Something broke OblivionXP, DarnUI, and MMM

Post » Sat May 28, 2011 5:11 pm

THe lesser blood golems were always invisible (Not a missing mesh icon, but just plain nothing.). I have the most recent BSA for MMM as well. I opened up OMM and used the BSA uncorrupter and it 'repaired' a large number of files. I waited 72 hours in the "TestingHall" area and returned to tamriel. I came across another golem that still was invisible. I closed Oblivion again and went into OMM and had it run an archive redirection and then opened oblivion once more, only to find that all of my game saves would CTD part way into the loading. I opened OMM again and invalidated everything this time, and then loaded Oblivion. The UI was back at it's original oversized ugly text, but my saves would load fine. First thing I noticed is OblivionXP wasn't showing up even though it was listed in WyreBash. Disabling it and renabling it did nothing.

Nothing I did fixed the invisible golems issue, and something I did with Oblivion Mod Manager messed up DarnUI and OblivionXP even though the files for both are still there.

On a side note, my brother who is running Windows 7 was having this invisible creature issue with MMM (Except with EVERY new mesh. All of fran's meshes were Missing Mesh! icons.) I'm running WinXP though.


Edit: Ahh, I forgot to mention. I had removed Streamline 3.1 when I started to get the "dead saves". That's when I tried using OMM to fix it and once the saves were fixed OblivionXP and DarnUI went dead.
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Michelle davies
 
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Post » Sat May 28, 2011 1:09 pm

post your LO via wrye bash: http://tesivpositive.animolious.com/?page=know_how_to#PostYourLoadOrder
also if you have installed Oblivionm to C:/ Program Files, id change it to C:/ Games or something out of program files.
also try unpacking the archive and see what happens
also its "ObMM" not OMM ;)
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Adam Kriner
 
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Post » Sun May 29, 2011 2:24 am

Oops. yeah I forgot to post my load order. A second facepalm in the fact that while looking over my load order in TES4Edit I noticed MMM for OOO was still turned on even tho I removed OOO. :facepalm:

Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Cobl Main.esm  [Version 1.69]03  EnhancedWeather.esm  [Version 1.3.5]04  Enhanced Daedric Invasion.esm05  Francesco's leveled creatures-items mod.esm06  Francesco's Optional New Items Add-On.esm07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  Armamentarium.esm09  Francesco's Optional New Creatures Add-On.esm0A  Tamrielic Ingredients.esm0B  Oblivifall Master File.esm  [Version 1.0]0C  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]0D  Unofficial Oblivion Patch.esp  [Version 3.2.0]0E  Oblivion XP.esp  [Version 4.1.5]0F  Quickstart Dungeon.esp10  bgMagicEV.esp  [Version 1.7EV]11  TIE.esp  [Version 1.35]12  Enhanced Daedric Invasion.esp13  Fort Tempest.esp14  Mart's Monster Mod.esp  [Version 3.7b3p3]15  DLCOrrery.esp16  ImpeREAL City Unique Districts - Market.esp17  ImpeREAL City Unique Districts - Prison.esp18  Realistic Persuasion1.8.esp19  ImpeREAL City Unique Districts - Arena.esp1A  KvatchAftermath.esp1B  DLCThievesDen.esp1C  ImpeREAL City Unique Districts - The Arcane University.esp1D  DLCVileLair.esp1E  WildernessRetreat.esp1F  Book Jackets Oblivion.esp20  Francesco's Slower skills x1.5.esp21  Francesco's Optional Files.esp22  Bob's Armory Oblivion.esp23  dakhath_consolecommands.esp24  Ushnars Skinned Hound.esp25  M.O.E. - Visit Valen Dreth Topic.esp  [Version 1]26  VaultsofCyrodiil.esp27  HanstHolm village.esp28  Lake Canulus Village.esp29  DLCShiveringIsles.esp2A  DLCFrostcrag.esp2B  DLCMehrunesRazor.esp2C  EnhancedWeather.esp  [Version 1.3.5]2D  BEER! for Oblivion.esp2E  Shady Sam Relocated.esp2F  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]31  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]32  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]33  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]34  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]35  Mart's Monster Mod - No Reavers.esp  [Version 3.7b3p3]36  Village of Lily 2.0.esp37  FenrirTheWolf.esp38  Labyrinth.esp39  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]3D  xulCloudtopMountains.esp3E  XulEntiusGorge.esp3F  xulFallenleafEverglade.esp  [Version 1.3]40  xulStendarrValley.esp  [Version 1.2]41  xulCheydinhalFalls.esp  [Version 1.0]42  xulBravilBarrowfields.esp  [Version 1.3.2]43  Knights.esp44  RTT.esp45  DLCSpellTomes.esp46  Pinevale.esp47  Gems & Gem Dust.esp  [Version 3.6Beta3]48  C&C - The Blackwood Company.esp49  Dungeon Actors Have Torches 1.6 CT.esp4A  Cities Alive At Night.esp4B  IWR-Lights.esp4C  xulChorrolHinterland.esp  [Version 1.2.1]4D  BCChorrol-ChorrolHinterland fix.esp4E  TR_Stirk.esp4F  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]50  MojoDurzogCompanion.esp51  Stirk_Compatibility_Patch.esp52  RefScope.esp  [Version 1.2.0]53  IWR-Windows.esp54  Oblivifall - Something's Not Right.esp  [Version 1.0]55  ImpeREAL City Unique Districts - All the Districts - Merged.esp56  AliveWaters.esp57  AliveWaters - Slaughterfish Addon.esp58  ElsweyrAnequina.esp59  Sher Ja Lion Companion.esp5A  Enhanced Water v2.0 HD.esp5B  Cliff_BetterLetters.esp  [Version 1.1]5C  ArenaUnlimitedv1.0.esp5D  Akatosh Mount By Saiden Storm.esp5E  RustyItems.esp5F  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]60  spelliconreplace.esp61  Stronger Diseases.esp62  Leviathan Soulgems.esp63  bgMagicEVPaperChase.esp  [Version 1.68EV]64  Enchantment Enhanced.esp65  SupremeMagicka.esp66  RealisticFatigue.esp67  Beast Tongue  Evolved.esp68  bgMagicLightningbolt.esp69  LightSpellLiteBlue.esp6A  Northern Front.esp6B  Lock Bash Omega.esp  [Version 1.4]6C  EnhancedWeather - Darker Nights, 80.esp  [Version Final]6D  DLCBattlehornCastle.esp6E  RAEVWD Cities.esp  [Version 1.4]6F  RAEVWD Imperial City.esp  [Version 1.4]70  Ayleid Loot EXtension.esp71  No psychic guards harder v1.2.esp72  Dark Dungeons.esp73  Birthsigns Expanded.esp  [Version 3.11.]74  Open Cities Reborn Road Record.esp75  Wilson.esp76  Living Economy - Items.esp77  Hillside House.esp78  Lumbridge.esp79  DaggerfallBooks.esp7A  Test World Expansion.esp7B  Race Addition Set.esp


Bashed Patch is there, it's just having some difficulties compiling right now (Doing all this while posting).

OBMM and not OMM. Got it :P
Also I did install my brother's oblivion to C:\games\ and not in the regular program directory. Went through with OBMM and all such, still hundereds of missing meshes and etc. It's made it so I can't use any mod that adds new meshes to the game :(
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Music Show
 
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Post » Sun May 29, 2011 1:10 am

wow im surprised your game was even running. alright lets start by running http://tesivpositive.animolious.com/?page=know_how_to#PostYourLoadOrder. This will sort your LO out and give much better stability. download that and the masterlist and run it. next i dont see the bashed patch, go into Oblivion/Mopy/Extras and copy/paste the bashed patch, 0 into your data folder and rebuild it. this will give you MMM, Armamentarium and Fran items all working together. i also see TIE and im pretty sure it doesnt work with Fran's so i would drop that, or look for the patchm to make it work with Fran's.

EDIT: you also mentioned no missing mesh sign, but invisible creatures. thats a missing normal map IIRC. and installing outside of C:/Program Files made you not be able to use new meshes what? whether its C:/ Games or C:/Program Files shouldnt matter.
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benjamin corsini
 
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Post » Sat May 28, 2011 7:21 pm

wow im surprised your game was even running.

Hurmm... Because of the mods I have on, or because of the load order?


Yeah like I said, while I was typing this out I was trying to get the bashed patch to rebuild.. Turns out it refused to do so while TES4Edit was open. I am seriously having a day of facepalm events :P

i also see TIE and im pretty sure it doesnt work with Fran's so i would drop that, or look for the patchm to make it work with Fran's.

Patchm? I must have missed something on the download page then.


EDIT: you also mentioned no missing mesh sign, but invisible creatures. thats a missing normal map IIRC. and installing outside of C:/Program Files made you not be able to use new meshes what? whether its C:/ Games or C:/Program Files shouldnt matter.

Only on my brother's laptop and he is running Windows 7. I only had the missing normals on mine once, and it looks like it was because the OOO bsa is gone. No matter where we installed his copy of Oblivion, Frans and MMM would come out with missing meshes and the like. We had the optional creatures BSA and the MMM BSA installed, we had OBMM 'fix' things, but nadda. WyreBash isn't installed on his machine though.

Anyway. I removed the MMM for OOO esm that was turned on for some reason and DarnUI and OblivionXP work again. As the dark elves of Morrowind would say: "STOOPID!" :rolleyes:
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nath
 
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Post » Sat May 28, 2011 10:30 am

"Hurmm... Because of the mods I have on, or because of the load order?"
Bit o both :P

"Patchm? I must have missed something on the download page then."
should be patch just a typo but yeah TIE + Frans dont work together.
http://www.gamesas.com/index.php?/topic/1082453-relz-tie-frans/page__p__15770000__hl__TIE__fromsearch__1&#entry15770000 is a thread about it, plus the patch.

"Only on my brother's laptop and he is running Windows 7. I only had the missing normals on mine once, and it looks like it was because the OOO bsa is gone. No matter where we installed his copy of Oblivion, Frans and MMM would come out with missing meshes and the like. We had the optional creatures BSA and the MMM BSA installed, we had OBMM 'fix' things, but nadda. WyreBash isn't installed on his machine though."
MMM and Frans dont work together as far as i know. Did a patch come with either or did you see one anywhere?

"Anyway. I removed the MMM for OOO esm that was turned on for some reason and DarnUI and OblivionXP work again."
You tried running MMM, OOO and Frans together? no wonder it didnt work! Thats what FCOM is and your missing that! They all edit the leveled lists and only the one loading last would have worked. Removing an .esm shouldnt make DarN automatically work they have nothing to do with each other.
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Makenna Nomad
 
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Post » Sun May 29, 2011 1:11 am

I had the missing golems textures also. This was because I had an older version of the BSA. You need the MMM.bsa dated from 10-29-09. Look in the MMM forum and click the link to get the correct bsa. Arkngt caught that one for me.
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CArlos BArrera
 
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Post » Sat May 28, 2011 2:59 pm

THe lesser blood golems were always invisible (Not a missing mesh icon, but just plain nothing.). I have the most recent BSA for MMM as well. I opened up OMM and used the BSA uncorrupter and it 'repaired' a large number of files. I waited 72 hours in the "TestingHall" area and returned to tamriel. I came across another golem that still was invisible. I closed Oblivion again and went into OMM and had it run an archive redirection and then opened oblivion once more, only to find that all of my game saves would CTD part way into the loading. I opened OMM again and invalidated everything this time, and then loaded Oblivion. The UI was back at it's original oversized ugly text, but my saves would load fine. First thing I noticed is OblivionXP wasn't showing up even though it was listed in WyreBash. Disabling it and renabling it did nothing.

Nothing I did fixed the invisible golems issue, and something I did with Oblivion Mod Manager messed up DarnUI and OblivionXP even though the files for both are still there.

On a side note, my brother who is running Windows 7 was having this invisible creature issue with MMM (Except with EVERY new mesh. All of fran's meshes were Missing Mesh! icons.) I'm running WinXP though.


Edit: Ahh, I forgot to mention. I had removed Streamline 3.1 when I started to get the "dead saves". That's when I tried using OMM to fix it and once the saves were fixed OblivionXP and DarnUI went dead.

You need to re-apply the DarN UI font tweaks to the Oblivion.ini. If you use the OMOD-scripted version, you can simply reinstall it. Otherwise, just add the font changes back to the Oblivion.ini.


Edit: The absence of the font tweaks causes the menu hang...
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Travis
 
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Post » Sat May 28, 2011 11:05 pm

ya i guess i coulda mentioned make sure everything is up to date.
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Shianne Donato
 
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Post » Sat May 28, 2011 5:45 pm

Also, you need bsa redirection in BAIN enabled if you do not manually put them in the oblivion.ini file. You should be using it regardless.
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kiss my weasel
 
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Post » Sat May 28, 2011 10:59 pm

Also, you need bsa redirection in BAIN enabled if you do not manually put them in the oblivion.ini file. You should be using it regardless.

OBMM has BSA redirection. There is no reason to use both. There is no need to use BAIN here either. The OP could use the DarN font tweaks pre-packaged with Bash by enabling it in Bash's INI Tweaks tab.
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Lynne Hinton
 
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Post » Sat May 28, 2011 11:58 pm

Yeah the MMM BSA I have is the most recent, and MMM has a patch plugin for working alongside Fran's mods. Deleting that Oscuro's for MMM master file fixed the interface issue. DUnno why, but it did.

Using Frans alone gives my brother missing meshes, using MMM alone gives him missing meshes, and using both gives him missing meshes. Tamreilic Ingredients gives him the same missing mesh icons. I figure it's the operating system, but it seems others have gotten FCOM and the like to run on Vista/7 but I can't for the life of me get anything to run on Win7. Arcan secrets much? :P

Edit: So using the newest BSA for MMM is causing the missing meshes for the blood golems? o_O
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Lou
 
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Post » Sat May 28, 2011 5:35 pm

Uh, I have the same issue with oversized fonts in DarnUi too, and nothing I do, no matter how many times I uninstall it and then reinstall it over and over, does it work at all.
Do I have to uninstall Oblivion, and reinstall it to get it to work? I've deleted the .ini many times...

I hope the OP gets his problem fixed, because that means I could get it to work too.
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Rachel Tyson
 
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Post » Sat May 28, 2011 11:43 am

The UI worked fine when I installed it the first time, and it "broke" just now when I removed OOO and used OBMM on the BSA's. Turns out I still had the file "MMM for OOO" still activated even though OOO was removed. Disabling that floating master file fixed the problem and DarnUI came back.


Edit: All the DarnUI files are in C:\Program Files\Bethesda Softworks\Oblivion\Data if it matters, David
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barbara belmonte
 
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Post » Sat May 28, 2011 11:39 am

Appologizing for the double-post, but I didn't see the point in clogging up the front page with another question generally related.

So I renamed the MMM BSA and the meshes are fine again. Now I'm having troubles with T.I.E.

I installed it and found patches of landscape in Cheydinhal that had major seams you could see through and an NPC fell through at one point. Outside, in the north there was a spot of river where the water was nonexistant and disappeared entirely. The rest of the river had no water whatsoever. I figure TIE was the culprit so I unchecked it in Wrye Bash and rebuilt the patch, but now I get a stream of errors trying to rebuild it. I've removed virtually every option in the rebuild menu and get the crash still. I updated the python libraries and Bash itself and the error pops up anyway.

This is the messages I get:
Loading: 0003E913..POSN..MGEF.DATA..96..Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4947, in Execute    raise  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4905, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14985, in scanLoadMods    modFile.load(True,SubProgress(progress,index,index+0.5))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4990, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load    self.loadData(ins, ins.tell()+self.size-20)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4113, in loadData    record = recClass(header,ins,True)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1785, in __init__    self.__class__.melSet.initRecord(self,header,ins,unpack)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1415, in initRecord    MreRecord.__init__(record,header,ins,unpack)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1582, in __init__    if ins: self.load(ins,unpack)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1645, in load    self.loadData(ins,inPos+self.size)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1794, in loadData    self.__class__.melSet.loadData(self,ins,endPos)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1449, in loadData    raise  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1444, in loadData    loaders[type].loadData(record,ins,type,size,readId)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 2928, in loadData    raise "Unexpected size encountered for MGEF:DATA subrecord: %s" % sizeUnexpected size encountered for MGEF:DATA subrecord: 96


Edit: I've removed most of what I think could be causing the problem and still nada. I can't load any of my saved games (Oblivion CTD's without any error or message partway through the load) nor can I even create a new character.

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Cobl Main.esm  [Version 1.69]03  EnhancedWeather.esm  [Version 1.3.5]04  Enhanced Daedric Invasion.esm05  Francesco's leveled creatures-items mod.esm  [Version 4.5bSI]06  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  Armamentarium.esm09  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]0A  Tamrielic Ingredients.esm0B  Oblivifall Master File.esm  [Version 1.0]0C  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]0D  Unofficial Oblivion Patch.esp  [Version 3.2.0]0E  Oblivion XP.esp  [Version 4.1.5]0F  Quickstart Dungeon.esp10  bgMagicEV.esp  [Version 1.7EV]11  Enhanced Daedric Invasion.esp12  Fort Tempest.esp13  Mart's Monster Mod.esp  [Version 3.7b3p3]14  DLCOrrery.esp15  ImpeREAL City Unique Districts - Market.esp16  ImpeREAL City Unique Districts - Prison.esp17  Realistic Persuasion1.8.esp18  ImpeREAL City Unique Districts - Arena.esp19  KvatchAftermath.esp1A  DLCThievesDen.esp1B  ImpeREAL City Unique Districts - The Arcane University.esp1C  DLCVileLair.esp1D  WildernessRetreat.esp1E  Book Jackets Oblivion.esp1F  Francesco's Slower skills x1.5.esp20  Francesco's Optional Files.esp21  Bob's Armory Oblivion.esp22  dakhath_consolecommands.esp23  Enhanced Economy.esp  [Version 4.2.1]24  Enhanced Economy - Soulgems.esp  [Version 4.2.1]25  Ushnars Skinned Hound.esp26  M.O.E. - Visit Valen Dreth Topic.esp  [Version 1]27  VaultsofCyrodiil.esp28  HanstHolm village.esp29  Lake Canulus Village.esp2A  DLCShiveringIsles.esp2B  DLCFrostcrag.esp2C  DLCMehrunesRazor.esp2D  EnhancedWeather.esp  [Version 1.3.5]2E  BEER! for Oblivion.esp2F  Shady Sam Relocated.esp30  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]32  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]33  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]34  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]35  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]36  Mart's Monster Mod - No Reavers.esp  [Version 3.7b3p3]37  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]38  Village of Lily 2.0.esp39  FenrirTheWolf.esp3A  Labyrinth.esp3B  ArmamentariumLL.esp3C  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]40  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b3p3]41  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]42  xulCloudtopMountains.esp43  xulBravilBarrowfields.esp  [Version 1.3.2]44  ArmamentariumArtifacts.esp45  Knights.esp46  RTT.esp47  DLCSpellTomes.esp48  Pinevale.esp49  Gems & Gem Dust.esp  [Version 3.6Beta3]4A  C&C - The Blackwood Company.esp4B  Dungeon Actors Have Torches 1.6 CT.esp4C  Cities Alive At Night.esp4D  IWR-Lights.esp4E  xulChorrolHinterland.esp  [Version 1.2.1]4F  TR_Stirk.esp50  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]51  MojoDurzogCompanion.esp52  Stirk_Compatibility_Patch.esp53  RefScope.esp  [Version 1.2.0]54  IWR-Windows.esp55  Oblivifall - Something's Not Right.esp  [Version 1.0]56  ImpeREAL City Unique Districts - All the Districts - Merged.esp57  ArmamentariumLLVendors.esp58  AliveWaters.esp59  AliveWaters - Slaughterfish Addon.esp5A  RenGuardOverhaul.esp5B  ElsweyrAnequina.esp5C  Sher Ja Lion Companion.esp5D  Enhanced Water v2.0 HD.esp5E  Cliff_BetterLetters.esp  [Version 1.1]5F  ArenaUnlimitedv1.0.esp60  RustyItems.esp61  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]62  spelliconreplace.esp63  bgBalancingEVCore.esp  [Version 10.5EV-D]64  Leviathan Soulgems.esp65  bgMagicEVPaperChase.esp  [Version 1.68EV]66  Enchantment Enhanced.esp67  SupremeMagicka.esp68  RealisticFatigue.esp69  Beast Tongue  Evolved.esp6A  bgMagicLightningbolt.esp6B  LightSpellLiteBlue.esp6C  Northern Front.esp6D  Lock Bash Omega.esp  [Version 1.4]6E  EnhancedWeather - Darker Nights, 80.esp  [Version Final]6F  DLCBattlehornCastle.esp70  RAEVWD Cities.esp  [Version 1.4]71  RAEVWD Imperial City.esp  [Version 1.4]72  Ayleid Loot EXtension.esp73  Birthsigns Expanded.esp  [Version 3.11.]74  Wilson.esp75  Hillside House.esp76  Lumbridge.esp77  Vector.esp  [Version 0.3]78  Test World Expansion.esp79  Race Addition Set.esp


Bashed Patch is not included because it refuses to build :(
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neil slattery
 
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Post » Sat May 28, 2011 12:03 pm

Appologizing for the double-post, but I didn't see the point in clogging up the front page with another question generally related.

So I renamed the MMM BSA and the meshes are fine again. Now I'm having troubles with T.I.E.

I installed it and found patches of landscape in Cheydinhal that had major seams you could see through and an NPC fell through at one point. Outside, in the north there was a spot of river where the water was nonexistant and disappeared entirely. The rest of the river had no water whatsoever. I figure TIE was the culprit so I unchecked it in Wrye Bash and rebuilt the patch, but now I get a stream of errors trying to rebuild it. I've removed virtually every option in the rebuild menu and get the crash still. I updated the python libraries and Bash itself and the error pops up anyway.

This is the messages I get:
Loading: 0003E913..POSN..MGEF.DATA..96..Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4947, in Execute    raise  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4905, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14985, in scanLoadMods    modFile.load(True,SubProgress(progress,index,index+0.5))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4990, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load    self.loadData(ins, ins.tell()+self.size-20)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4113, in loadData    record = recClass(header,ins,True)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1785, in __init__    self.__class__.melSet.initRecord(self,header,ins,unpack)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1415, in initRecord    MreRecord.__init__(record,header,ins,unpack)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1582, in __init__    if ins: self.load(ins,unpack)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1645, in load    self.loadData(ins,inPos+self.size)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1794, in loadData    self.__class__.melSet.loadData(self,ins,endPos)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1449, in loadData    raise  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1444, in loadData    loaders[type].loadData(record,ins,type,size,readId)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 2928, in loadData    raise "Unexpected size encountered for MGEF:DATA subrecord: %s" % sizeUnexpected size encountered for MGEF:DATA subrecord: 96



Are you using Vector w/o the hotfix? It's the http://www.gamesas.com/index.php?/topic/1107910-rel-vector/page__view__findpost__p__16230345 you get if doing so.
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Sun May 29, 2011 2:05 am

AHHHHH THANK YOU. I completely missed the HotFix. It works fine now :D

Good grief I think my fatigue is finally catching up to me, with all these oversights I have been making lately :(

Edit: I'm still getting "corrupt" CTD's upon loading saves or starting a new game though :( :(
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Sun May 29, 2011 12:16 am

AHHHHH THANK YOU. I completely missed the HotFix. It works fine now :D

Good grief I think my fatigue is finally catching up to me, with all these oversights I have been making lately :(

Edit: I'm still getting "corrupt" CTD's upon loading saves or starting a new game though :( :(


This is a perfect example of why it's a bad idea to start out with a bunch of mods at once. It's difficult to trouble shoot for one thing. If you had a stable mod list and added Vector w/o the hotfix you'd know that the issue was connected to it. I'd recommend starting out with only a major overhaul or whatever you're using - then add mods one by one while checking for issues/stability. You'd have to be extremely careful following readmes etc. to get it right with loads of mods at once.
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Sat May 28, 2011 2:36 pm

I had started with only a few when I started. Just Fran's and the DLC. Like I've said, I've been getting real sloppy as of late *shakes head*

I'll remove everything and add a few bit by bit, like you suggested. I understand the basics and a few of the finer points of the load order mechanics, so that helps a little. I got the corrupt load worked out, turns out there was a plugin in the bash merge lists that was causing this. Now the game freezes when changing cells :rolleyes:

Anyway, thanks for your help and continued patience in helping me. I'm setting out to restart my mod lists.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am


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