Strange occurrence using BAIN (Wrye Bash)

Post » Tue May 17, 2011 10:09 am

Hello,

I have been reading several articles regarding the Archive Invalidation problem, and how the community eventually reached a solution. Most impressive. It seems, however, that what I have reached is an impasse, when using BAIN and BSA Redirection.

After a fresh Oblivion install (no SI) + Official Patch, when/if I activate BSA Redirection in Wrye Bash Installers tab, the game refuses to even start. "Oblivion has stopped working", says the typical naive Windows 7 information window. I can play vanilla or modded Oblivion, as long as I don't use that function.

I have not found any information regarding my problem yet, although I'm going to keep looking. As far as I understand, it is important BSA Redirection is checked in Wrye Bash. I've tried restoring the original .exe, .bsa, .ini and .esm files from backups I had made before changing anything from the game, but to no avail. Every time I activate BSA Redirection, the game becomes broken beyond repair (that I know).

Could it be that my Wrye Bash installation is corrupted? Perhaps a conflict between Wrye Bash and Oblivion Mod Manager having the same function activated (Utilities->BSA Redirection)? In my next test I'm going to try having only BAIN installed. Testing this is becoming tedious, though, having to re-install the whole game over and over.

I would really appreciate any help or insight into what's happening here.

Thanks in advance.
D.

PS: I realize this might be better in the Wrye Bash RELZ thread. To any moderator passing by, feel free to move it to the right place as you see fit.
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Lucie H
 
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Post » Tue May 17, 2011 3:09 am

Make sure you have allowed Wrye Bash to run as admin.

Edit: Are you using Wrye Bash v283?
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.X chantelle .x Smith
 
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Post » Tue May 17, 2011 11:36 am

Hello,

Thanks for the fast reply.

I am running Wrye Bash from an admin account in my personal computer. Should that be enough or do I need to give it any special permissions?

Confirmed. I'm using v.283.

D.
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Carlos Rojas
 
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Post » Tue May 17, 2011 7:55 am

If you have Oblivion installed to the default folder, there may still be problems. I think Wrye Bash adds a redirection BSA called ArchiveInvalidation Invalidated. Is that the BSA it has added to your sArchiveList? Could you post your sArchiveList here, please?
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Kat Ives
 
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Post » Tue May 17, 2011 6:09 am

Hello,

Oblivion is installed outside Program Files folder. Specifically "C:\My Games\Bethesda Softworks\Oblivion".

There is no such file, but I recognize it from previous installations. In this last one it just doesn't appear in the Data folder. How odd....

Most certainly, from Oblivion.ini, here you have:

sArchiveList=..\obmm\BSARedirection.bsa, ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa


Now this is interesting... why is the path set to obmm? Inside the obmm folder there is a BSARedirection.bsa.

D.
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WYatt REed
 
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Post » Tue May 17, 2011 12:01 pm

BSAs registered to the Oblivion.ini do not have to be in the data folder. That is the path to OBMM's redirection BSA. Can you load the game if you remove the one added by OBMM. Make sure that ArchiveInvalidationInvalidated!.bsa is in your data folder though.
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Claire Lynham
 
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Post » Tue May 17, 2011 6:17 am

Hello,

I have done more than that. Two tests:

1 - Removed the entry added by OBMM (..\obmm\BSARedirection.bsa).

2 - Restored the original Oblivion.ini and activated Wrye Bash BSA Redirection only.

In both cases the INI file looked like this:

SArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa


I could not find a way to make Wrye Bash create a ArchiveInvalidationInvalidated!.bsa, so I renamed the one from obmm folder and placed it into the Data folder. It did not work. Restoring the vanilla Oblivion.ini and trying to run Oblivion does not work either.

Out of curiousity, a few lines above SArchiveList I found this:

[GeneralWarnings]SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.This may result in errors. Saving again will clear this messagebut not necessarily fix any errors.


This is in my INI backup as well. I'm guessing these are not real warnings, but pre-written messages in case the game has to display them, right? Because I know for a fact that the first warning is CTD on launch.

Thanks for your help and fast responses, by the way. I really appreciate it.

D.
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Princess Johnson
 
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Post » Tue May 17, 2011 11:19 am

That is interesting. http://sites.google.com/site/oblivionpoinfo/troubleshooting/postlo
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sally R
 
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Post » Tue May 17, 2011 7:52 am

Hello,

Since this is a fresh install of Oblivion, my load order consists of only one plugin: Oblivion.esm. But I'm guessing that's not what you are asking for. I am right now in the process of re-installing everything from scratch, included Wrye Bash and its associated components. I was able to salvage a BOSS log among the remains, though.

This is the load list, previous to the nightmare. If you see something out of order, please do not hesitate to tell me:

1 Oblivion.esm2 Jog_X_Mod.esm3 All Natural Base.esm4 Francesco's Leveled Creatures-Items Mod.esm5 Francesco's Optional New Creatures Add-On.esm6 Cobl Main.esm7 Better Cities Resources.esm8 Unofficial Oblivion Patch.esp9 UOP Vampire Aging & Face Fix.esp10 Oblivion Citadel Door Fix.esp11 All Natural - Real Lights.esp12 All Natural.esp13 All Natural - EW + NW + AWS.esp14 WindowLightingSystem.esp15 Portable Campsite.esp16 Tc2rPoisonsOfNamira.esp17 Enhanced Economy.esp18 Choices and Consequences.esp19 MaleBodyReplacerV4.esp20 c_dagcol.esp21 DBShadowSet.esp22 Deceiver's Armour.esp23 Nicoroshi Creations DW Light.esp24 Thieves Arsenal.esp25 Extinguish the Lights.esp26 Thieves Arsenal - Extinguish the Lights Patch.esp27 StockClothingArmor-forExnems.esp28 Shadow Steed.esp29 Francesco's Optional Files.esp30 Cobl Glue.esp31 T.I.E4MODS.esp32 AlchemistsCave.esp33 Tchos Alchemy Tower.esp34 thievery.esp35 thievery - EE patch.esp36 1SB_VampireHaven.esp37 VaultsofCyrodiil.esp38 za_bankmod.esp39 Bag of Alchemy.esp40 DropLitTorchOBSE.esp41 P1DkeyChain.esp42 Shadow Ranger.esp43 SupremeMagicka.esp44 SM_COBL.esp45 SM_EnchantStaff.esp46 SM_Scrolls.esp47 SM_SigilStone.esp48 Syc_AtHomeAlchemy.esp49 RshAlchemy.esp50 RshAlchemyRecipes.esp51 StealthOverhaul.esp52 RenGuardOverhaul.esp53 SniperSneakSkillup.esp54 RealisticLeveling.esp55 Let There Be Darkness - Cyrodiil.esp56 Cernasite - DragonEyes.esp57 Viconia.esp58 Bashed Patch, 0.esp59 FormID Finder4.esp


Coincidentally, this is also BOSS's recommended load order. I have the notes and suggested tags as well, if needed.

There are a couple of things on that list that I would like to ask about (since I now have plenty of time during the re-installation):

- Shadow Steed (28) is a part of the Shadow Ranger plugin (42). I suppose they are independent from each other (cannot verify right now), but still it is odd they are so far from each in the load order.

- TIE4Mods (31): I really liked all the features T.I.E had to offer. I understand, however, it has a hidden dependency of Shivering Isles, which I do not possess. Does TIE4Mods, being a stripped version of TIE, have had the dependency removed? I was going to test it, but probably it should be a better idea to ask before.

I will tell you later if there is any improvement with the reinstallation.

D.
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Lil'.KiiDD
 
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Post » Tue May 17, 2011 1:38 am

The ArchiveInvalidationInvalidated!.bsa is part of the Wrye Bash install and I just confirmed it is in the 283 download.

It should be in the DATA folder, the only loose file in that particular folder.

If you don't have it in your Oblivion/Data folder, then you probably have an incomplete WB install. You should extract the 283 archive to your Oblivion folder again.
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TASTY TRACY
 
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Post » Tue May 17, 2011 6:42 am

http://sites.google.com/site/oblivionpoinfo/prep/wrye-bash/bashmodstab <-- You should deactivate mods with green text, purple text and/or italicized text.

Edit: http://sites.google.com/site/oblivionpoinfo/finishinstall/bashedpatch <-- guidelines
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Dean
 
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Post » Tue May 17, 2011 12:08 pm

Hello,

Sorry for the late response, I fell asleep during the installation (damn you nice and soft couch).

As showler has pointed out, the ArchiveInvalidationInvalidated!.bsa was indeed inside the Wrye Bash 7zip package. I am downloading it again anyway, just to be sure everything is all right.

I am curious about mod deactivation after a Bash Patch, though. I did have some plugins with green italics text, which I could de-activate with no problems. In fact, a new plus symbol appeared inside the checkbox, indicating Bash had recognized them as merged into Bash Patch. However, those that were just in italics (regular black color text) I could not deactivate without Bash Patch complaining and de-activating itself.

I am finishing the installation as I write this. So in a very short while I should see if the problem replicates again.

Thank you for all the help and responses provided so far.

D.

Edit: grammar

UPDATE:

Wrye Bash installed and fully functional. BSA Redirection is active and the game starts with no problems. It would have been interesting to know what was the actual problem, though.

Thanks again for your help. It is good to know there are really nice people around here who lend a hand when you need it. Not that I didn't really know, of course, but it's good to confirm it.

I'll try to make my load list as stable as possible. And if there are any further problems, I know where to ask.

D.
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Euan
 
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Post » Tue May 17, 2011 3:18 pm

Mods with italics should not be activated while rebuilding the bashed patch or ever.

Edit: However, it seems that the italics rules may not be working correctly, so please post a list of those just italics plugins here, please. If they should be active, they should not be italicized, and I will take that over to the Bash thread.
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Jarrett Willis
 
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Post » Tue May 17, 2011 5:18 am

Hello,

I did a quick install of the packages with BAIN, and only two plugin names are in black italics:

(41) http://www.tesnexus.com/downloads/file.php?id=3409
(56) http://www.tesnexus.com/downloads/file.php?id=17181 - I reckon his other eyes plugin, Oracle Eyes, was also in black italics.

If I understand correctly, then I do not have to have these two mods active (checked) when I use the Rebuild Patch function with Wrye Bash? I'm guessing I can, and should, import them into the Bashed Patch, is that right?

If it is, then I was doing it wrong in the previous installation. I had them active while rebuilding the patch, and also while testing the game. Thanks for the heads up.

D.

Edit: forgot something, typo

Edit': Bash will let me import the Races Record for Cernasite's Dragon Eyes. It doesn't seem, however, possible to import anything related to Keychain mod.

Edit'': To my own shame, it seems I have some reading problems, as well. Keychain is not compatible (or required) with DarnUI. Of course you could not know about that, since I did not include this mod in the load list posted above. I was thinking perhaps a BOSS reminder is in order when Keychain is active? Now I'm going to make sure I did RTFM properly for all the mods.
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Petr Jordy Zugar
 
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Post » Tue May 17, 2011 12:51 pm

P1DKeychain, the latest version, is compatible with DarN UI and actually has advantages with it (speeds up the menu)

Remember to install your mods, BOSS the load order, then close and restart Bash in order to reset the italicizing. The bug has been found and fixed (hopefully) but is waiting on the next update.
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Karl harris
 
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Post » Tue May 17, 2011 10:20 am

Hello,

Good to know. Of course you are right, so it says the Keychain plugin readme.

I don't think I understand your statement "reset the italicizing". I assume you are referring to the Keychain mod (in my case). I should then:

1 - Run BOSS
2 - Close and restart Bash
3 - Rebuild the patch (with Keychain mod active - I don′t know if this matters)
4 - Play Oblivion (with Keychain mod active)

Am I correct?

D.
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Charlotte Lloyd-Jones
 
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Post » Tue May 17, 2011 11:49 am

There's a bug with the Italicizing feature in the current Wrye Bash. When mods are reordered, by adding or moving some files, the italicizing gets messed up and mods that DON'T have the "deactivate" tag look like they do.

Restarting fixes this, so I'd recommend restarting before making any decisions about deactivating mods based on the italics.
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Elle H
 
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Post » Tue May 17, 2011 6:22 am

Hello,

I understand now. Thank you for the explanation. I also have taken a peak at the BOSS thread to understand it better. I'll be sure to follow the discussion in case a new version is released.

D.

Edit: Removed questions I can answer myself.

Edit': UPDATE

I am testing now the load list. First problem: If I deactivate Cernasites Dragon Eyes plugin prior to using the Rebuild Patch function in Wrye, the mod is not present in the game (i.e. I cannot select the eyes).

I am now running Wrye's Rebuild Patch function with it activated. As expected, Bash Patch creates a dependency on this plugin, so I cannot deactivate it afterwards. I am guessing the 'Deactivate' tag is not proper in this case?

D.
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Elizabeth Lysons
 
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Post » Tue May 17, 2011 8:03 am

To import race records, you need to have the mod active during the rebuilding or merged. That is probably a case where you should deactivate after building.

Edit: misinformation removed
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Horse gal smithe
 
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Post » Tue May 17, 2011 5:56 am

Race Record mods need to be active even after building. Otherwise the bashed patch will deactivate.

If it has a deactivate tag, it's probably a mistake.
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GRAEME
 
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Post » Tue May 17, 2011 2:03 pm

Race Record mods need to be active even after building. Otherwise the bashed patch will deactivate.

If it has a deactivate tag, it's probably a mistake.

Deactivate and merged then it is... This bug seems to appear in fresh installs to...or does it have something to do with BOSS. I will just be happy when the update is released.
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c.o.s.m.o
 
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Post » Tue May 17, 2011 4:50 am

Hello,

The deactivate tag is suggested to Bash by BOSS (lifesaver tool by the way, at least for me). I do not know if it was there before, though.

D.
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Louise
 
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Post » Tue May 17, 2011 8:59 am

The tagging in the latest version of bash is kind of buggy with the italicized text, so restart Bash to make sure that the italicized text is intended. Maybe highlighting your plugins, right-clicking and choosing "Mark mergeable" will correct any mistagging as well.
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Anna Krzyzanowska
 
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Post » Tue May 17, 2011 3:35 pm

Hello,

Yes, you are right. The Keychain mod did have its italics text removed when I restarted Bash. Cernasite's didn't, that's why I did not include it in the Bashed Patch during the first test. I haven't tried the Mark Mergeable function. The mod seems to work well activated, though.

D.

Edit: making sense
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I’m my own
 
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Post » Tue May 17, 2011 5:21 am

Is everything working for you now?
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Adrian Morales
 
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