Wrye Bash Uninstallation/installation Help!

Post » Fri Apr 29, 2011 6:35 am

I had to uninstall Oblivion because of some weird [censored] going on with KR. I forgot to uninstall Wrye Bash i need help doing it and reinstalling it.

I kinda just deleted all the files I could find, tried reinstalling V03 python, the wrye bash couldn't find any of the files, the just repeated this process, now I am confused and hopeless.
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Matt Fletcher
 
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Post » Fri Apr 29, 2011 5:32 pm

How did you uninstall Oblivion? Wrye Bash should be an easy reinstall. You install the Data into your Oblivion\Data Folder, Install Mopy into Oblivion. You may need a new Bashed Patch, but that should be in Oblivion\Mopy\Extras.
EDIT If you have a Wrye Python Folder on you Desktop, run the wxPython2.8 application.
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Tyler F
 
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Post » Fri Apr 29, 2011 10:54 am

I used the set up exe on the oblivion disk to uninstall.

How do I do that, I installed everything in Python 3, they Wrye Bash couldn't find any of the files. So there was no Mopy folder in the data folder.
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Mimi BC
 
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Post » Fri Apr 29, 2011 11:02 am

Are you going to reinstall Oblivion to the same place? If so no need to uninstall/reinstall Wrye Bash.

Actually you can uninstall Wrye bash by simply deleting the content. Depending on operating system the legacy is found in at least 4 places: Oblivion Directory, Save game directory, Oblivion Mods folder (usually next to Oblivion directory), and (for Vista anyway) the AppData folder.

But shouldn't the new exe handle uninstall?

Python you would have to uninstall, but why unless you are updating python and you shouldn't need to if using Wrye Python 03a.

What happened with KR ... Kvatch Rebuilt?
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yessenia hermosillo
 
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Post » Fri Apr 29, 2011 5:15 pm

I don't know, I followed its install instructions then OBMM wouldn't run with out its BSA, but then I put it back in, corrupt save games, so i said clean slate.
Sigh I don't know what to do I have completely screwed everything up.
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Lizs
 
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Post » Fri Apr 29, 2011 8:49 pm

Plus I already installed Oblivion, but it installed somewhere weird not where I told it to go...
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Jennifer Rose
 
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Post » Fri Apr 29, 2011 9:14 pm

With the wrye bash installer you should have an option to uninstall. No?

I don't know what to tell you about installing Oblivion - should all be installer menu driven.

Interesting about KR - I've not experienced that. Did you experience a OBMM crash where it lost all data of what omods are installed?
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Unstoppable Judge
 
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Post » Fri Apr 29, 2011 9:39 am

With the wrye bash installer you should have an option to uninstall. No?

I don't know what to tell you about installing Oblivion - should all be installer menu driven.

Interesting about KR - I've not experienced that. Did you experience a OBMM crash where it lost all data of what omods are installed?


No it just wouldn't start up. I hit launch it sent me back to the desk top, tes4edit said I was missing a crucial file, the BSA, I don't know.

I don't see an uninstall option for Wrye Bash anywhere. I use the installer not archive, should I use the archive?
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Maria Leon
 
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Post » Fri Apr 29, 2011 6:52 pm

Ok, I got it to work some how, but the mopy folder installed outside the Oblivion folder, do I just drag in in to the directory?
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Anne marie
 
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Post » Fri Apr 29, 2011 11:20 pm

Well when I ran the installer it placed a folder in my start menu that is where I found the uninstaller.

Odd that tes4edit would list that as a missing file. It generally handles plugins not bsa files.

Here are a couple salient points from the OBMM FAQ:
16) I just had an error while starting up/closing down obmm and now all my omods are inactive, with black or red colour codes
obmm's save data file has been corrupted somehow, causing obmm to loose information about which omods were active. This usually happens when updating from one version of obmm to a much newer one without passing through the intermediate versions, but can also happen if you kill obmm from the task manager or if it's unable to shut down correctly for some reason.

You have a few options here, of which the forth is simplest and probably best. Firstly you can ignore it; any mods you had installed will still be installed, and will continue to work as normal. If you intend to activate/deactivate mods in the future you may run into problems though. Secondly, you can reinstall your mods. To do this, first export your load order and then click 'deactivate and clean all'. All of your omods should now display green, so activate whichever ones you were using, then reimport your load order. Note that any edits made by omods to oblivion.ini will not be reverted as obmm has forgotten what they were, and so they may need to be reverted by hand. Thirdly you can reinstall oblivion. This is rather extreme, and almost certainly overkill, but it does ensure that there's no gunk left behind anywhere. If you want to do this, first move obmm's mods directory somewhere safe, then uninstall obmm, uninstall oblivion and delete the oblivion folder. Reinstall oblivion, start it up once and close it, install obmm, start it once and close it and then copy obmms mods folder back. Restart obmm, and activate whichever of your mods you were using. The forth option is to just click 'batch actions|Acquisition activate filtered'. That will relink any inactive omods to the files contained in your data folder and mark them as active, without actually extracting anything or running any scripts. As with the second option, changes to oblivion.ini will be lost. This method will also cause obmm to loose any enforced load order that had been set by scripts via LoadBefore and LoadAfter commands.

Edits to oblivion shaders are a special case; because of their importance, (i.e. a corrupt shader package requires an oblivion reinstall,) they are backed up to a separate save file. Activating and then deactivating a shader mod which was active when obmm lost its main save file will restore any shaders edited by that mod back to the originals.

Something else which will be lost permanently is omod group info. This can be exported and restored, so if you've spent a considerable amount of time customizing your omod groups you might want to consider exporting it and backing it up somewhere.

17) I'm using windows vista. Why do my mods not show up in game even if they're active in obmm, why are my omods randomly disappearing, why do I get random access denied errors when activating omods, why is obmm generally being really weird?
Short answer: because you're using windows vista. The best solution to all vista related problems is to uninstall it and get a decent operating system. Failing that, disable UAC. (Do a google search if you don't know what UAC is.) If you're only interested in fixing oblivion, either install it somewhere other than the program files directory, (C:\games\oblivion' is the usual choice,) and make sure that all users have write access to that directory, or right click on every exe file in the oblivion folder and its subfolders as well as any other oblivion related tools you keep outside of the oblivion folder, click properties, go to the compatibility tab and check the 'run as administrator' checkbox. (obmm has two additional exe's in the \obmm folder, so be careful not to miss any.)

The long explanation is that all of these problems are caused by a part of vista's security system called user access control, or UAC for short. One of the features of UAC is that all applications are blocked from writing to the program files directory, even if you're logged in to the computer as an administrator. Oblivion requires mods to be installed to its data directory, so if you have UAC turned on and oblivion has been installed to its default location in the program files directory you're obviously going to run into some major problems using mods.

Also fairly obviously, any program written before the release of vista isn't going to know about this new security, so in order to keep backwards compatibility any time a program tries to write to the program files directory windows tells the program that the write has been successful, even though it wasn't. In fact the file being written to is copied to a hidden folder in you user account. (Known as the 'virtual store') Other programs may or may not be able to see these files, depending on your security settings; if oblivion can't see them then you get the problem of mods not showing up in game even though they're active in obmm.

obmm doesn't require admin privileges, but it does need write access to oblivions directory. In versions previous to 1.1.2, it couldn't tell the difference between when it did actually have write access to the oblivion folder, and when windows was just pretending that it did via the virtual store. Since 1.1.2 it can tell the difference, and will start up in limited user mode if its file writes are being redirected.

Also since 1.1.2, if obmm does have full admin privileges, it will offer to move any files which old versions of obmm have left in the virtual store back to the oblivion folder. This will fix any problems with vanished omods, or mods not showing up in game. It's important that you set other mod tools to run as administrator before doing this, or they may start giving access denied errors too. If obmm doesn't have admin privilages, it wont be able to move things out of the virtual store itself, and will just display a warning instead. In this case, you can still move the files out of the virtual store by hand. On a default windows and oblivion install, the folder you need to move is 'C:\Users\[yourname]\AppData\Local\VirtualStore\Program Files\Bethesda softworks\oblivion'. You need to have 'show hidden files and folders' turned on to see the virtual store.

18) Why do I get a 'Could Not Load BSA List' error when I launch obmm?
The usual cause of this is trying to launch obmm without running oblivion first. Oblivion generates some of its files the first time it is run rather than when it is first installed. Launching the game, clicking 'new' and then exiting straight away is sufficiant. If you attempted to install any omods which make ini modifications before running oblivion for the first time, these will need to be deactivated and reactivated.

OBMM crashes from mod overload are what motivated me to really get on top of and master http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/.
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Causon-Chambers
 
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Post » Fri Apr 29, 2011 10:35 pm

Ok, I got it to work some how, but the mopy folder installed outside the Oblivion folder, do I just drag in in to the directory?

Well I'd make damn sure that Oblivion is outside of UAC control and if that means reinstall then do that. See http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash/Installation#Vista_UAC_Problems for why.

If you want to save all the Bash info you can back them up and copy over after reinstall. The two areas that will remain the same location no matter where you install the game are save game area and the AppData area. Otherwise you could manually move the Mopy and Oblivion Mods folder.
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Sandeep Khatkar
 
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Post » Fri Apr 29, 2011 7:43 am

I think I got it to work, cause Wrye Bash is running now. Yeah I got it... I hope, we will see how things play out.
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Heather Stewart
 
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Post » Fri Apr 29, 2011 11:36 am

Ok Mopy and a Data folder are outside the oblivion Folder.

That is not ok.

[edit] Oh I bet you had an extra folder added to your Oblivion install path. You can move your Oblivion folder if you want. Should be able to anyway.

Just avoid UAC - I just gave you two big reasons to do this in the info above.
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Tyler F
 
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