizes activated plugins to savegame's masters.
List Masters...Lists savegame masters in load order and copies the list to the clipboard. Version numbers are displayed if detected.
Diff Masters...If two savegames are selected, then this will compare the masters of the new save to those of the older save. If one savegame is selected, then this will compare the currently active plugins to the masters of the selected savegame. The comparison details masters that have been removed and added in the newer save since the older save, or removed and added in the load order since the selected save.
StatisticsOblivion & & 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 (eg. alchemy, spellmaking).
  • Form IDs. This is a breakdown of the Form ID table in the savegame, sorted by source plugin. The Form ID table maps savegame reference numbers to the Form ID of the referenced record. If a reference is made to a record from a mod that is no longer loaded, the Form ID 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 (eg. 48 Cell), and then the number of records referenced 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 mod has been removed from the load order, then the formid is set to zero. If this has happened, then a count of such "Null Bases" will be shown. 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). Show is the count, the iref and the base formid. Formid beginning with FF is reference to an object defined by the savegame. Otherwise, the formid will map back to a mod. The first two digits are the modindex, and can be matched to a mod through the "MI" column in the list of savegame masters.
Dump .**se ContentsThis 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 ContentsOblivion & & Nehrim: At Fate's Edge only. Behaves like Dump .**se Contents, but for the Pluggy cosave file associated with the selected save.
Delete Spells... Oblivion & & Nehrim: At Fate's Edge only. This allows you to delete unused spells from your spell list in the selected save. Warning: This cannot be undone. Most spells may be repurchased or recreated, but quest and other special spells will likely have to be added using the console.
Rename Player...Oblivion & Nehrim: At Fate's Edge only. Renames the player's character in the selected save.
Set Number of Uses for Weapon Enchantments... Oblivion & Nehrim: At Fate's Edge only. Allows you to set the number of casts available to any enchanted weapon you created in-game, or that has otherwise been recorded in your savegame.
Import Face...Oblivion & Nehrim: At Fate's Edge only. Relates to Face Importing. This command allows you to import a face for the save file's player character (and possibly some NPCs) from another save file or from an NPC in a mod.
Rename Enchanted...Oblivion & Nehrim: At Fate's Edge only. Allows you to rename any enchanted items that you have created in-game for the selected save.
Rename Potions... Oblivion & Nehrim: At Fate's Edge only. Allows you to rename any potions that you have created in-game for the selected save.
Rename Spells...Oblivion & Nehrim: At Fate's Edge only. Allows you to rename any spells that you have created in-game for the selected save.
Reweigh Potions... Oblivion & Nehrim: At Fate's Edge only. Potions created in-game are given a weight that is somewhat arbitrarily selected and potentially high. This command may be used to set all created potions to have a specific weight. Potions created after the use of this command with new names, new effects or new durations will not be affected.
Update NPC Levels... Oblivion & Nehrim: At Fate's Edge only. Updates the level information for NPCs stored in the selected savegame to reflect the active load order's NPC level settings. This is required because although NPC levels are set via plugins, once an NPC is encountered its level is stored in the save file, which overrides the plugin levels.
Export Screenshot...Allows you to save the image used as the save file's screenshot as a JPEG.
Re-number Save(s)...Allows the re-numbering of the selected save file(s). If more than one file is selected, the first will be renumbered to the given number and the others will be numbered in increments of one from the given number. The save name must be of the form <Save (case insensitive)><space><some digits><optional text>.<save extension>.
Remove Bloat...Oblivion & Nehrim: At Fate's Edge only. This is an experimental command. It is recommended that saves are backed up before using it on them. It attempts to determine how much bloating there is in the selected save file and then optionally remove it. If the command reports a large number of created objects, there could be a problem with one of your mods, and such mods should be removed or updated. There are two common types of bloat:
  • Excess created objects can occur through the use of scripting by a mod to duplicate existing objects in-game and a failure by the mod to clean up the duplicates after their use.
  • Null references are caused when objects from a mod that is removed are present in the game world. These objects then get replaced with null references when the game is next saved with the mod missing.
Repair AbombOblivion & Nehrim: At Fate's Edge only. 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 HairOblivion & Nehrim: At Fate's Edge only. Oblivion has a bug that will cause a crash if your PC's hair comes from a mod that has been removed and you then run showRaceMenu. This command resets your hair to the default for that race and gender, so you can then use showRaceMenu to select a new hair again if you wish.
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 Jumps 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

Screenshots Tab Screenshots Tab
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 saved as bitmap files (.bmp). Selecting a screenshot from the list on the left will display it on the right. Screenshots can be converted from bitmaps into a few other formats using context menu commands.

Change screenshots directory (Oblivion) Back to top

By default, Oblivion stores its screenshots in Oblivion's root folder but allows you to change the default directory via an ini setting. You can change the ini setting by directly editing Oblivion.ini or by using the "Next Shot" column menu item in the Screenshots tab. For instance Oblivion Reloaded uses Oblivion\Screenshots. To change the screenshots directory to Oblivion\Screenshots by editing the Oblivion.ini find the following line under the [Display] heading:

SScreenShotBaseName=ScreenShot

and add the path to the Oblivion\Screenshots folder, i.e.:

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

Alternatively hit "Next Shot" and supply the path as in:

C:\Bethesda Softworks\Oblivion\ScreenShots\Screenshot0

where 0 is the (optional) Screenshot base number (it will set the iScreenShotIndex ini setting). A relative path will also work (as in Screenshots\Screenshot). Bash will go ahead and edit the ini for you. You may also create an ini tweak to readily switch directories.

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

Context Menu Commands Back to top

Screenshots Context Menu Screenshots Context Menu Screenshots Context Menu Screenshots Context Menu Screenshots Context Menu
Column Header Context Menu
CommandDescription
Sort ByThis submenu allows you to choose by which column the screenshot list is sorted. This is equivalent to clicking on a column header.
ColumnsThis submenu allows you to choose which columns are visible in the screenshot list.
Files.. OpenOpen the screenshot directory in Windows Explorer.
Next ShotSet any or all of the base name and number of the next screenshot as well as the screenshot directory.
JPEG QualitySet the quality of JPEGs created during conversion.
Screenshot Context Menu Screenshot Context Menu Screenshot Context Menu
Screenshot List Context Menu
CommandDescription
File.. Open...Opens the selected file(s) in the associated program(s).
Rename...Renames the selected file(s). If multiple files are selected, they will be numbered sequentially. If a file already exists with the same name as a file's resulting name, that file will not be renamed. The extension will remain the same and specifying a non-image extension will make the rename operation fail - in short, leave the extension alone. Empty filenames will also abort the rename.
Delete Deletes the selected screenshot(s). Deleted screenshots are sent to the Recycling Bin.
ConvertConverts the selected files to one of the following formats: JPEG, PNG, BMP, TIFF. If a file of the conversion format already exists with the same name as a file to be converted, the conversion will not take place for that file.

Advanced Launchers Back to top

Hiding Launchers Back to top

toolbar hide launcher toolbar hide launcher toolbar hide launcher toolbar hide launcher
The Hide option in the right-click menu for 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

Settings Menu Settings Menu Settings Menu Settings Menu Settings Menu Settings Menu Settings Menu Settings Menu
Wrye Bash's Settings menu.

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

The layout varies from page to page, but a few buttons are always available:

Globally Available Buttons
ButtonDescription
Help Opens the Wrye Bash readme pointed to the currently opened page in a browser.
OK Applies all pending changes and closes the settings menu.
Cancel Discards all pending changes and closes the settings menu.
Apply Applies all pending changes, but keeps the settings menu open.

Appearance: Colors Back to top

Color Page Color Page
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.

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

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

Appearance: Language Back to top

Language Page Language Page
The Language page.

The language page can be used to change the language that Wrye Bash will be displayed in. It is also the place to create, edit and manage localizations. See the Internationalisation section for more information.

The following buttons are available:

Language Buttons
ButtonFunction
Configure Editor... Launches the Configure Editor dialog, which allows you to choose and configure a localization editor.
Dump Localization... Generates a new translation file for your currently chosen language.
Edit... Launches the editor chosen via Configure Editor... to edit the selected localization.
Rename... Allows you to rename the selected localization file.

Appearance: Status Bar Back to top

Status Bar Page
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
OptionFunction
Show App Version If enabled, the versions of applications will be shown in their launchers' tooltips on the status bar.
Icon Size Choose between 16x16, 24x24, or 32x32 status bar icons.
Visible/Hidden Buttons Allows you to 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

Backups Page
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
ButtonFunction
Save Data Normally, Wrye Bash saves its internal data files to disk only on closing. You can use this to force a save right now.
New Backup... Backs 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.
Restore... Restores 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... Allows you to rename the selected backup.
Delete... Allows you to delete the selected backup. Deleted backups are sent to the recycling bin.

Confirmations Back to top

Confirmations Page
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

General Page
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
OptionFunction
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.
Debug Mode Enables debug mode, which will enable extra debug prints and will print errors into a BashBugDump.log instead of showing them on screen.
Show Global Menu If checked, a global menu will be shown above the tabs. If disabled, its options will still be accessible by right-clicking the columns. If you accidentally disabled it and want it back, you can use the Settings button to open the settings menu again and reenable it.
Use Alternate Wrye Bash Name If checked, displays a game-specific name instead of Wrye Bash in the title bar instead. See the Title Bar Info section for more information.
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 can take up a significant amount of time on startup.

Trusted Binaries Back to top

Trusted Binaries Page
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

doc browser doc browser doc browser
Wrye Bash's Doc Browser.

The Doc Browser allows you to quickly and easily scan through your mods' documentation. The supported document types are: text files, HTML files and MHT files (HTML archives). 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 in the Doc Browser. To disassociate a document with a plugin, use the Forget Doc button in the Doc Browser.

You can also rename an associated document using the Rename Doc... 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:

Mod Checker Back to top

The Mod 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 Mod Checker button in the status bar.

At the top of the report is the Active Mod Files section, which lists your load order. It also displays any warnings that are applicable beneath the plugin(s) that they are applicable to. These warnings are either regarding missing masters or delinquent masters.

Mod Checker Mod Checker
Wrye Bash's Mod Checker
Mod Checker Controls
ControlFunction
Forward/Back ArrowsThe Mod 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.
ReloadReloads the current page. Works identically to a browser's reload button.
Mod ListToggles the display of the Active Mod Files list.
Version NumbersToggles display of version numbers where found for the plugins in the Active Mod Files list.
CRCsToggles display of the CRCs for the plugins in the Active Mod Files list.
Scan for Dirty EditsToggles the scanning of plugins for dirty edits. Effectively runs Scan for Dirty Edits on each of the plugins in the Active Mod Files list and displays the results in the Mod Checker's report.
Copy TextCopies the text of the report to the clipboard. Useful for posting on forums.
UpdateForces 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 three 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 three possible indicators are:

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-sizes the columns to fit what is displayable.
ctrl-a Selects all items.
shift-ctrl-a Deselects all items.
ctrl-o Opens 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-c Copies files to the clipboard (Mods, Saves, Installers, Screens).
F2 Rename file(s) (Saves, Installers, Screens) - see Rename menu items for details.
ctrl-z Undo load order state change (Mods).
ctrl-y Redo load order state change (Mods).
ctrl-shift-z Redo load order state change (Mods).
ctrl-shift-n New Marker (Installers).

Command Line Arguments Back to top

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

Argument Function
-d, --debug Useful if bash is crashing on startup or if you want to print a lot of information (e.g. while developing or debugging).
-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.

Internationalisation Back to top

Overview Back to top

Wrye Bash has built-in support for translation into other languages, using text files that tell it which English strings in the source code should be translated, and into what. These text files are found in Mopy\bash\l10n\. New translations or updates to existing translations should be presented to the Wrye Bash team so that they may be included in future releases.

To begin translating, or to update an existing translation, use the following steps:

  1. Ensure you are running the Python version of Wrye Bash, as the standalone version does not include the source code, which is necessary for generating the translation file. See the Installation section of the General Readme for a short overview of how to install the Python version.
  2. Open the Settings Menu and navigate to the Appearance: Language page.
  3. If you haven't done so yet, click the Configure Editor... button to set up an editor for editing localization files:
    1. Click on Browse... and pick the editor's executable.
    2. If necessary, edit the Parameters section. For example, if you're using Notepad++, you might want to add parameters like -multiInst -notabbar -nosession.
    3. If your editor does not support opening Wrye Bash's .txt files (Poedit, for example, does not), try checking the Rename to .po checkbox. This will make Wrye Bash rename the localization file right before launching the chosen editor, then rename it back to .txt after you've finished editing to work around this.
    4. Once you're done configuring the editor, click OK.
  4. Click the Dump Localization... button. This generates a new version of the translation file for your locale. The new file will be named appropriately, except for the trailing "NEW", and will contain any translations already done.
  5. Select the newly created localization and click the Rename... button. Remove the trailing "NEW", but do not change the rest of the filename. Confirm that you want to replace the existing file when prompted.
  6. Select the now-renamed localization file again, and click the Edit... button. Your editor will be launched, allowing you to add or edit translations.
  7. Once you are done with editing, save and close the editor. Then click the OK button on the popup in Wrye Bash.
  8. To test a translation, make sure the matching language is selected in the Change Language dropdown and restart Wrye Bash.

Translator File Format Back to top

Below is an excerpt from a translator file.

#: bash\basher.py:10106 msgid "Active profile cannot be removed" msgstr "Aktives Profil kann nicht entfernt werden" #: bash\basher.py:10112 msgid "Delete profile %s and the %d save files it contains?" msgstr "Möchten Sie das Profil %s und die %d saves, die es enthält, löschen?"

The above contains two separate translation entries. Each entry begins with the source code file and line number the string to be translated is found on.

The file line is followed by msgid and the original text string. Lastly, msgstr introduces the translated text string.

Note: It is important that the formatting characters are not removed or moved or added to. Formatting characters are those that start with a percentage sign, e.g. %s, %u, %08X, etc. If a formatting character is missing or incorrect, Wrye Bash will most likely crash.