[RELz] Five Blind Mice v1.1 (Quest)

Post » Tue Feb 08, 2011 5:15 pm

I'm curious, would any of the "dirt" remain after you removed the mod? I played through the quest, and kept the mod in my load order until I realized how utterly it screwed up everything in the Shivering Isles, got rid of it and all was fine. So couldn't people theoretically, play it and then get rid of it without any problems?


The problem (for me) was that after the automatic cleaning there were still so many "wild" edits and it was very hard to determine which ones were intentional and which ones weren't.
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D LOpez
 
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Post » Tue Feb 08, 2011 2:15 pm

Well, then it becomes a matter of guessing which ones are intentional and which ones aren't. The safest way to deal with one you're not sure of is to change the formID so it starts with 01 instead of 00, that way it becomes owned by the mod, and tes4edit will offer to update any references to it the mod uses. While leaving the vanilla versions alone.
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Jonny
 
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Post » Tue Feb 08, 2011 9:39 am

I'm curious, would any of the "dirt" remain after you removed the mod? I played through the quest, and kept the mod in my load order until I realized how utterly it screwed up everything in the Shivering Isles, got rid of it and all was fine. So couldn't people theoretically, play it and then get rid of it without any problems?

I'm not an expert but you'd probably be fine to load this up, play it immediately, then uninstall it and your game should suffer no permanent ill effects. So I wouldn't let the problems stop you from playing this mod and then uninstalling it.

Hopefully, the author will clean this up though...but who knows.
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Julie Serebrekoff
 
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Post » Tue Feb 08, 2011 7:29 pm

I'm not an expert but you'd probably be fine to load this up, play it immediately, then uninstall it and your game should suffer no permanent ill effects. So I wouldn't let the problems stop you from playing this mod and then uninstalling it.

Hopefully, the author will clean this up though...but who knows.

This "mod" replaces every single Shivering Isles script with garbage. Several Shivering Isles scripts track variables. They're lost once you load this mod a single time in your load order. Even disabling the mod won't bring them back.

And that's only one potential issue.

Until this "mod" is fixed, I'd recommend to stay far away - or if you really have to play it, make an extra line of saves for it and don't continue it after finishing (and uninstalling) this "mod".
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..xX Vin Xx..
 
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Post » Tue Feb 08, 2011 6:22 pm

This "mod" replaces every single Shivering Isles script with garbage. Several Shivering Isles scripts track variables. They're lost once you load this mod a single time in your load order. Even disabling the mod won't bring them back.

And that's only one potential issue.

Until this "mod" is fixed, I'd recommend to stay far away - or if you really have to play it, make an extra line of saves for it and don't continue it after finishing (and uninstalling) this "mod".

so i recently just read this thread and removed the mod. But ive had it for a while so i dont want to have to go back to an old save since its so far back. Do you know exactly how much it may have screwed up the shivering isles for me?and will it only cause problems for the shivering isles?

Ive only gotten to the point were i kill the gatekeeper on my save and did the quest for Ushnar if that means anything.
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Katy Hogben
 
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Post » Tue Feb 08, 2011 10:37 pm

Do you know exactly how much it may have screwed up the shivering isles for me?and will it only cause problems for the shivering isles?

Simply put, I do not know, simply because after seeing the obvious problems I didn't investigate all others.

If you haven't been to Shivering Isles before uninstalling the mod, all should be fine in this regard. Though the mod also causes a lot of damage in Cyrodiil. I am not sure to what extend they stick - likely they're not permanent like the SI problems, but who knows?

Finding out when this mod doesn't cause damage is like finding out where to best store atomic waste in your house :shrug:.
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Janine Rose
 
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Post » Tue Feb 08, 2011 11:00 pm

The biggest worry would be WHEN things will go wrong. The game might run fine for a while then all sort of weird things might start to happen randomly. This is why I`m very cautious of Mods that seem unfinished or talk about little `problems.`
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Mimi BC
 
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Post » Tue Feb 08, 2011 7:16 pm

Simply put, I do not know, simply because after seeing the obvious problems I didn't investigate all others.

If you haven't been to Shivering Isles before uninstalling the mod, all should be fine in this regard. Though the mod also causes a lot of damage in Cyrodiil. I am not sure to what extend they stick - likely they're not permanent like the SI problems, but who knows?

Finding out when this mod doesn't cause damage is like finding out where to best store atomic waste in your house :shrug:.


I think you are overreacting just a little bit. I cleaned the mod to the best of my knowledge and have no problems in Cyrodiil. The problem of the mod are "just", IIRC, the script issues, some modified things. After that there might still be a few issues but no ruined save games. :)
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FLYBOYLEAK
 
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Post » Tue Feb 08, 2011 7:13 pm

I think you are overreacting just a little bit. I cleaned the mod to the best of my knowledge and have no problems in Cyrodiil. The problem of the mod are "just", IIRC, the script issues, some modified things. After that there might still be a few issues but no ruined save games. :)
The SI-replaced-with-garbage scripts will ruin save games already :rolleyes: .
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Holli Dillon
 
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Post » Tue Feb 08, 2011 10:09 pm

The SI-replaced-with-garbage scripts will ruin save games already :rolleyes: .


That is why the thing in your head is for. Cleaning a mod does also mean using your brain. And, yes, I removed those, of course.
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Cheryl Rice
 
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Post » Tue Feb 08, 2011 7:23 pm

That is why the thing in your head is for. Cleaning a mod does also mean using your brain. And, yes, I removed those, of course.

At one point though, you have to ask yourself if fixing a mod is really worth the hassle. Especially if, like in this case, the whole thing needs a lot more than cleaning. Cleaning refers to the removal of dirty records, not outright fixing tons of bugs like the messed up activators, the land dreugh, the doors, the faction, the messed up SI scripts, or one of the other bulk of issues.

If you want to do it, then yes, that's fine. Releases in such a state should never ever be promoted or excused though, because I am quite sure that a lot of non-modders (and merely mod users) lack the skills to fix these kinds of problems. It's by far not as simple as running a "Remove identical to master" and "Decompile all" once :rolleyes:.
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neen
 
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Post » Wed Feb 09, 2011 2:55 am

And as has been pointed out already, the damage to the SI scripts is fairly serious, if not fatal, to anyone who has spent any time in the Isles at all. With all the scripts wiped out (because they've effectively been decompiled) there's no quest tracking left in place. In fact, no quests there would work at all. And none of the stuff anyone had done would be counted properly anymore, and it can't be repaired. The save *WILL* be corrupted once this happens. All it takes is one load into the game, and blam, damage done if you save and then try to keep playing.

Cyrodiil doesn't take it on the chin as badly because the scripts themselves are still compiled, but they would wipe out any changes that any mods loaded prior to it had made, including the UOP, OOO, Frans, TIE, and some other quest mods. The "compile all" feature really is that dangerous. This is also why many activators have been damaged and no longer work, such as Ayleid gates. Busted scripts are like that.

Considering the level of damage that can be done, has anyone considered reporting it to Nexus and/or PES to protect the public?
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jasminε
 
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Post » Tue Feb 08, 2011 7:21 pm

And as has been pointed out already, the damage to the SI scripts is fairly serious, if not fatal, to anyone who has spent any time in the Isles at all. With all the scripts wiped out (because they've effectively been decompiled) there's no quest tracking left in place. In fact, no quests there would work at all. And none of the stuff anyone had done would be counted properly anymore, and it can't be repaired. The save *WILL* be corrupted once this happens. All it takes is one load into the game, and blam, damage done if you save and then try to keep playing.

Cyrodiil doesn't take it on the chin as badly because the scripts themselves are still compiled, but they would wipe out any changes that any mods loaded prior to it had made, including the UOP, OOO, Frans, TIE, and some other quest mods. The "compile all" feature really is that dangerous. This is also why many activators have been damaged and no longer work, such as Ayleid gates. Busted scripts are like that.

Considering the level of damage that can be done, has anyone considered reporting it to Nexus and/or PES to protect the public?
You sure? I removed FBM because I was tired of my Sheogorath spells not working, not being healed by the healer, no dancing, and the other perks being screwed up. After removing FBM everything seems to be working fine in SI. Luckily I don't really have anything else to do any SI right now anyhow.
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Timara White
 
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Post » Tue Feb 08, 2011 12:43 pm

Well, things like that are probably simple enough to not be affected. But any quest scripts with state variables that should have been set, those will be wiped out, since that's tracked in the scripts that go to them.
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jadie kell
 
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Post » Tue Feb 08, 2011 2:54 pm

And I was gonna jump on this mod til I saw a couple of things:

1. The "Update" to the known issues section.
2. The mod author no where in sight.
3. If I have to clean a mod to the point where it feels like I'm recreating it, forget that.

I dropped the mod a comment at nexus to warn people about it. The fact that it breaks SI is damaging enough all on its own.
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Craig Martin
 
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Post » Wed Feb 09, 2011 1:25 am

oh my, this mod is a bit of a disaster area! ;o

I might have a look at it in tes4edit (I hope you guys are lying about how bad it is! :))

edit: well here's to deleting lots and lots of crap from the .esp, time to see if the mod still works! :P
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Nick Jase Mason
 
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Post » Tue Feb 08, 2011 6:41 pm

Well I removed the mod, and the gate problems and switch problems vanished with it. It's a shame that the mod has so many errors, as it was fun to play and had some good moments. Hopefully they will get it right next time.
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Unstoppable Judge
 
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Post » Wed Feb 09, 2011 3:33 am

My goodness, I never thought a mod could do so much Damage D: I'm quite sad to hear this, as this mod looked like it really would have been alot of fun.

I also agree that this should be removed from TESnexus and PES soon.
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Rachel Hall
 
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Post » Wed Feb 09, 2011 2:30 am

Here are some words from fellow dev Azkon, who has prepared a response regarding these emergent issues with the mod.

Hello, It's Azkon, one of the Devs from the Five Blind Mice mod.

Our closed beta testing didn't reveal this sort of mess that was in the mod.
But then again, it was a CLOSED Beta.

Anyhow, as much as any of us would love to break open this mod and clean the hell out of it, the four of us are way too busy IRL since graduating college.

EDIT: Actually, all of these "Wild Edits" aren't wild at all. A lot of the objects used in our dungeon has their parameters modified to some degree. So as to not interfere with the original Oblivion game, these objects were duplicated. As you can see, there was alot of them. I am also personally guilty of this, since I must have duplicated more than 30 lights. Lighting was one of the important points in this project.

I'm sorry to say that updates on this Mod not be coming for an extended period of time, if ever.

For now, if you would like to experience FBM, I recommend backing up your saves and then dive into the Mod as is.
Afterwards, you can remove the mod and restore your old saves. I believe someone said that removing the mod also will remove the problems associated with it and backing up your saves will prevent any sort of save corruption problem.

I believe your saves are put in My Documents/My Games/Oblivion/Saves.

Again, I'm really sorry that we can't give active support for the Mod.

However, in the far future, there may be hope. Who knows.

For those who have been supportive of the Mod, Thank You.
For those who enjoyed the Mod, I'm glad you had fun.
For those who avoided the Mod, I can't blame you but I hope that if we ever release an updated version, you would check it out.

See you all!

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Spencey!
 
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Post » Tue Feb 08, 2011 2:59 pm

Good thing I found this thread to read about this mod - looked really good at face value...
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Marcin Tomkow
 
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Post » Tue Feb 08, 2011 5:30 pm

I thought Vorians made a fixed version within the last half year.

yeah he did but it is not discussed here for some reason - it is available on the main nexus page.

Another thread went into detail about it.
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Lucie H
 
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Post » Tue Feb 08, 2011 4:52 pm

Yeah here is the http://www.gamesas.com/index.php?/topic/1085819-dirty-mod-five-blind-mice-needs-patch/
And Anithinks ... you were the last one to post in that thread???
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Prohibited
 
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Post » Tue Feb 08, 2011 8:53 pm

Yeah here is the http://www.gamesas.com/index.php?/topic/1085819-dirty-mod-five-blind-mice-needs-patch/
And Anithinks ... you were the last one to post in that thread???

Damn, I totally missed that these are the same mods... :facepalm: Got it confused with another mod (Three something something) as I've been looking at adding more quest mods lately...but that was quite a Jekyll-Hyde moment! :slap:
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Markie Mark
 
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Post » Wed Feb 09, 2011 5:03 am

I saw the recent activity in the other thread, so figured you were on top of it.

If Vorians does his usual magic then this will be in my next playthrough. I actually thought he already did completely fix it.
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Danel
 
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Post » Tue Feb 08, 2011 3:49 pm

I cleaned it initially, but then waited about a month for any bug-reports (I announced this in the other thread). Nothing was reported, so I proceeded to PM Myith to ask about the missing dialogue text and the report of faulty scripts, then I waited until I forgot about it. The version I cleaned and Myith released for testing will not break the vanilla game in any way (the original version did, it contained a few accidental bad edits to vanilla scripts, containers, creatures etc.), but I couldn't promise that the content of the mod itself would work as intended, which is why it was released to all for testing.

I'm just finishing off something relating to Better Cities at the moment (when I'm not at work or sleeping), but once BC has had another release (and I've taken a couple of day's break from modding), I shall be returning to Five Blind Mice.
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Verity Hurding
 
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