Bash Patch Crashes on Boot?

Post » Wed Oct 13, 2010 11:44 am

Here's my list:


Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  Better Cities Resources.esm06  Unofficial Oblivion Patch.esp  [Version 3.2.10]07  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]08  Oblivion Citadel Door Fix.esp09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  Better Cities .esp0C  Enhanced Water v2.0 HD.esp0D  MIS.esp0E  MIS New Sounds Optional Part.esp0F  WindowLightingSystem.esp10  AliveWaters.esp11  AliveWaters - Koi Addon.esp12  AliveWaters - Slaughterfish Addon.esp13  Book Jackets Oblivion.esp14  ImprovedSigns.esp15  RAEVWD Cities.esp  [Version 1.8]16  RAEVWD New Sheoth.esp  [Version 1.7]17  RAEVWD Imperial City.esp  [Version 1.8]18  Map Marker Overhaul.esp  [Version 3.6]19  Map Marker Overhaul - SI additions.esp  [Version 3.5]1A  DLCHorseArmor.esp1B  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1C  DLCOrrery.esp1D  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1E  DLCVileLair.esp1F  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]20  DLCMehrunesRazor.esp21  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]22  DLCSpellTomes.esp23  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]24  EVE_StockEquipmentReplacer.esp25  Alluring Potion Bottles v3.esp26  Alluring Wine Bottles.esp27  DLCThievesDen.esp28  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]29  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2A  Francesco's Optional Vendor Tweaks.esp2B  Francesco's Optional Files 1.esp2C  Francesco's Optional Files 2.esp2D  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]31  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Durability & Damage.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]38  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]40  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]41  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]42  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]43  Mart's Monster Mod - Friendlier Factions MMM+Fran.esp  [Version 3.7b3p3]44  Scribe Supplies.esp45  VaultsofCyrodiilBC.esp46  DLCFrostcrag.esp47  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]48  Knights.esp49  Knights - Unofficial Patch.esp  [Version 1.0.9]4A  EVE_KnightsoftheNine.esp4B  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]4C  xuldarkforest.esp  [Version 1.0.5]4D  xulStendarrValley.esp  [Version 1.2.2]4E  xulTheHeath.esp4F  XulEntiusGorge.esp50  xulFallenleafEverglade.esp  [Version 1.3.1]51  xulColovianHighlands_EV.esp  [Version 1.2.1]52  xulChorrolHinterland.esp  [Version 1.2.2]53  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]54  xulBravilBarrowfields.esp  [Version 1.3.2]55  xulLushWoodlands.esp  [Version 1.3]56  xulAncientYews.esp  [Version 1.4.3]57  xulAncientRedwoods.esp  [Version 1.6]58  xulCloudtopMountains.esp  [Version 1.0.3]59  xulArriusCreek.esp  [Version 1.1.3]5A  xulPatch_AY_AC.esp  [Version 1.1]5B  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]5C  xulPantherRiver.esp5D  xulRiverEthe.esp  [Version 1.0.2]5E  xulBrenaRiverRavine.esp  [Version 1.0.2]5F  xulImperialIsle.esp  [Version 1.6.5]60  xulBlackwoodForest.esp  [Version 1.0.4]61  xulCheydinhalFalls.esp  [Version 1.0.1]62  xulAspenWood.esp  [Version 1.0.2]63  xulSkingradOutskirts.esp64  xulSnowdale.esp  [Version 1.0]65  EVE_ShiveringIslesEasterEggs.esp66  P1DkeyChain.esp  [Version 5.00]67  Toggleable Quantity Prompt.esp  [Version 3.1.1]68  Quest Award Leveller.esp  [Version 2.0.1]69  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]6A  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]6B  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]6C  Alternative Start by Robert Evrae.esp6D  MidasSpells.esp6E  RealisticLeveling.esp6F  EVE_KhajiitFix.esp70  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]71  Better Cities Full.esp72  Better Cities - VWD of the IC.esp73  Better Imperial City.esp74  Better Cities - No LEYAWIIN Flooding.esp75  Francesco's 21 days respawn time.esp76  Streamline 3.1.esp


Everything seems to work fine, except when I try to include a bashed patch. How would I go about diagnosing the conflict? Or what might it be? Wouldn't normally mind (I guess I could operate without one), but I'd like to install the "All Natural" mod and it requires a bashed patch.

When I select "Rebuild Patch", should everything be selected (Import Names... SEWorld Tests)?

Also -- looking over that list -- any mods I should remove that have known conflicts or outdated? Here's a better formatted list I posted a couple weeks ago...

http://www.gamesas.com/index.php?/topic/1114807-my-mod-list-50-mods/

Thanks!
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Nina Mccormick
 
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Post » Thu Oct 14, 2010 12:15 am

Are you using version 287? If not - upgrade.
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Trey Johnson
 
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Post » Wed Oct 13, 2010 10:14 am

Are you deactivating anything after the patch is built? There should be esm files for which the Wrye Bash icon is a green square with a black circle in the middle. Don't deactivate those. If your bashed patch shows up as pink, you're missing a master.
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Kahli St Dennis
 
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Post » Wed Oct 13, 2010 11:32 pm

I'm all set on version 287...

Looks like there is a missing master: "P1DcandlesForKleptos.esp"? That doesn't sound like one of the mods on my list... is it a dependency for something else? Anyone know what might be relying on that?

I'll go ahead and build it again to check what the output is.

I do get this message when I try to build it:

Spoiler
The following mods are mergeable. While it is not important to Wrye Bash functionality or the end contents of the bashed patch, it is suggest that they be deactivated and merged into the patch; this (helps) avoid the  Oblivion maximum esp/m limit.*DLCSpellTomes - Unofficial Patch.esp* Francesco's Optional Vendor Tweaks.esp* Mart's Monster Mod - Shivering Isles.esp* Mart's Monster Mod - Diverse Imperial Armor.esp* Mart's Monster Mod - Looting NPCs & Creatures.esp* Mart's Monster Mod - Less Reavers.esp* Mart's Monster Mod - Safer Roads.esp* Mart's Monster Mod - No Undead Rise.esp* Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp* Mart's Monster Mod - More Passive Wildlife.esp* Mart's Monster Mod - Slof Horses Complete.esp* Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp* Mart's Monster Mod - Friendlier Factions MMM+Fran.esp* Mart's Monster Mod - Knights.esp* Quest Award Leveller - Mehrunes Razor.esp* EVE_KhajiitFix.esp* Mart's Monster Mod - Resized Races.espThe following mods are tagged 'NoMerge'. These should be deactivated before building the patch and imported according to tag(s), and preferences.*EVE_StockEquipmentReplacer.esp* EVE_KnightsoftheNine.espAutomatically deactivate those mods now?

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jessica breen
 
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Post » Wed Oct 13, 2010 9:26 am

When rebuilding your bashed patch, go through every option and select each of the ones that you want to import. If you're using FCOM, I think some of the MMM esps are incompatible. In either case I strongly recommend you download BOSS, install it, and open Wrye Bash. There will be an icon on the bottom that allows you to run BOSS from within Wrye Bash. Run BOSS and let it generate tags. Then rebuild your patch.

As far as the missing master, if it's listed as a master then it's a master. When I was installing mods I had a couple missing masters and starting up the game without them would instantly crash to desktop. I had to hunt down the missing esp/esm files and install them, which is what I suggest you do. Find your missing esp on TESNexus or google, put into your data folder, and then do the steps above.
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Farrah Barry
 
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Post » Wed Oct 13, 2010 9:37 pm

As far as the missing master, if it's listed as a master then it's a master. When I was installing mods I had a couple missing masters and starting up the game without them would instantly crash to desktop. I had to hunt down the missing esp/esm files and install them, which is what I suggest you do. Find your missing esp on TESNexus or google, put into your data folder, and then do the steps above.


Hey -- you're right! I downloaded the missing master and it boots properly now... guess there was some missing dependency. Surprising (don't feel like I downloaded any unknown / unpopular mods...) Thanks for the help...

Anyone else who's still looking at this thread -- any suggestions on the mod list above? Any you'd remove or add?
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Tiffany Carter
 
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Post » Wed Oct 13, 2010 10:02 pm

P1DcandlesForKleptos.esp
There is a tweak in the bashed patch for this isn't there? If you think it wasn't in your mod list to start with maybe you ticked it when you were building your bashed patch, don't know if it would give you a missing master though just a thought.
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Channing
 
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Post » Wed Oct 13, 2010 2:21 pm

Looks like I was too quick to the draw... it boots now, but it crashes after starting a new game (escape out of the king movie, then 0.5 sec of boat noises, then CTD).

Hmmm... I'm not sure where to begin for this. It's something in the Bashed Patch. Do I need to remove items from the bashed patch one at a time and recompile? This could take a LONG time...

Argh.

Any suggestions of obvious conflicts or potentials things I should avoid including in the bashed patch?
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Sunny Under
 
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Post » Wed Oct 13, 2010 10:33 am

P1DcandlesForKleptos.esp

There is a tweak in the bashed patch for this isn't there? If you think it wasn't in your mod list to start with maybe you ticked it when you were building your bashed patch, don't know if it would give you a missing master though just a thought.

Correct it is in "Replace Form IDs", this Bash option should in general not be used.

So uncheck that option.
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Juan Cerda
 
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