[Relz] Item Interchange - Thread #4

Post » Tue Mar 22, 2011 7:28 pm

No Good :( Still crashing.

what kind of CTD? (on load, when accessing inventories etc.?)
Pacific Morrowind
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K J S
 
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Post » Tue Mar 22, 2011 5:17 pm

The ReadMe says (my bold):
Item interchange - Placement for Frostcrag.esp - A mod-specific plugin that makes changes to the original Frostcrag only. You should still install the regular or FCOM placement plugin described above. Do not install this plugin if you do not use any Frostcrag overhaul.

I use only the original DLCFrostcrag.esp. On the above I wouldn't install Item interchange - Placement for Frostcrag.esp.

However wondering why there was a Frostcrag esp without a mod name attached, I looked at the OBMM install script, which, assuming I'm reading it correctly, installs Item interchange - Placement for Frostcrag.esp for the original DLC.

What gives?
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Brian LeHury
 
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Post » Tue Mar 22, 2011 1:22 pm

The ReadMe says (my bold):

I use only the original DLCFrostcrag.esp. On the above I wouldn't install Item interchange - Placement for Frostcrag.esp.

However wondering why there was a Frostcrag esp without a mod name attached, I looked at the OBMM install script, which, assuming I'm reading it correctly, installs Item interchange - Placement for Frostcrag.esp for the original DLC.

What gives?

that would be a typo... (98% sure), probably from copy and pasting from the placement for one of the FC overhauls and one of the "not"s didn't get removed.
Pacific Morrowind
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Harry Hearing
 
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Post » Tue Mar 22, 2011 5:07 am

Thanks.
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Emily abigail Villarreal
 
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Post » Tue Mar 22, 2011 2:56 pm

what kind of CTD? (on load, when accessing inventories etc.?)
Pacific Morrowind
OnLoad
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Mrs Pooh
 
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Post » Tue Mar 22, 2011 6:54 am

OnLoad

then it would almost certainly be that the patch is adding some mod you have in your data files that is supported by II into it's list of masters but that mod isn't active... check the patch for non-active mods that need to be active, and activate them... didn't explain that well now did I :( hope it is clear enough though)
Pacific Morrowind
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Rob
 
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Post » Tue Mar 22, 2011 7:59 pm

Hi,

Sorry, I took a week's break from modding and Oblivion as I really needed it.

Shademe: Did you manage to find/fix your problem? I'm on the ball again and am happy to help you troubleshoot you through things. :)

DerekBaker: Yep, that's a copy-paste error, I'll get that fixed in the next version. Holy Mother of ***! Someone who reads readmes? Kudos to you!

PacificMorrowind: Thanks for the assistance while I was taking my modding-break.

Vac
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Nick Swan
 
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Post » Tue Mar 22, 2011 6:21 pm

Shademe: Did you manage to find/fix your problem? I'm on the ball again and am happy to help you troubleshoot you through things. :)
Nope. Had a look at the placement plugin as PacificMorrowind suggested - Couldn't find anything of consequence. However, the masters of II - Placement are incorrectly loaded in my LO: Can that be a problem ? I use BOSS to do the sorting, and I'm pretty sure it has been that way even before the crashes started. The funny thing is that this issue crept up when I was upgrading Cobl to 1.71 - Apparently, II 0.76 was working perfectly with Cobl 1.67 all along.

See what happens when you leave without a notice ! :P
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Benji
 
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Post » Tue Mar 22, 2011 7:42 am

Nope. Had a look at the placement plugin as PacificMorrowind suggested - Couldn't find anything of consequence. However, the masters of II - Placement are incorrectly loaded in my LO: Can that be a problem ? I use BOSS to do the sorting, and I'm pretty sure it has been that way even before the crashes started. The funny thing is that this issue crept up when I was upgrading Cobl to 1.71 - Apparently, II 0.76 was working perfectly with Cobl 1.67 all along.

See what happens when you leave without a notice ! :P

There should be no issue of the load order of the placement plugin masters being different to your load order for two reasons, firstly there's no "relative patching" going on, i.e. patching of masters with content from other masters, pretty much everything is patched relative to Cobl, the meta-library scaffolding. Secondly, the placement plugin isn't actually getting loaded, the relevant records are bashed into the bashed patch which... will have the masters in the right order.

Sorry if I'm missing something, but this is a crash when trying to load the game? Just like a missing masters crash? Do you have any II masters in the data folder that are deactivated (or ghosted)? I.e. you've got something like TOTF installed, but you've got it deactivated until your character is a higher level. You are remembering to rebuild your Bashed patch frequently (I wouldn't expect you to be making this mistake, but...)? And finally, do you have the Bashed Patch Content checker activated? If so, does it throw out any errors that appear related to II? A surefire thing would be errors concerning any lists named cobviXXXXXX. If in doubt just copy the whole thing (if there *is* anything) and paste it in codeboxes, I can probably find any useful info I need from it. Probably.

I'm not sure how well 0.76 would have been working with Cobl 1.67, or if you might have "lost" some of the newer data by lacking the scaffold. I've never really looked at how injected records work.

Sorry I wasn't around to help you out sooner, my mods recieve so little public attention I didn't think anyone would really notice if I left for a week! Bad timing on my part, I guess. :facepalm:

Vac
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mollypop
 
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Post » Tue Mar 22, 2011 6:44 pm

Sorry if I'm missing something, but this is a crash when trying to load the game? Just like a missing masters crash? Do you have any II masters in the data folder that are deactivated (or ghosted)? I.e. you've got something like TOTF installed, but you've got it deactivated until your character is a higher level. You are remembering to rebuild your Bashed patch frequently (I wouldn't expect you to be making this mistake, but...)? And finally, do you have the Bashed Patch Content checker activated? If so, does it throw out any errors that appear related to II? A surefire thing would be errors concerning any lists named cobviXXXXXX. If in doubt just copy the whole thing (if there *is* anything) and paste it in codeboxes, I can probably find any useful info I need from it. Probably.
I should have been less ambiguous; It was a CTD similar to a missing master's. The only deactivated master I've got is ClocksOfCyrodill - I use the Better cities version (been this way before the crashes started). I hardly rebuild the bashed patch (did I say something that alluded otherwise ?) The only time I do is when I install any new mods that could use the patch (been awhile at that too). Content Checker isn't activated currently. II crashes even when it is. Here's the Patch's readme with CC active and II - Placement.esp merged : http://tr.im/x21J (the codebox wasn't working)


Sorry I wasn't around to help you out sooner, my mods recieve so little public attention I didn't think anyone would really notice if I left for a week! Bad timing on my part, I guess. :facepalm:

Vac
Hardly an issue. A cosmic coincidence - A fellow who doesn't play the game updated one of his mods when the author of "one of his" took a break. Of all the gin joints in the world, eh .. :)
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Annick Charron
 
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Post » Tue Mar 22, 2011 7:21 am

I should have been less ambiguous; It was a CTD similar to a missing master's. The only deactivated master I've got is ClocksOfCyrodill - I use the Better cities version (been this way before the crashes started). I hardly rebuild the bashed patch (did I say something that alluded otherwise ?) The only time I do is when I install any new mods that could use the patch (been awhile at that too). Content Checker isn't activated currently. II crashes even when it is. Here's the Patch's readme with CC active and II - Placement.esp merged : http://tr.im/x21J (the codebox wasn't working)

I presume you realise that your Bashed patch is dependant on 57 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp? If you're using that bashed patch with CoC deactivated then that's your missing master and subsequent CTDs right there.

Hmm, nothing much showing up in that contents checker, but the fact you have *anything* showing up is vaguely concerning... I'd kinda recommend taking a note of which lists are being affected, rebuilding the bashed patch without the contents checker active and see what Bash is trying to put into those lists. If it's trying to put cell records (for example) into a leveled list then it won't be good and I'd like to be sure that it isn't being caused by II.

Also, taking it to the next level, could you strip off the mods that aren't part of II from your load order/bashed patch, check if it loads and then upload that bashed patch for me to look at? The bashed patch needs to be free of non-II dependencies as I'm not going to start hunting down mods I don't have to be able to look at it in TES4View. If I can see what's in your bashed patch I can get a much clearer view of why you might be getting CTDs.

Vac
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chinadoll
 
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Post » Tue Mar 22, 2011 8:47 pm

Quick question: Should we be using MMM-COBL and OOO1.32-COBL when using FCOM, COBL, and Item Iterchange?

2nd quick question: I use a merged file with most of the Unique Landscapes (I know, I know, I'm not supposed to but I can't afford 20 mod slots). Does II rely on the actual files being in the load order or will it integrate with my merged UL file?
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Emmanuel Morales
 
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Post » Tue Mar 22, 2011 2:48 pm

Quick question: Should we be using MMM-COBL and OOO1.32-COBL when using FCOM, COBL, and Item Iterchange?

2nd quick question: I use a merged file with most of the Unique Landscapes (I know, I know, I'm not supposed to but I can't afford 20 mod slots). Does II rely on the actual files being in the load order or will it integrate with my merged UL file?

Err, let's see if I remember this right.
Don't use MMM-Cobl, as it's basically a stripped down version of II (I.e. II does everything there and lots more), *do* use OOO-Cobl, as it does some other stuff that has nothing to do with II (and II purposely does not cover anything done by this patch to ensure they'll work together without problems) and no, if you have your ULs merged then at best II won't do anything with them and at worst it could cause problems if you're retaining the original esp name(s) and it's one of the II masters. The contents checker feature of Bash will prevent any nasty problems from making it into your game in this case.

Vac
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Noraima Vega
 
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Post » Tue Mar 22, 2011 8:06 pm

Quick question: Should we be using MMM-COBL and OOO1.32-COBL when using FCOM, COBL, and Item Iterchange?



Don't use MMM-Cobl, as it's basically a stripped down version of II (I.e. II does everything there and lots more),


MMM-COBL switches MMM stuff to COBL stuff..and touches only a few creatures. I guess we could request this be taking out for Compatiblity Reason with II? in MMM-COBL.

It is not the same has COBL Tweaks which you do not use with fcom since you will use FCOM_Cobl instead.

and use II to get to all the other npc and creatures that fcom_Cobl does not touch.

Unless I am mistaking once again..
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james tait
 
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Post » Tue Mar 22, 2011 9:06 am

MMM-COBL switches MMM stuff to COBL stuff..

It is not the same has COBL Tweaks which you do not use with fcom since you will use FCOM_Cobl instead.

and then use II to get to all the other npc and creatures that fcom_Cobl does not touch.

Oh, right, missed that FCOM-bit. :facepalm:
Yep, just as he says!

Vac
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Marion Geneste
 
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Post » Tue Mar 22, 2011 12:31 pm

I presume you realise that your Bashed patch is dependant on 57 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp? If you're using that bashed patch with CoC deactivated then that's your missing master and subsequent CTDs right there.
Well, I do have ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp activated. ClocksOfCyrodill.esp ( the original plugin ) is the one I have deactivated, and that never gave me issues until now.

Hmm, nothing much showing up in that contents checker, but the fact you have *anything* showing up is vaguely concerning... I'd kinda recommend taking a note of which lists are being affected, rebuilding the bashed patch without the contents checker active and see what Bash is trying to put into those lists. If it's trying to put cell records (for example) into a leveled list then it won't be good and I'd like to be sure that it isn't being caused by II.
The only instances of the first LL in the readMe is under the Leveled Items Merge section. I couldn't find cobEatVeggies anywhere.

Also, taking it to the next level, could you strip off the mods that aren't part of II from your load order/bashed patch, check if it loads and then upload that bashed patch for me to look at? The bashed patch needs to be free of non-II dependencies as I'm not going to start hunting down mods I don't have to be able to look at it in TES4View. If I can see what's in your bashed patch I can get a much clearer view of why you might be getting CTDs.
Will do asap.
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Charlie Ramsden
 
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Post » Tue Mar 22, 2011 7:26 pm

Well, I do have ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp activated. ClocksOfCyrodill.esp ( the original plugin ) is the one I have deactivated, and that never gave me issues until now.
OK, gotcha.
The only instances of the first LL in the readMe is under the Leveled Items Merge section. I couldn't find cobEatVeggies anywhere.

That list comes in Cobl and is populated by Cobl Filter Late MERGE ONLY.esp and it's using a similar methodology to II.

Weird stuff though. Are you sure that Bashed Patch isn't missing a master?

Vac
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OJY
 
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Post » Tue Mar 22, 2011 10:32 am

Weird stuff though. Are you sure that Bashed Patch isn't missing a master?
Quite. It isn't, as far as I can make out from the master list and the plugin field's color.
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louise fortin
 
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Post » Tue Mar 22, 2011 8:16 am

Well, as I said, try stripping out the non-II-related masters and see if it will load. If it still won't load then send it to me and I'll take a look.

To do it fast, copy your bashed patch to a different filename ("Bashed patch, gah.esp" for example). Then in Wrye Bash, deactivate Oblivion.esm (this will deactivate your entire load order except for a few oddballs). Then *activate* both the II extraction and placement plugins, this will selectively activate only those plugins II uses. Then deactivate the II plugins again. After that rebuild your new bashed patch with only the relevant II-related stuff checked (definitely don't import or merge anything from anywhere else). See if this much-reduced load order loads. If it doesn't, send the bashed patch to me.

That process should take a few minutes only.

Vac
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Agnieszka Bak
 
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Post » Tue Mar 22, 2011 10:00 am

It does. Here it is anyway - http://thechaosfactory.googlepages.com/BashedPatch0.esp. What's the verdict ?
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Sarah Edmunds
 
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Post » Tue Mar 22, 2011 9:20 pm

It does. Here it is anyway - http://thechaosfactory.googlepages.com/BashedPatch0.esp. What's the verdict ?

Well, I had a quick gander through and saw nothing weird or out of place, but then as the game loads ok that doesn't seem too surprising. My best suggestion is to activate/merge a few mods at a time from that base group and see at what point the CTD at startup returns. Thing is, your bashed patch has *everything* II will do for you, so if that loads then II doesn't seem to be causing your crashes. There's something else somewhere, I guess.

Vac
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Julie Serebrekoff
 
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Post » Tue Mar 22, 2011 11:08 pm

Well, I had a quick gander through and saw nothing weird or out of place, but then as the game loads ok that doesn't seem too surprising. My best suggestion is to activate/merge a few mods at a time from that base group and see at what point the CTD at startup returns. Thing is, your bashed patch has *everything* II will do for you, so if that loads then II doesn't seem to be causing your crashes. There's something else somewhere, I guess.
I'll look into it. Thanks for all the help :thumbsup:
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Veronica Martinez
 
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Post » Tue Mar 22, 2011 9:08 pm

Hello, I was just wondering, is this mod still gonna get updated some time soon? I don't want to put pressure on anybody, I was just wondering when the new update will come.
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barbara belmonte
 
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Post » Tue Mar 22, 2011 12:43 pm

Hello, I was just wondering, is this mod still gonna get updated some time soon? I don't want to put pressure on anybody, I was just wondering when the new update will come.

Well, the only person who *could* be pressured is me, as it's my mod. I am sure it'll get updated, but I've been working my guts out making new will o'the wisp type creatures which has been anything *but* a simple project, considering I couldn't even make my own textures at the point I started doing it. It's progressing http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiwCore1.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/slicendice.jpg and I expect to get back to II once I'm done with it. I tend to be quite single-tracked on projects, and as II has no problems or issues to speak of it seemed reasonable to leave it on hold while I worked on other projects.

Basically that list of targets http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1012020&view=findpost&p=14637257 is still relevant, as is the invitation for people to suggest targets. Indeed, as I haven't played much in about a year and a half it's probably more important than ever that people make the effort and ask for mods to get supported as I haven't much clue what's been released recently that fit the criteria.

Vac
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Imy Davies
 
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Post » Tue Mar 22, 2011 8:18 pm

Well, the only person who *could* be pressured is me, as it's my mod. I am sure it'll get updated, but I've been working my guts out making new will o'the wisp type creatures which has been anything *but* a simple project, considering I couldn't even make my own textures at the point I started doing it. It's progressing http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/VafurlogiwCore1.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/slicendice.jpg and I expect to get back to II once I'm done with it. I tend to be quite single-tracked on projects, and as II has no problems or issues to speak of it seemed reasonable to leave it on hold while I worked on other projects.

Basically that list of targets http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1012020&view=findpost&p=14637257 is still relevant, as is the invitation for people to suggest targets. Indeed, as I haven't played much in about a year and a half it's probably more important than ever that people make the effort and ask for mods to get supported as I haven't much clue what's been released recently that fit the criteria.

Vac


Ok, thanks for your answer, I understand now.
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alyssa ALYSSA
 
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