Problem after updating BOSS master list with BOSS manager

Post » Sat May 28, 2011 10:26 am

Wow... You know.... I'm actually a psychologist in R/L :P (no jokes, I am, really) I actually feel bad now... taking advantage of your "compulsion" (and Knowledge!)
I'm just writing this while I wait for my patch to build so forgive the slight off topic :)



Edit: sigh, not my lucky day... got an error after rebuilding my patch, never happened before


Traceback (most recent call last):
File "D:\Programmi\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4478, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))
File "D:\Programmi\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13872, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "D:\Programmi\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19178, in buildPatch
defaultEyes[race.fid] = [race.eyes[0]]
TypeError: 'set' object is unindexable

Do you think I shoul post this in Wrye Bash thread? I'm actually quite afraid of the fidgety monkey god...


Not to worry Wrye is a good guy. just dosent Like answering the Same Questions That are OBVIOUS and in the Readme...this is not one of those things. Also bash is being suported by Others now but I think the Fingers thing still holds true for them...Lol

Side Question.....What Color are your Saves when looking at them in Bash. Pink, Green, Orange??
One thing of note..When Rebulding patch in Past I had problems with loading a Save , Turned out to be as simple as this, The game save had the MOD Checked in patch. With the same mod as Virtual (Merged into) the game refused to load the save. But returning said mod to a Checked status it worked.

So what you can try is any mod that WAS checked and is now Merged. Go back to Checked to see if you can load the Game. Reason I asked what color the Save is, BASH can give you a clue when looking at your Save, see if IT (the save) shows a mod as Missing then you have found the Right Mod.
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Rachyroo
 
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Post » Sat May 28, 2011 9:57 am

OH! See if v281 fixes the eye problem. I would love to know, really. I almost wish I could test the bug, but I do not have any bugs to test. My v280 Wrye Bash runs fine...
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tannis
 
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Post » Sat May 28, 2011 3:23 pm

Not to worry Wrye is a good guy. just dosent Like answering the Same Questions That are OBVIOUS and in the Readme...this is not one of those things. Also bash is being suported by Others now but I think the Fingers thing still holds true for them...Lol

Side Question.....What Color are your Saves when looking at them in Bash. Pink, Green, Orange??
One thing of note..When Rebulding patch in Past I had problems with loading a Save , Turned out to be as simple as this, The game save had the MOD Checked in patch. With the same mod as Virtual (Merged into) the game refused to load the save. But returning said mod to a Checked status it worked.

So what you can try is any mod that WAS checked and is now Merged. Go back to Checked to see if you can load the Game. Reason I asked what color the Save is, BASH can give you a clue when looking at your Save, see if IT (the save) shows a mod as Missing then you have found the Right Mod.


Thx! the python issue went away when I updated to 281, so that's solved :)
As for my "bigger" problem, I don't think it's save-related... As I said, I cannot reach the main worldspace even if I start a new game! My guess is I added some bad tags to WB, since I can load my savegame and start new games if i remove my bashed patch (I know it means little, but since I added no new mods and just toyed with BOSS master list manager, I'm inclined to believe it is a tag problem)

What I'm trying now is to rebuild my patch with half or so unchecked mod tags, to see if I'm at least able to enter worldspace, then I'll narrow it down if it works...


Eit: WOW! I was able to load my saved game by unchecking everything after "script contenct" while rebuilding my patch.
My guess is it's a script, since many of those get initialized when you first enter the main worldspace, that could explain why I'm able to reach the character creation cell in Alternative start, but I can't entter Cyrodill...
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kirsty williams
 
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Post » Sat May 28, 2011 11:32 am



Eit: WOW! I was able to load my saved game by unchecking everything after "script contenct" while rebuilding my patch.
My guess is it's a script, since many of those get initialized when you first enter the main worldspace, that could explain why I'm able to reach the character creation cell in Alternative start, but I can't entter Cyrodill...

From your last Edit does that also mean you diden't Check ,Leveled list, Import Stats, and the second from last one.. Race records . Try adding them one at a time see when it Breaks..
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Lew.p
 
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Post » Sat May 28, 2011 3:43 am

Yes, the script import feature seems to be causing trouble for many. What mods are listed in that section of the bashed patch? It would be nice if the author were notified that import script was causing trouble. Post your load order when you report the problem. There is always a good chance it is a conflict issue, but it is hard to guess for sure... Did you follow my bashed patch guide? I will make note to be wary of the script tag, and I would like to note not to check the troublesome plugin on that page as well. Outside of that, I would go with checking the bashed tags you are supposed to.
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Prue
 
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Post » Sat May 28, 2011 3:05 pm

Yes, that's the Idea :)

First of all I'm trying a lucky shot and I re-activated everything EXCEPT the Scripts... Wishful thinking maybe, but a script could be a likely culprit, if I can load my game with this setup o'll call myself lucky and never touch my Oblivion again without double-checking each info (wich is something I really promise myself each time, but since I'm so unbalanced toward the Yang pole, I usually end up trying first, reading later :P)

Yes, the script import feature seems to be causing trouble for many. What mods are listed in that section of the bashed patch? It would be nice if the author were notified that import script was causing trouble. Post your load order when you report the problem. There is always a good chance it is a conflict issue, but it is hard to guess for sure... Did you follow my bashed patch guide? I will make note to be wary of the script tag, and I would like to note not to check the troublesome plugin on that page as well. Outside of that, I would go with checking the bashed tags you are supposed to.


Yes, I'll do that if I can find the one... As for your advice I followed everything you posted here, I also have your bashed patch page open, and I'm looking at it... would you mind explaining me what this means:

# Import Actors - new

* do not check Oblivion WarCry

and this:

# Import Factions - check your overhauls' readmes

* OOO with Other Overhaul: uncheck OOO ESP and OOO ESM here

Probably just a translation problem on my part... I can't understand, should I uncheck those esp end esm???
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Amy Melissa
 
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Post » Sat May 28, 2011 8:19 am

That means do not check them, which also means they should not be checked, which also means that you should uncheck them if they are checked. I do not know if you missed the relations section, but do not check OOO there either.
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James Wilson
 
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Post » Sat May 28, 2011 4:47 am

Hehe, got it!
It was the script part indeed! Here are the mods in that section:

Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Unofficial Oblivion Patch.esp
Unofficial Shivering Isles Patch.esp
Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod - Hunting and Crafting.esp
Mart's Monster Mod - Shivering Isles.esp
Harcest [Flora].esp

Any suggestion? I'm deactivating the first half and trying again...
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Chris Cross Cabaret Man
 
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Post » Sat May 28, 2011 3:42 pm

Is your harvest flora mod the latest version v3.0.1. You cannot tell from the Bash list because the latest version still show "3.0.0." I guess OOO first. ;)
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Epul Kedah
 
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Post » Sat May 28, 2011 8:04 am

That means do not check them, which also means they should not be checked, which also means that you should uncheck them if they are checked. I do not know if you missed the relations section, but do not check OOO there either.



Explaining to you what I actually failed to understand would require a lot of time, and would put me in a most comical situation...
Suffice to say that I now understand what you meant, and that I'm really tired (almost midnight here... ) so please excuse my silliness!
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john page
 
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Post » Sat May 28, 2011 3:33 am

Hehe, got it!
It was the script part indeed! Here are the mods in that section:

Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Unofficial Oblivion Patch.esp
Unofficial Shivering Isles Patch.esp
Oscuro's_Oblivion_Overhaul.esp
Mart's Monster Mod - Hunting and Crafting.esp
Mart's Monster Mod - Shivering Isles.esp
Harcest [Flora].esp

Any suggestion? I'm deactivating the first half and trying again...

This is where tomlong is referring too when saying Remove the OOO esm/esp. BOSS is adding the tags but CORE_PC and everyone says to remove Script import for OOO. So we tend to Listen. I have all the others checked just not OOO. is this not changed in the New BOSS List?
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Lori Joe
 
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Post » Sat May 28, 2011 4:23 pm

This is where tomlong is referring too when saying Remove the OOO esm/esp. BOSS is adding the tags but CORE_PC and everyone says to remove Script import for OOO. So we tend to Listen. I have all the others checked just not OOO. is this not changed in the New BOSS List?


Yes! I'll do that shortly... ATM I'm digging in my docs to see wich version of harvest flora I have...

Also, Tomlong Bashed Patch page is sooooo Bookmarked! (really man... pure gold, thank you, that small page alone answered 60% of my questions :))
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Pixie
 
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Post » Sat May 28, 2011 11:31 am

Well, it worked! Removing OOO from the script section solved my problems! Many thanks to all guys! I won't post this in OOO thread because it seems it's common knoweledge!
Now I'll go and vent some frustration in-game :D
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J.P loves
 
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Post » Sat May 28, 2011 6:06 am

I need to add the script note now. A number of people have run into the issue.
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Kelly Osbourne Kelly
 
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