Actually there is a thread there called required edits for 0.5 - some of which non longer is valid with beta 1.
YX33A summarized:
It came to my attention that no one has listed the two problems present in v0.05 which need to be removed.
Both are easy to remove with TES4Edit.
One is cell entry that screws up, to my limited understanding, the local map in some way. The problem is in WAC.esp, under worldspace, Tamriel, block 0, 0 subblock 0, 0 cell 3, 3
Any mod editing any worldspace editing cell 3, 3 causes this problem. Purge said cell, and everything is peachy. This I don't think is an issue anymore
The second problem is more and less of a problem. A strange issue which I spent a bit of time tracking down in the main thread, there are certain eyes in the .esm that bash complains about. It's always a missing mesh which it complains about, and it prevents you from rebuilding a bashed patch. Oddly enough, removing the eyes still forces this problem.
The solution is to open WAC - TCOS.esp and remove all race entries(which are unneeded anyway), but mainly the vampirerace one, which is the real problem.
I'm guessing that there are more issues which I have yet to find or have find me, with fixes people know of. I urge anyone who has a common problem and has found a solution to mention it, because when you have to sift through 100+ pages of comments to find a answer to a problem which is otherwise hard to remove can strain people.
This may still be an issue but I jumped the gun and took the vampire race out of TCOS.esp only to find that a similar problem was causing issues with the bashed patch so it may still be an issue. What I found was this bashed patch error:
Traceback (most recent call last): File "I:\Games\Oblivion\Mopy\basher.py", line 5021, in Execute patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO) File "I:\Games\Oblivion\Mopy\bosh.py", line 15419, in buildPatch patcher.buildPatch(log,SubProgress(subProgress,index)) File "I:\Games\Oblivion\Mopy\bosh.py", line 27965, in buildPatch raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006955) in race 0Beastmaster
The beastmaster race is from
WAC - Gladiator.esp and so from what I can tell I need to either assign a mesh to the eye texture or reassign the eye for that race. Unlike the vampire race issue - deleting the race from the esp does not seem like a good idea as it seems it may be used. In fact I'm not certain if deleting the vampire race is a good idea anymore, but I can just not load the Gladiator esp.
Also in that thread was info about errors I found that caused crashing on exit to main menu, but those have been addressed.
And if Waalx sees this - sorry just searching for answers till you return next month.