[RELZ] Wrye Bash -- Thead 55

Post » Wed Sep 01, 2010 10:46 pm

On another note: what would it take to move the "Docs" folder from the Data directory to some other directory -- maybe the installers directory? If I am correct, Oblivion reads everything in the Data directory. I haven't noticed anything bad, but maybe it could help to have the "Docs" folder elsewhere.

It only reads espS and esmS apparently.
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naomi
 
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Post » Wed Sep 01, 2010 11:03 pm

Hi! I got this when I tried to "Remove Bloat" from a savegame

Traceback (most recent call last):  File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 11072, in Execute    saveFile.load(SubProgress(progress,0,0.8))  File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5800, in load    self.worldSpaces.fromfile(ins,num)MemoryError

Using WB 289 updated to 290 with python 2.6.6 on WinXP Pro x86 with the latest updates
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Mrs shelly Sugarplum
 
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Post » Wed Sep 01, 2010 10:08 pm

With basher.py rev. 698 - http://img255.imageshack.us/img255/5803/40251841.jpg
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joeK
 
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Post » Thu Sep 02, 2010 1:44 am

Hi! I got this when I tried to "Remove Bloat" from a savegame

Traceback (most recent call last):  File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 11072, in Execute    saveFile.load(SubProgress(progress,0,0.8))  File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5800, in load    self.worldSpaces.fromfile(ins,num)MemoryError

Using WB 289 updated to 290 with python 2.6.6 on WinXP Pro x86 with the latest updates

You should not update Wrye Bash to 290 in that way instead you need to remove Wrye Bash (288 and 289 are buggy avoid them).

Here is what you need to do have latest http://www.tesnexus.com/downloads/file.php?id=22368 installed without any problem:

download and install these in this order

  • Wrye Bash 275 - Self Installer
  • Wrye Bash 287 - Archive Version
  • Wrye Bash 290 - Archive Version - Update Only

Both archives should be extracted in the Oblivion folder and click "Yes to All" to overwrite then prompted.
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matt oneil
 
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Post » Wed Sep 01, 2010 2:35 pm

Dear PacificMorrowind and Team,
I just saw that the WB download page on Tesnexus got un-cluttered and cleaned up!!! Really, looking much better now, a big Thank you!! :tops:
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Chenae Butler
 
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Post » Wed Sep 01, 2010 11:06 am

@Leonardo: Thanks! I'll keep that in mind (although I don't understand how going from 289 -> 290 should make a difference from 275 -> 287 -> 290 seeing that both methods just overwrite the same files - the 289 version was a full archive)

Anyway, that was just a one-off random case, I could remove bloat just fine before and still can (even for the same save that gave me the error!). Just wanted to report it when it happened but thanks all the same :)
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Jynx Anthropic
 
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Post » Wed Sep 01, 2010 12:39 pm

With basher.py rev. 698 - http://img255.imageshack.us/img255/5803/40251841.jpg

With rev 699 too it is not started.
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Soraya Davy
 
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Post » Thu Sep 02, 2010 12:59 am

Hi! I got this when I tried to "Remove Bloat" from a savegame

Traceback (most recent call last):  File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 11072, in Execute    saveFile.load(SubProgress(progress,0,0.8))  File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5800, in load    self.worldSpaces.fromfile(ins,num)MemoryError

Using WB 289 updated to 290 with python 2.6.6 on WinXP Pro x86 with the latest updates

MemoryError = Python ran out of memory, usually fixed by restarting Python (as in restarting Bash)... shouldn't happen as often as it does but there are a few memory leaks in Wrye Bash's code.

You should not update Wrye Bash to 290 in that way instead you need to remove Wrye Bash (288 and 289 are buggy avoid them).

ther really is no need to the 275 one... 287 has the same contents+ a few file and is more up to date... I've only left the 275 up until I'm done writing this horribly complicated installer.

Dear PacificMorrowind and Team,
I just saw that the WB download page on Tesnexus got un-cluttered and cleaned up!!! Really, looking much better now, a big Thank you!! :tops:

well you did suggest it a while ago... so 1/4 of a while ago I got around to doing it... and I do have to agree that you are right that it does look much better

With rev 699 too it is not started.

that would be becuase I commited one of the two files I had edited... doh since that file was referencing the other file... commited the second file now; so OBSE plugin installation is now somewhat supported... I think it'll work nicely (and my test subject has a lot of dlls... a beta of a certain beauty that shadeMe is making; doesn't install quite as desired but pretty good (since to install as desired it woud have to do some copying to the oblivion dir which BAIN doesn't do. - now that that is done, just this installer on my very much must be done before release list so that beta should be out later tonight or tomorrow.
Pacific Morrowind
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Manny(BAKE)
 
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Post » Wed Sep 01, 2010 12:09 pm

(replies to posst from last thread)
Re: Default icons

If WB can determine the type of item (clutter/blade/blunt/l. armor/h. armor etc) the generic iron set for equippables and the azura star icon for misc. items could do well :) If type can't be determined, the azura's star icon seems pretty generic enough
If WB can determine the school of spells, I guess icon assignment would be too easy. Else the "heal" icon could do.
For non-icon quests, the best would be the tutorial quest icon imho!

Thanks for considering the request btw :)

EDIT: Re: .csv files

The only one outside of Bash I found was http://www.tesnexus.com/downloads/file.php?id=24882 for Crowded roads revamped. But the latest update is called http://www.tesnexus.com/downloads/file.php?id=20575. It'd be great if someone could make a CR Revisited compatible version.

There are also generic unnamed "Soldiers" in http://www.tesnexus.com/downloads/file.php?id=9858.

I've sent a PM to the created for the names for CR Revamped, thanks for that link. (inline editing: received reply, including in 291)
good ideas for the icons, will do that :)

Here ya go. I edited the version you linked above to work with Revisited. I've had this for my personal use forever, never knew there was demand for it. Feel free to include it anywhere you see fit.

Download Link for Names for Crowded Roads Revisited NPCs.
http://www.4shared.com/file/ikYSj-5B/CRR_Named_NPCs.html

sure, I'll include that, thanks (of course no worries you'll be credited) - oh also btw wanted to thank you for all your helpful replies to all the random Wrye Bash question threads on the nexus forums.

Not long ago I installed both Oblivion, Python and Wrye Bash on my PC.
I wanted to get acquainted with new version of WB first before any mod installation begins, when I suddenly come to think of something important about the INI-tweaks in Wrye Bash. Here is an example of what I mean.


What I try to explain here is about the oblivion.ini (\Document Settings\\My Documents\My Games\Oblivion) and the oblivion.default.ini is located in the game folder.

I wonder if WB do any changes in the oblivion.default.ini at all, when the gamesaves folder doesn't exist?
I think these settings is the most obvious ones for any modder/player to change in WB or the oblivion.ini file before they start to play.

Border Region Enable=1Screenshot Enable=0

It makes sense if Bethesda allow us to restore the default values just a convenient precautions for us. :)

I'm of the pretty hard set opininion/decision that Bash should NOT touch the default ini in Oblivion/ ... just to nasty if user or Bash messes up (would require a reinstall ifn you couldn't remember what you/Bash had done).
Pacific Morrowind
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megan gleeson
 
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Post » Wed Sep 01, 2010 1:12 pm



I'm of the pretty hard set opininion/decision that Bash should NOT touch the default ini in Oblivion/ ... just to nasty if user or Bash messes up (would require a reinstall ifn you couldn't remember what you/Bash had done).
Pacific Morrowind

Thanks for the information PacificMorrowind. :)

Perhaps Wrye Bash should make a backup copy of the Oblivion.default.ini file and save it outside of the game folder.
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Jani Eayon
 
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Post » Thu Sep 02, 2010 1:34 am

I have a bit of a problem. I've long used Wrye Bash (and Mash for that matter) and swear by them. However, I don't seem to be able to use Bash past V 271. Oh, it works and runs fine, it's just ridiculously slow to start. Takes about 4 to 5 minutes (just timed it at 4 mins) because it is "Initializing BSAInfos", rather than 10-15 seconds. I don't use BAIN, so can't imagine why it's scanning through my BSAs on every start up!

This makes it pretty unusable for me, as I use Wrye Morph and BashMon.

I've searched for some way to disable this, but can't find any reference to being able to do so. (or even a precise reference to a version that this feature came in at, 271 doesn't do it. 277 does.).

So, what's it for and how do I stop it?

fixed... (that is for a in dev BSA tab... but haven't finished it yet... disabled fully until then instead of initializing a bit of data (it shouldn't have taken much time at all though (on my system less than 5 seconds and I often have 2 or 3 dozen bsa's in my testing setup).

Hi there, I have a problem running Wrye Bash I have just updated v287 to v290 and I get this error.


C:\Games\Oblivion\Mopy>c:\python25\python.exe bash.py -d
Traceback (most recent call last):
File "bash.py", line 74, in
import bosh
File "C:\Games\Oblivion\Mopy\bosh.py", line 1469
except Exception as error:
^
SyntaxError: invalid syntax

Have I screwed up the installtion somehow I just dropped the 290 upgrade on top of my oblivion directory overwriting when prompted.

maybe I'm being blind but that spot looks fine... wait a sec... oh let me see I'm going to go get my special diviniation hat... my crystal ball tells me that you are using Python 2.5x. Okay not a crystal ball just realized that the syntax for except changed in 2.6 as opposed to 2.5; but nicely 2.6 will take the old format of except Exception, error fine so as to be still compatible with 2.5x code. thanks for reporting that.

Bash doesn't appear to be releasing memory after building a bashed patch, I was wondering what was causing it to reach ~2gb memory usage after running for a while.

The leak is present in the current SVN codebase, I'm not sure what build introduced it.

I've been trying to find where it is leaking... there a few spots that should leak minorly but nothing so big... still testing; hopefully 291 will have a bit less but probably not going to get much done on looking for the leaks until after 291's release.

Thanks to http://www.gamesas.com/index.php?/topic/1136734-relz-wrye-bash-thread-54/page__view__findpost__p__16730837 for Crowded Roads Revisited, I managed to dabble in exactly how to do it myself and created a sister .csv for http://www.tesnexus.com/downloads/file.php?id=6665

http://www.mediafire.com/?yfo5802c0mbozvb

Now, I also made an edit to Smooth's .csv adding the type of the NPC before their names. It became really tiresome trying to separate the flavor NPCs from the real guys you need to talk to :P So the "Traveller" who became "Snagrok gro-Bosh" thanks to Smooth is now "Traveller Snagrok". Also did the same to my Crowded Cities.csv and made 2 alternate names.csv (all names from the http://www.tamriel-rebuilt.org/?p=modding_data/ngen)

http://www.mediafire.com/?x2o2wdy2o67m18z
http://www.mediafire.com/?3weyy8uywiblkiu

PS: Crowded Cities has 2 versions of the ESP - a Crowded Cities 30.esp and Crowded Cities 15.esp. The uploaded .csv works for the 30.esp but a simple find-and-replace in the .csv ("30.esp" -> "15.esp") does the trick :)

great :), I'm thinking that since you're posting them here you're fine with them getting included in Bash?
Pacific Morrowind
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Invasion's
 
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Post » Wed Sep 01, 2010 9:37 pm

Considering that they're pretty much useless without bash, it'd be an honor :) I also did some names for Phitt's roaming NPCs, Tamriel Travellers (just guards) and SI Travellers (lone guard & creatures). Dunno if you're interested but here they are.

http://www.mediafire.com/?1qf800no983051c
http://www.mediafire.com/?0koo407d0u5f29g
http://www.mediafire.com/?bh8qqi64fsaq275
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louise hamilton
 
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Post » Wed Sep 01, 2010 3:25 pm

Yeah, That's what I was saying(well trying to anyway) Thank's a bundle... :foodndrink:
Ok, is there a way to set up the package to where they can be opened at Either/Both sites :violin:

hmmm not currently (unless ofcourse the Nexus and TESA download location has the same Download ID - the likelyhood of which is pretty darn low)... maybe with format of: -Nexus#####-TESA###.7z/-TESA###-Nexus#####.7z ... how's that sound?

I had something odd happen to me earlier when trying to uninstall a mod via BAIN. The mod replaced footstep sounds, so was only .wav files, however, when bain tried to remove these files is was denied access! I found this very odd because 1) I'm on winXP, and 2) have no security issues and 3) BAIN otherwise behaves immpecably.
I guess the file type was the issue, and as these were the only files the od installed I just deleted the folder and the mod, job done. BUT, I'm wondering how this came about. My Oblivion/Fallout setup is a separate HD with just windows, the games and their utilities and a defrager, nothing else. No internet so no anti-virus etc. I've not even set win media player up, but then maybe this is the problem? Odd :brokencomputer:

oh hmm as Gaticus mentioned I fixed the issue of BAIN choking on readonly files in installers at time... but previously installed files I didn't think of... which raises a question: should BAIN set files that are in Oblivion/Data Read & Write instead of ReadOnly? - I'm inclined to think so since really the likelyhood of someone having set it files RO to make BAIN be unable to do anything to em is pretty low.


I have been using v290 since it came out and had no problems. However, I decided to test a new load order so re-installed a new game and added mods. Built the patch OK.

After playing I decided to change the load order and rebuld the patch. I get this error after 5 minutes and process aborts:

Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4958, in Execute
raise
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4917, 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 "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15347, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 27413, 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,0x006952) in race VampireRace

I seem to remember having a similar issue once before when adding a cute elf companion mod so I just did not use that mod. But now I get this with WAC and would really like to try it. Any suggestions?

I would go back to an earlier version but I lose some of the tags I need for the ROM mod.

EDIT: I am able to build the patch if I do not select race records in the bash dialog. The only mods that show in that are OOO and ROM not WAC. However, the WAC - TOCS.esp is tagged with NPC.Race. But it does not show in the Race Records option. I have removed the NPC.Race tag from WAC - TOCS to see if it will build.

EDIT: Removing the NPC.Race tag from WAS - TOCS.esp did not work. I can only build the patch if I do not include race records in the build.

the problem is in WAC.esm (or depending on how you look at it Bash - Bash is choking on a record in WAC.esm)... however I think I have that fixed alrady for 291... I'll just check with WAC.esm and post back shortly.

Considering that they're pretty much useless without bash, it'd be an honor :) I also did some names for Phitt's roaming NPCs, Tamriel Travellers (just guards) and SI Travellers (lone guard & creatures). Dunno if you're interested but here they are.

http://www.mediafire.com/?1qf800no983051c
http://www.mediafire.com/?0koo407d0u5f29g
http://www.mediafire.com/?bh8qqi64fsaq275

of course... committed into the svn repo... added to readme (and I just looked at the changelog for 291 and and it is *gasp* *ack* 44 lines long :), thanks
Pacific Morrowind
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Francesca
 
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Post » Wed Sep 01, 2010 12:43 pm

I tried cBash last night on a new build. It is VERY fast and it makes more plugins mergable. I especially noticed that it made Oscuro's_Oblivion_Overhaul.esp (1.33 the lite version) mergable and imported into bashed patch. Wry Bash does not do this and BOSS does not tag it as such.

I reverted back to Wrye Bash since I wound up with a game that 90% of NPCs had no heads and those with headgear had their helmets limp on their shoulder.

Not knowing anything about the differences, is this normal that cBash will merge more plugins even though some are not supposed to?

PacificMorrowind:

"the problem is in WAC.esm (or depending on how you look at it Bash - Bash is choking on a record in WAC.esm)... however I think I have that fixed alrady for 291... I'll just check with WAC.esm and post back shortly."

I was refered to the WAC forum on WAC site and the fix was to delete the vampire race from WAC - TOCS.

Washington pointed me to a link in this post: http://www.gamesas.com/index.php?/topic/1145783-wac-problem-building-bashed-patch/page__view__findpost__p__16746174
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Margarita Diaz
 
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Post » Wed Sep 01, 2010 10:53 am

hmmm not currently (unless ofcourse the Nexus and TESA download location has the same Download ID - the likelyhood of which is pretty darn low)... maybe with format of: -Nexus#####-TESA###.7z/-TESA###-Nexus#####.7z ... how's that sound?

[Snip]
Pacific Morrowind


Sounds a tad confusing, is that something that Bain is Capable of??
It's not Realy a big issue, just noticed that Bain Used to List both...
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Marquis T
 
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Post » Wed Sep 01, 2010 3:39 pm

I tried cBash last night on a new build. It is VERY fast and it makes more plugins mergable. I especially noticed that it made Oscuro's_Oblivion_Overhaul.esp (1.33 the lite version) mergable and imported into bashed patch. Wry Bash does not do this and BOSS does not tag it as such.

I reverted back to Wrye Bash since I wound up with a game that 90% of NPCs had no heads and those with headgear had their helmets limp on their shoulder.

Not knowing anything about the differences, is this normal that cBash will merge more plugins even though some are not supposed to?


Cbash can efficiently handle records that would take bash hours to merge, so ultimately it will be able to merge more plugins into the bashed patch than standard bash. (Bash can handle the same record types but the overhead is extreme - so bash skips those.)
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Robyn Howlett
 
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Post » Thu Sep 02, 2010 12:26 am

I tried cBash last night on a new build. It is VERY fast and it makes more plugins mergable. I especially noticed that it made Oscuro's_Oblivion_Overhaul.esp (1.33 the lite version) mergable and imported into bashed patch. Wry Bash does not do this and BOSS does not tag it as such.

I reverted back to Wrye Bash since I wound up with a game that 90% of NPCs had no heads and those with headgear had their helmets limp on their shoulder.

Not knowing anything about the differences, is this normal that cBash will merge more plugins even though some are not supposed to?

yes it is normal... and they are supposed to be mergeable when using CBash; it can merge worldspace/cell changes whereas Bash's Python implementation can't (well it could be coded to but it would be much MUCH MUCH slower).
Yes I know about that head error - it's on my fix list but since CBash isn't ready for playing usage not on my high list.
PacificMorrowind:

"the problem is in WAC.esm (or depending on how you look at it Bash - Bash is choking on a record in WAC.esm)... however I think I have that fixed alrady for 291... I'll just check with WAC.esm and post back shortly."

I was refered to the WAC forum on WAC site and the fix was to delete the vampire race from WAC - TOCS.

Washington pointed me to a link in this post: http://www.gamesas.com/index.php?/topic/1145783-wac-problem-building-bashed-patch/page__view__findpost__p__16746174

ah yes... well anyways Bash shouldn't choke on it - should have a non-fatal warning I think. but great to know that you got it working for now at least.
Pacific Morrowind
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Vickytoria Vasquez
 
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Post » Thu Sep 02, 2010 2:17 am

fixed... (that is for a in dev BSA tab... but haven't finished it yet... disabled fully until then instead of initializing a bit of data (it shouldn't have taken much time at all though (on my system less than 5 seconds and I often have 2 or 3 dozen bsa's in my testing setup)

Thanks a lot. It's probably slow for me because my system is a tad marginal for Oblivion. As long as I'm careful it runs fine, but it isn't that powerful anymore.
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Kortknee Bell
 
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Post » Wed Sep 01, 2010 6:35 pm

Just asking: what does cbash stands for? Compiled Bash? Yeah it would be very cool if Bash worked faster somehow. I always notice that basically WB uses only one core when building the patch, so takes longer than (ideally) necessary. Is this actually a Python limitation? Or a limitation of WB ? Please do not bother to write any long technical explanation, I would probably understand only half of it. And really, it's me being curious only. :hehe:

(I understand cbash is not ready yet for release, wanted to ask nevertheless).
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Mistress trades Melissa
 
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Post » Wed Sep 01, 2010 11:45 pm

What is the ETA on the new version? I am currently postponing an Oblivion build because of it.
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Shae Munro
 
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Post » Wed Sep 01, 2010 10:30 pm

Just asking: what does cbash stands for? Compiled Bash? Yeah it would be very cool if Bash worked faster somehow. I always notice that basically WB uses only one core when building the patch, so takes longer than (ideally) necessary. Is this actually a Python limitation? Or a limitation of WB ? Please do not bother to write any long technical explanation, I would probably understand only half of it. And really, it's me being curious only. :hehe:

(I understand cbash is not ready yet for release, wanted to ask nevertheless).


If I am right Wyre Bash is written in python which is many cases not the fastest language.

Cbash now is written in C(++?) which handles most programming issues faster than python, so the c in cbash stands imo for the programming language C.

I always activate the cbash module and it really is faster and I do not have any problems so far
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Emily abigail Villarreal
 
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Post » Wed Sep 01, 2010 8:34 pm

If I am right Wyre Bash is written in python which is many cases not the fastest language.

Cbash now is written in C(++?) which handles most programming issues faster than python, so the c in cbash stands imo for the programming language C.

I always activate the cbash module and it really is faster and I do not have any problems so far


Not even the missing heads?
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Taylor Tifany
 
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Post » Wed Sep 01, 2010 3:21 pm

Ok, thanks for taking the time to reply. Yeah I thought it was slow because of Python which I understand is a script language, like a big and more clever .bat file of sorts.

I always activate the cbash module and it really is faster and I do not have any problems so far

Uhhhmmmm... I better don't do that, I don't trust myself with such things.... I wouldn't even know where to look for that cbash module. Chicken that I am, I better wait until PacificMorrowind gives us the green light. :nod:
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Rusty Billiot
 
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Post » Wed Sep 01, 2010 12:35 pm

As I understand everything correct, the integration of cbash is quite simple:

In the Mopy folder you have a file called Rename_CBash.dll.
Rename that file to CBash.dll and that's it (imo).

When you now start Wrye Bash you can see at the title bar - Wyre Bash 2.90, CBash 0.4.2: Standard
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Casey
 
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Post » Thu Sep 02, 2010 2:18 am

It is easy but may need care uninstalling (at the very least select all and mark mergeable) - still using it is of help to its development. For bugs check previous posts.
Cheers :)

edit : just read PM flagging it non playable yet - so I'd be careful using it
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SexyPimpAss
 
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