Wrye Bash problem

Post » Thu Jan 27, 2011 6:12 pm

When I start Oblivion with the bashed patch I made, it CTD’s before the main menu loads. Without the patch the game starts fine.
Given that the main purpose of the bashed patch – to my knowledge – is to avoid CTD’s, I’d say it’s a safe bet I’m doing it wrong. Anyone got a clue how to make my bashed patch less crash-happy?

Below is my BOSS sorted load order.
Spoiler
Active Mod Files:00  Oblivion.esm01  underdark.esm02  ScreenEffects.esm03  All Natural Base.esm  [Version 1.0]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Cobl Main.esm  [Version 1.73]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b3p3]09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Better Cities Resources.esm  [Version 4.7.1]0C  HorseCombatMaster.esm0D  UnnecessaryViolence.esm0E  TRoN.esp0F  Unofficial Oblivion Patch.esp  [Version 3.3.1]10  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]11  Oblivion Citadel Door Fix.esp12  DLCShiveringIsles.esp13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]14  Better Cities .esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Guards.esp19  FCOM_Francescos.esp  [Version 0.9.9]1A  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  All Natural.esp  [Version 1.0]1D  All Natural - SI.esp  [Version 1.0]1E  Immersive Interiors.esp1F  Immersive Interiors - Lights Addon.esp20  All Natural - Real Lights.esp  [Version 1.0]21  WindowLightingSystem.esp22  crfo.esp23  DarNifiedUI Config Addon.esp24  Shield on Back 3.1.esp25  AyleidStatueMap.esp26  ShadowbanishMap.esp27  ShowDaedricShrines.esp28  WayshrineMapMarkers.esp29  Enhanced Hotkeys.esp  [Version 1.3]2A  DLCHorseArmor.esp2B  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2C  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]2D  MaleBodyReplacerV4.esp2E  TFF_Races_Base_RSM.esp2F  CSR - Fine Iron.esp30  TFF_Armor_Base.esp31  TFF_Clothing_Base.esp32  kuerteeHorseCommands.esp33  Calm_Shadowmere.esp34  Cobl Glue.esp  [Version 1.73]35  Cobl Si.esp  [Version 1.63]36  Mage Equipment.esp37  Oblivion WarCry EV.esp  [Version 1.09]38  FCOM_WarCry.esp  [Version 0.9.9MB3]39  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]3A  OMOBS.esp  [Version 1.0]3B  OMOBS_SI.esp  [Version 1.0]3C  OMOBS Optional Combat Settings.esp  [Version 1.0]3D  OOO 1.32-Cobl.esp  [Version 1.72]3E  FCOM_Cobl.esp  [Version 0.9.9]3F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]40  FCOM_Convergence.esp  [Version 0.9.9Mb3]41  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]42  FCOM_RealSwords.esp  [Version 0.9.9]43  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]44  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]45  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]46  FCOM_SaferRoads.esp  [Version 0.9.9]47  FCOM_LessRats.esp  [Version 0.9.9]48  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]49  FCOM_LessReaversInGates.esp  [Version 0.9.9]4A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]4D  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]4E  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]4F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]50  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]51  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]52  TamrielTravellerAdvScript.esp  [Version 1.39c]53  TamrielTravellers4OOO.esp  [Version 1.39c]54  TamrielTravellersItemsNPC.esp  [Version 1.39c]55  TamrielTravellersItemsCobl.esp  [Version 1.39c]56  ShiveringIsleTravellers.esp  [Version 1.39c]57  FCOM_TamrielTravelers.esp  [Version 0.9.9]58  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]59  FCOM_FriendlierFactions.esp  [Version 0.9.9]5A  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]5B  FCOM_MoreRandomItems.esp  [Version 0.9.9]5C  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]5D  Shield on Back Plugin - OOO.esp5E  Shield on Back Plugin - FRAN.esp5F  OOO-WaterFish.esp  [Version 1.34]60  MMM-Cobl.esp  [Version 1.73]61  BladeOfTheHaunted.esp  [Version 2.2.1]62  ImpeREAL Empire - Unique Forts.esp63  JolardHome.esp  [Version 4.7.0]64  EiAmod.esp  [Version 1.1]65  EiAmod_ShiveringIsles.esp66  LetThePeopleDrink.esp  [Version 2.5]67  Region Revive - Lake Rumare.esp68  Region Revive - Lake Rumare - OOO LockBash.esp  [Version 0.2]69  wb_Erewhon_Cobl.esp6A  wb_Erewhon_RR-LR_Patch.esp6B  Knights.esp6C  Knights - Unofficial Patch.esp  [Version 1.0.10]6D  Knights - Cobl.esp  [Version 1.0]6E  Knights_fem.esp6F  The Lost Spires.esp70  LostSpiresImpeREALFortsPatch2.esp71  FCOM_Knights.esp  [Version 0.9.9Mb3]72  road+bridges.esp  [Version 4.5.8]73  xuldarkforest.esp  [Version 1.0.5]74  LostSpires-DarkForest patch.esp75  xulStendarrValley.esp  [Version 1.2.2]76  xulTheHeath.esp77  MMMMWL-TheHeath patch.esp78  XulEntiusGorge.esp79  xulFallenleafEverglade.esp  [Version 1.3.1]7A  LostSpires-Everglade patch.esp  [Version 1.2]7B  xulColovianHighlands_EV.esp  [Version 1.2.1]7C  xulChorrolHinterland.esp  [Version 1.2.2]7D  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]7E  xulBravilBarrowfields.esp  [Version 1.3.2]7F  xulLushWoodlands.esp  [Version 1.3]80  xulAncientYews.esp  [Version 1.4.3]81  xulAncientRedwoods.esp  [Version 1.6]82  xulCloudtopMountains.esp  [Version 1.0.3]83  xulArriusCreek.esp  [Version 1.1.3]84  xulPatch_AY_AC.esp  [Version 1.1]85  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]86  MMMMWL-RollingHills patch.esp87  xulPantherRiver.esp88  xulRiverEthe.esp  [Version 1.0.2]89  xulBrenaRiverRavine.esp  [Version 1.0.2]8A  xulImperialIsle.esp  [Version 1.6.5]8B  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.3]8C  xulBlackwoodForest.esp  [Version 1.0.4]8D  xulCheydinhalFalls.esp  [Version 1.0.1]8E  xulAspenWood.esp  [Version 1.0.2]8F  xulSkingradOutskirts.esp90  xulSnowdale.esp  [Version 1.0]91  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]92  EtInArkay-UniqueLandscapes Merged patch.esp93  NRB4+RR Patch.esp  [Version 2.1]94  Harvest [Flora].esp  [Version 3.0.0]95  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]96  HUD Status Bars.esp  [Version 0.9]97  P1DkeyChain.esp  [Version 5.00]98  ScreenControls.esp99  Quest Award Leveller.esp9A  Quest Award Leveller - Knights of the Nine.esp9B  RealSleepExtended.esp  [Version 2.5]9C  SupremeMagicka.esp  [Version 0.90]9D  SM_ShiveringIsles.esp  [Version 0.86]9E  SM_OOO.esp  [Version 0.89]9F  SM_MMM.esp  [Version 0.89]A0  SM_COBL.espA1  MidasSpells.espA2  FearsomeMagicka.espA3  RenGuardOverhaul.espA4  Deadly Reflex 5 - Timed Block with no damage or durability changes.espA5  DeadlyReflex 5 - Combat Moves.espA6  SM_DeadlyReflex.esp  [Version 0.86]A7  Oblivion XP.esp  [Version 4.1.5]A8  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]A9  TFF_Races_Base.espAA  CompanionshipRing.espAB  1em_Vilja.esp  [Version 2.3.2]AC  1em_Vilja_as_Custom_by_Xtudo.espAD  Companion Neeshka.espAE  Sonia.espAF  Cobl Races.esp  [Version 1.52]B0  bgMagicEV.esp  [Version 1.7EV]B1  bgMagicEVAddEnVar.esp  [Version 1.68EV]B2  AlternativeOblivionMagicSystem.espB3  Better Cities Full.esp  [Version 4.7.0]B4  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]B5  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.7.0]B6  Better Imperial City.esp  [Version 4.7.0]B7  Better Cities - The Lost Spires.esp  [Version 4.7.0]B8  Better Cities - COBL.esp  [Version 2.1]B9  bgMagicEVShader.esp  [Version 1.7EV]BA  bgMagicShaderLifeDetect.esp  [Version 1.68]BB  bgMagicLightningbolt.espBC  MiniMap.espBD  UFF & RM Morrigan Armor.espBE  UnnecessaryViolence.espBF  UnderdarkSaga.espC0  NRB4 Standard Road Record.espC1  LandMagicPatch.espC2  kuerteeCleanUp.espC3  Streamline 3.1.esp


I also have another unrelated, technical question. When I installed all the mods and attempted to start Oblivion it promptly crashed. Google told me I had to activate 10’ish mods, then start Oblivion, exit it and then activate another 10. In other words, slowly coax Oblivion into accepting the mods.
Why is that necessary? I didn't have to do that for Fallout 3 and that’s pretty much the same engine.
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Thu Jan 27, 2011 11:30 am

Given that the main purpose of the bashed patch – to my knowledge – is to avoid CTD’s

That's an intriguing one, that I've not heard until now. I always thought the Bashed Patch was there as a relatively easy way to get many and/or tricky mods to work well/properly together. Oh, and to provide a bunch of convenient configuration options. Hm, and to create more room, by allowing entire mods to be merged, and others to be deactivated, if the relevant stuff has been imported. Oh yeah, and ghosting, to further help along similar lines. :shrug:


Google told me I had to activate 10’ish mods, then start Oblivion, exit it and then activate another 10. In other words, slowly coax Oblivion into accepting the mods.
Why is that necessary? I didn't have to do that for Fallout 3 and that’s pretty much the same engine.

Cheap and nasty answer? Don't trust everything you read via Google. :D

No, really...

But anyway, it seems either that your Bashed Patch is not built correctly (I haven't checked your mods list in detail, so there might be other issues *as well*; don't know) or you haven't deactiveted those that you should. Or possibly both!

Read bosslog.txt, or the html BOSS log* if using BOSS 1.6 - the document in question will tell you much of what you need to know. Follow its advice. Also, check out http://tesivpositive.animolious.com/, which is full of excellent information and wisdom.


* In Oblivion\Data or Oblivion\Data\BOSS, respectively.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Thu Jan 27, 2011 6:44 am

When I start Oblivion with the bashed patch I made, it CTD’s before the main menu loads. Without the patch the game starts fine.
Given that the main purpose of the bashed patch – to my knowledge – is to avoid CTD’s, I’d say it’s a safe bet I’m doing it wrong. Anyone got a clue how to make my bashed patch less crash-happy?

Below is my BOSS sorted load order.
Spoiler
Active Mod Files:00  Oblivion.esm01  underdark.esm02  ScreenEffects.esm03  All Natural Base.esm  [Version 1.0]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Cobl Main.esm  [Version 1.73]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b3p3]09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Better Cities Resources.esm  [Version 4.7.1]0C  HorseCombatMaster.esm0D  UnnecessaryViolence.esm0E  TRoN.esp0F  Unofficial Oblivion Patch.esp  [Version 3.3.1]10  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]11  Oblivion Citadel Door Fix.esp12  DLCShiveringIsles.esp13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]14  Better Cities .esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Guards.esp19  FCOM_Francescos.esp  [Version 0.9.9]1A  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  All Natural.esp  [Version 1.0]1D  All Natural - SI.esp  [Version 1.0]1E  Immersive Interiors.esp1F  Immersive Interiors - Lights Addon.esp20  All Natural - Real Lights.esp  [Version 1.0]21  WindowLightingSystem.esp22  crfo.esp23  DarNifiedUI Config Addon.esp24  Shield on Back 3.1.esp25  AyleidStatueMap.esp26  ShadowbanishMap.esp27  ShowDaedricShrines.esp28  WayshrineMapMarkers.esp29  Enhanced Hotkeys.esp  [Version 1.3]2A  DLCHorseArmor.esp2B  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2C  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]2D  MaleBodyReplacerV4.esp2E  TFF_Races_Base_RSM.esp2F  CSR - Fine Iron.esp30  TFF_Armor_Base.esp31  TFF_Clothing_Base.esp32  kuerteeHorseCommands.esp33  Calm_Shadowmere.esp34  Cobl Glue.esp  [Version 1.73]35  Cobl Si.esp  [Version 1.63]36  Mage Equipment.esp37  Oblivion WarCry EV.esp  [Version 1.09]38  FCOM_WarCry.esp  [Version 0.9.9MB3]39  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]3A  OMOBS.esp  [Version 1.0]3B  OMOBS_SI.esp  [Version 1.0]3C  OMOBS Optional Combat Settings.esp  [Version 1.0]3D  OOO 1.32-Cobl.esp  [Version 1.72]3E  FCOM_Cobl.esp  [Version 0.9.9]3F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]40  FCOM_Convergence.esp  [Version 0.9.9Mb3]41  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]42  FCOM_RealSwords.esp  [Version 0.9.9]43  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]44  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]45  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]46  FCOM_SaferRoads.esp  [Version 0.9.9]47  FCOM_LessRats.esp  [Version 0.9.9]48  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]49  FCOM_LessReaversInGates.esp  [Version 0.9.9]4A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]4D  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]4E  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]4F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]50  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]51  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]52  TamrielTravellerAdvScript.esp  [Version 1.39c]53  TamrielTravellers4OOO.esp  [Version 1.39c]54  TamrielTravellersItemsNPC.esp  [Version 1.39c]55  TamrielTravellersItemsCobl.esp  [Version 1.39c]56  ShiveringIsleTravellers.esp  [Version 1.39c]57  FCOM_TamrielTravelers.esp  [Version 0.9.9]58  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]59  FCOM_FriendlierFactions.esp  [Version 0.9.9]5A  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]5B  FCOM_MoreRandomItems.esp  [Version 0.9.9]5C  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]5D  Shield on Back Plugin - OOO.esp5E  Shield on Back Plugin - FRAN.esp5F  OOO-WaterFish.esp  [Version 1.34]60  MMM-Cobl.esp  [Version 1.73]61  BladeOfTheHaunted.esp  [Version 2.2.1]62  ImpeREAL Empire - Unique Forts.esp63  JolardHome.esp  [Version 4.7.0]64  EiAmod.esp  [Version 1.1]65  EiAmod_ShiveringIsles.esp66  LetThePeopleDrink.esp  [Version 2.5]67  Region Revive - Lake Rumare.esp68  Region Revive - Lake Rumare - OOO LockBash.esp  [Version 0.2]69  wb_Erewhon_Cobl.esp6A  wb_Erewhon_RR-LR_Patch.esp6B  Knights.esp6C  Knights - Unofficial Patch.esp  [Version 1.0.10]6D  Knights - Cobl.esp  [Version 1.0]6E  Knights_fem.esp6F  The Lost Spires.esp70  LostSpiresImpeREALFortsPatch2.esp71  FCOM_Knights.esp  [Version 0.9.9Mb3]72  road+bridges.esp  [Version 4.5.8]73  xuldarkforest.esp  [Version 1.0.5]74  LostSpires-DarkForest patch.esp75  xulStendarrValley.esp  [Version 1.2.2]76  xulTheHeath.esp77  MMMMWL-TheHeath patch.esp78  XulEntiusGorge.esp79  xulFallenleafEverglade.esp  [Version 1.3.1]7A  LostSpires-Everglade patch.esp  [Version 1.2]7B  xulColovianHighlands_EV.esp  [Version 1.2.1]7C  xulChorrolHinterland.esp  [Version 1.2.2]7D  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]7E  xulBravilBarrowfields.esp  [Version 1.3.2]7F  xulLushWoodlands.esp  [Version 1.3]80  xulAncientYews.esp  [Version 1.4.3]81  xulAncientRedwoods.esp  [Version 1.6]82  xulCloudtopMountains.esp  [Version 1.0.3]83  xulArriusCreek.esp  [Version 1.1.3]84  xulPatch_AY_AC.esp  [Version 1.1]85  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]86  MMMMWL-RollingHills patch.esp87  xulPantherRiver.esp88  xulRiverEthe.esp  [Version 1.0.2]89  xulBrenaRiverRavine.esp  [Version 1.0.2]8A  xulImperialIsle.esp  [Version 1.6.5]8B  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.3]8C  xulBlackwoodForest.esp  [Version 1.0.4]8D  xulCheydinhalFalls.esp  [Version 1.0.1]8E  xulAspenWood.esp  [Version 1.0.2]8F  xulSkingradOutskirts.esp90  xulSnowdale.esp  [Version 1.0]91  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]92  EtInArkay-UniqueLandscapes Merged patch.esp93  NRB4+RR Patch.esp  [Version 2.1]94  Harvest [Flora].esp  [Version 3.0.0]95  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]96  HUD Status Bars.esp  [Version 0.9]97  P1DkeyChain.esp  [Version 5.00]98  ScreenControls.esp99  Quest Award Leveller.esp9A  Quest Award Leveller - Knights of the Nine.esp9B  RealSleepExtended.esp  [Version 2.5]9C  SupremeMagicka.esp  [Version 0.90]9D  SM_ShiveringIsles.esp  [Version 0.86]9E  SM_OOO.esp  [Version 0.89]9F  SM_MMM.esp  [Version 0.89]A0  SM_COBL.espA1  MidasSpells.espA2  FearsomeMagicka.espA3  RenGuardOverhaul.espA4  Deadly Reflex 5 - Timed Block with no damage or durability changes.espA5  DeadlyReflex 5 - Combat Moves.espA6  SM_DeadlyReflex.esp  [Version 0.86]A7  Oblivion XP.esp  [Version 4.1.5]A8  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]A9  TFF_Races_Base.espAA  CompanionshipRing.espAB  1em_Vilja.esp  [Version 2.3.2]AC  1em_Vilja_as_Custom_by_Xtudo.espAD  Companion Neeshka.espAE  Sonia.espAF  Cobl Races.esp  [Version 1.52]B0  bgMagicEV.esp  [Version 1.7EV]B1  bgMagicEVAddEnVar.esp  [Version 1.68EV]B2  AlternativeOblivionMagicSystem.espB3  Better Cities Full.esp  [Version 4.7.0]B4  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]B5  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.7.0]B6  Better Imperial City.esp  [Version 4.7.0]B7  Better Cities - The Lost Spires.esp  [Version 4.7.0]B8  Better Cities - COBL.esp  [Version 2.1]B9  bgMagicEVShader.esp  [Version 1.7EV]BA  bgMagicShaderLifeDetect.esp  [Version 1.68]BB  bgMagicLightningbolt.espBC  MiniMap.espBD  UFF & RM Morrigan Armor.espBE  UnnecessaryViolence.espBF  UnderdarkSaga.espC0  NRB4 Standard Road Record.espC1  LandMagicPatch.espC2  kuerteeCleanUp.espC3  Streamline 3.1.esp


I also have another unrelated, technical question. When I installed all the mods and attempted to start Oblivion it promptly crashed. Google told me I had to activate 10’ish mods, then start Oblivion, exit it and then activate another 10. In other words, slowly coax Oblivion into accepting the mods.
Why is that necessary? I didn't have to do that for Fallout 3 and that’s pretty much the same engine.

I guess you're doing it wrong. :hubbahubba:

- in the Mods Tab, Ctrl-A to select all, right click,left click Mark Mergeable (read the result to aid understanding :hubbahubba: )
- deactivate any plugins with green, purple or Italicised text ( left click so no tick in the box to the left)
- if using the latest Masterlist, almost all FCOM tags should be correct (except OOO) but check http://www.gamesas.com/index.php?/topic/1115084-relz-fcom-convergence-and-ufcom-66/ and if not:
- in the Mods Tab left click the esp
- right click in the window bottom right (Bash Tags)
- left click the required tag
- in Mods Tab, right click Bashed Patch
- left click rebuild patch
- check Merge Patches on the left and then select all on the right
- check Leveled Lists on the left and Automatic on the right
- go through the Import XXXX list on the left and check any with entries to the right. Also check these individual entries on the right except for OOO as noted in the FCOM post (don't check Oscuro's Oblivion Overhaul.esp in Factions or Relations). ie If BOSS tags a plugin it will show up here in the appropriate section. To import that particular information into the Bashed Patch, check the plugin on the right and the Tag heading on the left.
- you can also check Cobl Catalogs,Contents Checker, and Race Records (if any plugins show up as tagged)
- Globals and the Tweak XXXX can be set up as required
- when ready, left click Build Patch (at the bottom) and cross you're fingers

Guess it is kinda complicated when you try to write it down.

Good luck. :foodndrink:
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Thu Jan 27, 2011 9:38 am

Guess it is kinda complicated when you try to write it down.

I guess that's why so few people do. Thanks.

The mystery is solved however. For some odd reason my bashed patch had "P1DcandlesForKleptos.esp" as a master even though I don't have that mod, when I removed it with TES4Gecko the game loaded fine.
Now I just have to figure out why Wrye Bash decided to be funny and add that master. :huh:
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Thu Jan 27, 2011 5:33 pm

I guess that's why so few people do. Thanks.

The mystery is solved however. For some odd reason my bashed patch had "P1DcandlesForKleptos.esp" as a master even though I don't have that mod, when I removed it with TES4Gecko the game loaded fine.
Now I just have to figure out why Wrye Bash decided to be funny and add that master. :huh:


Sounds like you had Replace Form IDs checked.
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Cat Haines
 
Posts: 3385
Joined: Fri Oct 27, 2006 9:27 am

Post » Thu Jan 27, 2011 7:35 pm

Sounds like you had Replace Form IDs checked.

*smacks forehead* Yeah, I did. Well, that was obvious in hindsight.
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Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Thu Jan 27, 2011 1:07 pm

Sounds like you had Replace Form IDs checked.

+1

Glad you got it sorted.

:foodndrink:
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Samantha Jane Adams
 
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Joined: Mon Dec 04, 2006 4:00 pm


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