Deactivating a mod turns the save red (Wrye Bash)

Post » Sat Jul 17, 2010 6:35 am

In short, I installed Fearsome Magicka for a brief time, but realized I wouldn't be visiting the Shivering Isles any time soon. So I deactivated the omod and deleted the various OBSE plugins. But since then, I've noticed that my playtime is almost cut in half, down to a little over an hour :( (Used to be 1.5-3 hours) Plus I had to go back to an earlier save, since somewhere along the line my bonuses from Race Balancing Project had been lost. The saves which had Fearsome Magicka installed are all red, but since I never actually used the mod, I figured it was ok.

Now several hours worth of progress and unique loot later, I'm wondering if I need to go all the way back to a save before FM, or if I'm simply hitting the memory cap sooner due to having a very mod-heavy game. Only 160-some active esps, but it's a full FCOM game (no reduced spawns, currently level 16), and a lot of graphic+script intensive other stuff. I even applied the 4gb patch, but so far it hasn't helped. The other possibility is a bug with Storms & Sounds. My game is exceptionally rainy, every Oblivion Gate weather produces rain, and sometimes it carries over into a city :obliviongate: Specs; 2.8ghz dual core overclocked to 3.4, 4gb ddr2-800, 512mb gpu with 256-bit gddr3, 7200rpm sata hdd. Any thoughts are appreciated here.

Spoiler
Masters for: Streamsave_8.ess00  Oblivion.esm01  Cybiades.esm  [Version 2.0]02  You Are Here.esm03  All Natural Base.esm  [Version 0.9.9.5]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  MD_Saddle_Master.esm07  Cobl Main.esm  [Version 1.72]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  VASE - core.esm0B  Enhanced Daedric Invasion.esm0C  TamrielTravellers.esm  [Version 1.39c]0D  FCOM_Convergence.esm  [Version 0.9.9MB3]0E  Kvatch Rebuilt.esm0F  HorseCombatMaster.esm10  Unofficial Oblivion Patch.esp  [Version 3.2.10]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Atmospheric Loading Screens - 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Veronica Martinez
 
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Post » Sat Jul 17, 2010 9:29 am

In the past, I've had Oblivion crash at the loading screen when I had deactivated a mod, but it happens for a few mods only (deactivating some mods doesn't cause any problems).

What I do to make sure this doesn't cause a problem is to click on the save, and on the right side, look at all the active mods. The mods that you deactivated should have no check mark against them, and also should have a red box. I right-click on these mods, choose Disable, and press the Save button below the list.

That should take care of things, I guess. But as always, best ask this in the Wrye bash thread and see what the gurus there say.
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claire ley
 
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Post » Fri Jul 16, 2010 8:51 pm

The red just means that it is is not the same load order and that things are missing - a new save should turn the save back to purple.

You did rebash your patch with every change of load order - right?

Maybe this is related to what PetrusOctavianus is trying to track down?
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Ria dell
 
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Post » Sat Jul 17, 2010 11:55 am

The red just means that it is is not the same load order and that things are missing - a new save should turn the save back to purple.

You did rebash your patch with every change of load order - right?

Maybe this is related to what PetrusOctavianus is trying to track down?


Doesn't sound like it.
The solution may me to clean save and use som kind of Stat Restore mod or spell.
It may also be that FM was not properly uninstalled.
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Del Arte
 
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Post » Sat Jul 17, 2010 6:14 am

In the past, I've had Oblivion crash at the loading screen when I had deactivated a mod, but it happens for a few mods only (deactivating some mods doesn't cause any problems).

I've had that problem a few times too. Maybe we should compare notes, see if it's the mods or something else?

What I do to make sure this doesn't cause a problem is to click on the save, and on the right side, look at all the active mods. The mods that you deactivated should have no check mark against them, and also should have a red box. I right-click on these mods, choose Disable, and press the Save button below the list.

I'll have to try that next time it happens. I just had a mod do this a couple days ago, and I had to clean a bunch of crap out of my ini file (I don't know where it came from) before the game would load properly.

The red just means that it is is not the same load order and that things are missing - a new save should turn the save back to purple.

That's green. Red means you're missing a master - you shouldn't be able to play at all with red saves.

Maybe this is related to what PetrusOctavianus is trying to track down?

What's that?
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Khamaji Taylor
 
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Post » Sat Jul 17, 2010 6:24 am

That's green. Red means you're missing a master - you shouldn't be able to play at all with red saves.

Saves do turn red when you uninstall a mod that's normal. All it means is that there is a mod missing from the load order that was there when it was last saved, a clean save turns it back to purple.
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James Rhead
 
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Post » Fri Jul 16, 2010 9:16 pm

The saves which had Fearsome Magicka installed are all red



Are they really red and not just orange?
Oranger just mean a mod used in the save game is missing, but if it's really red then I'm not sure.
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Sheila Reyes
 
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Post » Sat Jul 17, 2010 5:26 am

I should clarify. Returning to a slightly older save removed any stat/bonus problems. I did rebuild my Patch, FM was installed via omod (thus uninstalled as well), and the saves in question were most definitely red, not orange. What I'm hearing is that 1 hour of playtime is a bit short, even for a game with this many mods. I'm going back to the save before I had FM installed to see how long I can go. Also deactivated Storms&Sounds, leaving it imported with C.Owner, though that hasn't seemed to fix the odd weather patterns I've been experiencing :brokencomputer: Lastly, Red doesn't neccessarily mean a missing master. For example, I upgraded from http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=1037 to http://www.tesnexus.com/downloads/file.php?id=7341, and this caused my saves to turn Red, despite being only 1 esp file.
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Bloomer
 
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Post » Fri Jul 16, 2010 11:06 pm

You guys are mixing up the color scheme on saves with esp. Red in the saves tab just means a missing esp for that save.

As much as I change mods most of my saves are red. Heck just taking out one esp can turn all previous saves red. Orange in the saves tab means esp have changed order.

Neither should be game breaking and resaving will make the next save purple again.

Those colors on the mods tab - well that is a different story.
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Nicholas C
 
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Post » Sat Jul 17, 2010 4:51 am

You guys are mixing up the color scheme on saves with esp. Red in the saves tab just means a missing esp for that save.

As much as I change mods most of my saves are red. Heck just taking out one esp can turn all previous saves red. Orange in the saves tab means esp have changed order.

Neither should be game breaking and resaving will make the next save purple again.

Those colors on the mods tab - well that is a different story.

This
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Daniel Holgate
 
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Post » Sat Jul 17, 2010 7:35 am

I'm just going by what it says in the readme:

? Checkbox colors indicate the "health" of the mod file's master files.

? Purple: Good. Exactly synced with currently selected mods.

? Blue: Good. Compatible with currently selected mods. However, current mod set includes some mods that are not used by this save game.

? Green: Good, but not in sync with currently selected mods. Use Load Masters to sync load list to this save.

? Orange: Some mods have changed order. Oblivion and TESCS will adjust for this when you load. However, if some of the mods that you depend made conflicting changes to the same item, a different mod may now dominate because of the reordering.

? Red: A master is missing. You should check to make sure that you have not inadvertently renamed or removed the mod.


If that information is incorrect, then someone needs to inform PacificMorrowind.
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Kevin Jay
 
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Post » Sat Jul 17, 2010 12:31 am

A save does turn red when a mod is removed but you can still play it and doing a clean save will turn it purple again. If you need further proof just add .bak to the end of an esp and check your saves they will be red if it is not an overhaul or something major you can open the save without issue and saving over it will turn it back to purple. It turns red because any esp loaded when the save was made is a master for that save and removing it means it's missing a master causing it to turn red.
That's green. Red means you're missing a master - you shouldn't be able to play at all with red saves.

Green means you've added a new mod to the list that wasn't present when the save was made and using load masters sync the save up with the updated list.....
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Andrea P
 
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Post » Sat Jul 17, 2010 1:52 am

I'm just going by what it says in the readme:

? Checkbox colors indicate the "health" of the mod file's master files.

If that information is incorrect, then someone needs to inform PacificMorrowind.

That right there tells you that you're reading the color coding for esp/esm (mods) not save game files. Try reading the section on the save game tab.

[edit] ahh well why not just copy paste too:

? Purple: Good. Exactly synced with currently selected mods.

? Blue: Good. Compatible with currently selected mods. However, current mod set includes some mods that are not used by this save game.

? Green: Good, but not in sync with currently selected mods. Use Load Masters to sync load list to this save.

? Orange: Some mods have changed order. Oblivion and TESCS will adjust for this when you load. However, if some of the mods that you depend made conflicting changes to the same item, a different mod may now dominate because of the reordering.

? Red: A master is missing. You should check to make sure that you have not inadvertently renamed or removed the mod.
The save game file is like another esp - it is a record of the game world/events and has all active esm/esp as masters, so yes it will turn red to indicate a missing master.

I've playtested 100s of mods - most of my saves are red - not saying that a missing mod can never harm a save game file, but it is rare.

Maybe mods that use PlaceAtMe or set things in the save game file that need to be read from the esp. But since the ess file format is not as understood as the esp a lot of of this is just guessing.
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Peter P Canning
 
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Post » Sat Jul 17, 2010 4:53 am

I think what is confusing is that when you look at the mod load order in Wrye Bash, bright red means they have the same date and time, while orange means missing master(s).
The colour scheme for the save files is different. Maybe I'm a bit colour blind, but to me save games with missing masters look pink.
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BaNK.RoLL
 
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Post » Sat Jul 17, 2010 11:07 am

The box looks pink the checkmark looks red.

I think this whole thread has been an exercise and not reading the OP.

Mod colors in wrye bash were never asked about. Save game files were.
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Guy Pearce
 
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Post » Sat Jul 17, 2010 1:48 pm

Nope pretty sure red means missing masters for esps as well as saves because when I delete something that was a master for the bashed patct it turns red and if I update an esp it turns orange because the load order changed (the updated esp automatically gets put at the bottom in WB thus the changed order)

Edit:I have to agree with psymon it's turned into a WB discussion rather than solving the OPs problem.

You could just do a clean save without RBP with no adverse affects AFAIK and then just reactivate it. As for the rainy weather that was an issue with AN before the fix pack so if you haven't gotten that then get it or if you have try deactivating then doing a clean save and then reactivating but it is normal to get rain+oblivion sky near oblivion gates that is meant to happen with AN.
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Richard Dixon
 
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Post » Fri Jul 16, 2010 9:50 pm

With the same date the whole line of both mods turn bright red.

Clean saves usually fix all - except if you are a unique character race - well then probably not a good idea for RBP. But FM should be as easy as uninstall and rebash.
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Setal Vara
 
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Post » Sat Jul 17, 2010 6:27 am

Woops Psymons post reminded me that if you are using a unique race from RBP use 'showracemenu' to change your race to a vanilla one first before removing it, otherwise you will have problems.
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Jordyn Youngman
 
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Post » Sat Jul 17, 2010 7:53 am

That right there tells you that you're reading the color coding for esp/esm (mods) not save game files. Try reading the section on the save game tab.

I was:

Saves List
? Checkbox Colors

? Checkbox colors indicate the "health" of the mod file's master files.

It's under the section marked "Saves Tab" with a nice screenshot of a whole bunch of saves on said tab.

IME, if the SAVE is read, the game will get partway through the first loading screen and crash. This has happened to me every time (it usually results from disabling a mod that had data in the bash patch and not rebuilding the patch first).

It appears that Immortal's problem is something different, though, and it's been resolved, so we're all good. :)
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Undisclosed Desires
 
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