Strange occurrence using BAIN (Wrye Bash)

Post » Tue May 17, 2011 12:41 am

Hello,

I apologize for not writing before. It is working great, actually. I have been playing non-stop since that last post. No crashes, no problems so far. I hope it stays that way, it seems really stable.

Thanks you guys again, you have been most helpful. I really appreciate it.

D.
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Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Tue May 17, 2011 3:39 pm

How good is "no crashes"? I may want to host your load order on my site in that case, haha. This is wonderful news. Thank you for posting.


http://sites.google.com/site/oblivionpoinfo/runoblivion/loadorders
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Alberto Aguilera
 
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Joined: Wed Aug 29, 2007 12:42 am

Post » Tue May 17, 2011 5:59 am

Hello,

Apologies again for not answering before. Timezones are to blame now.

I am going to test the load order for a couple more sessions, see if there are any conflics between mods. If everything goes well I might even add a couple more plugins, to crowd the world a little more with random people, perhaps improve the cities to be more beautiful. But it's too soon to tell.

In any case, I'll try to keep the load list as simple as possible. I'll PM the load order to you if all goes well, although very little has changed since the first list I posted here.

I didn't say it specifically before, but thank you for TESIV:POSItive. I've seen you guys helping other people around here. There are many well documented websites (yours, for one) with heaps of information regarding mods and modding in general. Many specifically aimed to new users. On top of that, there are some extraordinary tools which are essential for mod management. I don't know what to say. Perhaps a simple 'thank you' would have been better.

Take care,

D.


Edit: UPDATE

I have found a minor incompatibility (perhaps load order or Bashed Patch related) between All Natural - Real Lights and Extinguish the Lights plugins. In certain dungeons, some lights might appear to have an invalid mesh path, resulting in an error marker being displayed.

FormID reveals the light belongs to (or is placed by) AN - Real Lights, while the script attached to it comes from Extinguish the Lights. I'm not really sure what's going on, but I think it should be fairly easy to fix, more or less elegantly.

I'll come back when I know more.
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Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Tue May 17, 2011 2:23 am

Hello,

Apologies again for not answering before. Timezones are to blame now.

I am going to test the load order for a couple more sessions, see if there are any conflics between mods. If everything goes well I might even add a couple more plugins, to crowd the world a little more with random people, perhaps improve the cities to be more beautiful. But it's too soon to tell.

In any case, I'll try to keep the load list as simple as possible. I'll PM the load order to you if all goes well, although very little has changed since the first list I posted here.

I didn't say it specifically before, but thank you for TESIV:POSItive. I've seen you guys helping other people around here. There are many well documented websites (yours, for one) with heaps of information regarding mods and modding in general. Many specifically aimed to new users. On top of that, there are some extraordinary tools which are essential for mod management. I don't know what to say. Perhaps a simple 'thank you' would have been better.

Take care,

D.


Edit: UPDATE

I have found a minor incompatibility (perhaps load order or Bashed Patch related) between All Natural - Real Lights and Extinguish the Lights plugins. In certain dungeons, some lights might appear to have an invalid mesh path, resulting in an error marker being displayed.

FormID reveals the light belongs to (or is placed by) AN - Real Lights, while the script attached to it comes from Extinguish the Lights. I'm not really sure what's going on, but I think it should be fairly easy to fix, more or less elegantly.

I'll come back when I know more.

That sounds like a reasonable conflict given the nature of those mods. I would ask in the AN thread to make sure that they are compatible at all. I believe Real Lights or the other mod actually replace the light sources, the latter at least adds a script to them I guess. I wish I had TES4Edit at my fingertips, but the AN team should be able to tell you the issues between those two.
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Heather M
 
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Post » Tue May 17, 2011 10:37 am

Hello,

I tried looking into it with TES4Edit, but I wasn't able to locate that individual conflict. I'm going to need a little more practice with it, I guess. In any case, it is a very small incompatibility, only one model in only one dungeon so far.

I'll follow your advice and ask in the AN thread. As far as I know, the original Real Lights was compatible with Extinguish the Lights, but I might be wrong on this one.

D.
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Judy Lynch
 
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