Skyrim English Voice Files (and Subtitles) Latest Version TOP =LINK=
So is there a way to not download it each time? I tried to save language files and replace them when needed, but Steam starts download anyway. And I have not found an option to disable auto-update. Maybe it's possible somehow to have 2 different installations of Skyrim from Steam on the same computer? Or have English voice with localized subtitles? That variant would suit us both.
Skyrim English Voice Files (and Subtitles) Latest Version TOP
[spoiler=skyrim.ini][General]sLanguage=ENGLISHsIntroSequence=fFlickeringLightDistance=8192uExterior Cell Buffer=36[Display]bAllowScreenshot=0fLightLODMaxStartFade=3500.0fShadowLODMaxStartFade=1000.0iPresentInterval=1iShadowMapResolutionPrimary=2048fSpecularLODMaxStartFade=2000.0fSunShadowUpdateTime=0.25fSunUpdateThreshold=1.5[Audio]fMusicDuckingSeconds=6.0fMusicUnDuckingSeconds=8.0fMenuModeFadeOutTime=3.0fMenuModeFadeInTime=1.0[Trees]fUpdateBudget=0bEnableTreeAnimations=0bEnableTrees=0[Grass]bAllowCreateGrass=1bAllowLoadGrass=0fGrassFadeRange=10000iMaxGrassTypesPerTexture=7iMinGrassSize=40fGrassWindMagnitudeMax=0fGrassWindMagnitudeMin=0[interface]bShadowTutorials=0[MapMenu]fMapWorldYawRange=400fMapWorldMinPitch=0fMapWorldMaxPitch=90[GeneralWarnings]SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.[Archive]bInvalidateOlderFiles=0SInvalidationFile=ArchiveInvalidation.txtsResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsasResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa[Camera]fMouseWheelZoomSpeed=10[Combat]f1PArrowTiltUpAngle=0.7f1BoltTiltUpAngle=0.7f3PArrowTiltUpAngle=0.7fMagnetismStrafeHeadingMult=0.0fMagnetismLookingMult=0.0[Papyrus]bEnableLogging=0bEnableTrace=0bLoadDebugInformation=0fPostLoadUpdateTimeMS=500.0[Water]bReflectLODLand=1bReflectLODObjects=1bReflectLODTrees=1bReflectSky=1
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 topTo 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: Install a mod from some package. Go to the installers tab. Note the package is marked green. Go back to the mods tab and edit the mod using xEdit or the CK/CS/etc. 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 topBAIN skips the installation of some files and directories. The types of files skipped are: Silent skips. These are not listed on the Skipped panel on the right and are: thumbs.db and desktop.ini files the omod conversion directory (omod conversion data, fomod) if on the top level of package or subpackage the wizard images directory (again if on the top level of package or subpackage) Developer files. Any file or directory that begins with '--' and is at the top level of a package or a subpackage will be silently skipped. This is so that mod authors can include files related to a mod that are not required for it to work (eg. screenshots) in packages. Bash will also skip voices for plugins that are not installed from complex installers Specified skips. There are a few options in BAIN to skip the installation of certain file types, namely the ones on the Global Skips submenu for all installers and Skip Voices (on a per installer basis). If any such options are enabled, the file type(s) in question will be silently skipped. Non-standard directories. Standard directories include all the game's default directories (including those only found in BSAs by default) - see BAIN-Compatible installer layout for a detailed list per game. Files skipped because of this will be listed in the Skipped panel on the right on the == Skipped (Dir) section. Installation of non-standard directories may be forced by using the Has Extra Directories option. Even if Has Extra Directories option is checked, directories that are silently skipped will still be skipped. For a complex package, any top level files (with the exception of files that contain "readme" and variations in their name) will be also considered as belonging to a skipped directory and will be listed in the '== Skipped (Dir)' section. Top level means at the subpackages level, not inside a subpackage. Archives & executables. Executable files, apart from Script Extender plugins if the Skip **SE Plugins option is disabled, and archives in packages will be skipped. Files skipped because of this will be listed in the Skipped panel on the right on the == Skipped (Extension) section. The complete list of extensions skipped is: .001, .7z, .7z.001, .ace, .bz2, .ckm, .db, .exe, .fomod, .gz, .lzma, .manifest, .omod, .py, .pyc, .rar, .tar, .tb2, .tgz, .zip This includes BCFs (they have a .7z extension) - still BAIN will detect those. Plugin files that are not in top level of the package/subpackage. It makes no sense to have those files in a subfolder, so those are skipped.The Plugin Filter Back to topThe 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.
The following CSV files are supplied with Wrye Bash and can be used when building your Bashed Patch. Default CSV Files CSV FileDescription Replace Form IDsP1DCandles_FormidsReplaces the Form IDs of various candles to reference equivalents supplied by P1D's Candles For Kleptos. TI to Cobl_FormidsReplaces ingredients added by Tamrielic Ingredients with equivalents added by Cobl. Import NamesGuard_NamesBased on Flak's Complete Names Project, this CSV file gives unique names to guards, legion soldiers, couriers and a few other NPCs and creatures with generic names. It covers both vanilla Oblivion and Oscuro's Oblivion Overhaul. OOO_Potion_NamesRenames the alcoholic beverages back to vanilla names for those that don't like OOO's method of renaming them. Random_NPC_Alternate_NamesDoes the same as Random NPC Names below, but using different names. Random_NPC_NamesGives unique names to generically named NPCs and renames some others from the following mods: Crowded Roads Revamped by Spotty42 Crowded Roads Revisited by Smooth Tamriel Travellers by Gratis_monsta Crowded Cities 15/30 by Gratis_monsta PT_RoamingNPCs by Gratis_monsta Rational_NamesRenames various items in the game to have more rational names. Based on Rational Names 2, minus the GMST settings for soulgem names, and expanded to cover the Shivering Isles, Oscuro's Oblivion Overhaul and a few more mods. Cobl ExhaustionAssorted_ExhaustDefines power exhaustion levels for greater powers from Oblivion, the Orrery DLC and Cobl. Kmacg94_ExhaustDefines power exhaustion levels for greater powers from Race Balancing Project, Oblivion WarCry, Oscuro's Oblivion Overhaul and several other mods. Morph FactionsBash_MFactUsed with Wrye Morph to provide faction morphing.Leveled Lists Back to topThe 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. The load order of plugins is still important to the result of the leveled list patcher. It decides what plugins' effects override others. Untagged plugins can only add new entries to leveled lists. If such a plugin adds an entry that already exists, it will be ignored. Furthermore, even if another plugin has already marked that entry as removed, it will not be re-added. Delev tagged plugins can remove entries from leveled lists. Any items present in such a plugin's masters but not in the plugin itself will be removed. Relev tagged plugins can relevel an existing entry (ie. change its levels and/or counts in the list), and can also override previous deletions of entries from leveled lists. However, it does not prevent a later-loading Delev tagged plugin from then removing an entry again. Delev and Relev tagged mods simply combines the effects of the Delev and Relev Bash Tags. In addition to the above, if the Remove Empty Sublists checkbox is ticked, the leveled list patcher will remove any empty sublists from leveled lists. These would otherwise cause the leveled list to select nothing if such a sublist was picked in-game. However, the patcher cannot distinguish between leveled lists that are empty by mistake and ones that get filled at runtime, so this option is only safe to enable if you know your load order does not contain any mods with 'leveled list injectors'.
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 topOverview Back to top Wrye Bash's Saves tab. The Saves tab allows you to manage many aspects related to your game's saves. Save files are 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 Colour Meaning Excellent. Exactly synced with the current load order. Good. Compatible with the current load order. However, the current load order includes some plugins that are not used by this save game. You can use Activate Masters to sync active plugins to this save. Good, but not in sync with the current active mods. You can use Activate Masters to sync active plugins to this save. Some plugins have changed order. The game and the TESCS/GECK/CK will adjust for this when loaded. However, if some of the plugins that you use made conflicting changes to the same item, a different plugin may now dominate because of the reordering. You can use Reorder Masters to sync load order to this save. A master is missing. You should check to make sure that you have not inadvertently renamed or removed the plugin. Color scheme for Save Game Masters (MI & Current LO) Back to top Checkbox ColourMeaning Good. Matches the Master Index of the save game at the time it was saved. Good, but the Master Index is not in sync with the Current load order. Some plugins have changed order. The plugin still exists in the Data folder but a plugin was added or removed before of after this plugin. A 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 topSave 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, selec