[RELZ] Wrye Bash -- Thead 55

Post » Wed Sep 01, 2010 12:16 pm

While grabbing the latest SVN (291, CBash v0.4.2) I noticed that the "Actors.AIPackages" option is missing in the bashed patch.

Is this already known?

lunaaaa
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Gavin boyce
 
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Post » Wed Sep 01, 2010 5:51 pm

One thing I noticed in the installers tab is that it reports the size to be 0 KB even for some non empty packages/projects - don't know if this is a limitation of wxpython but it would be nice to not round down to 0 - leave 0 for the occasional forgotten empty folder, for markers etc etc
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Joie Perez
 
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Post » Wed Sep 01, 2010 3:28 pm

I'm having this really weird problem using Wrye Bash on my new setup.

Here's the specs and technical info. I'm running Oblivion on Windows 7 Ultimate 64 bit. I've got an Asus P6TD motherboard, an Intel core i7 950 CPU, an Asus Xonar D2X sound card, and a Nvidia GTX 580 Graphics card. I am running Oblivion in Windows XP Service Pack 3 Compatibility mode and I am running as an administrator with full permissions. All of my drivers are up to date. Nothing is overclocked.

The weird part is that I can run Wrye Bash once or twice, and it works perfectly then. After that, trying to run the desktop shortcut or the launcher file results in nothing happening. Anyone know what's going on here? Runs perfectly, then won't start at all, even after a restart. In order to make it work again, I need to remove all wrye bash files, restart, then install wrye bash again.
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мistrєss
 
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Post » Wed Sep 01, 2010 7:10 pm

That is probably related to the User Account Control which is included with Windows 7. Have you tried disabling it? Are you really an administrator? Having an account with administrator rights is not the same, since you need the actual administrator account for that. Still, I would try to run it without UAC.

There is no need to run OB in a compatibility modus either, because it runs out of the box - so to speak.

lunaaaa
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kennedy
 
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Post » Wed Sep 01, 2010 6:01 pm

I'm having this really weird problem using Wrye Bash on my new setup.

Here's the specs and technical info. I'm running Oblivion on Windows 7 Ultimate 64 bit. I've got an Asus P6TD motherboard, an Intel core i7 950 CPU, an Asus Xonar D2X sound card, and a Nvidia GTX 580 Graphics card. I am running Oblivion in Windows XP Service Pack 3 Compatibility mode and I am running as an administrator with full permissions. All of my drivers are up to date. Nothing is overclocked.

The weird part is that I can run Wrye Bash once or twice, and it works perfectly then. After that, trying to run the desktop shortcut or the launcher file results in nothing happening. Anyone know what's going on here? Runs perfectly, then won't start at all, even after a restart. In order to make it work again, I need to remove all wrye bash files, restart, then install wrye bash again.


Check in your Oblivion\Mopy folder for a "pidfile.tmp" delete it if it exists, unless Bash if Currently running (This has been a known problem)
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le GraiN
 
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Post » Thu Sep 02, 2010 2:05 am

Check in your Oblivion\Mopy folder for a "pidfile.tmp" delete it if it exists, unless Bash if Currently running (This has been a known problem)



Awesome! Thank you very much.
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Nana Samboy
 
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Post » Wed Sep 01, 2010 3:45 pm

In installing the latest http://www.tesnexus.com/downloads/file.php?id=35908 mod BAIN skipped over two textures files that had accents in the spelling.

As reported http://www.gamesas.com/index.php?/topic/1146229-rel-shezries-towns/page__view__findpost__p__16760112.
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Zualett
 
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Post » Wed Sep 01, 2010 5:46 pm

Traceback (most recent call last):  File "C:\Games\Oblivion\Mopy\basher.py", line 5021, in Execute    raise  File "C:\Games\Oblivion\Mopy\basher.py", line 4975, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "C:\Games\Oblivion\Mopy\bosh.py", line 15628, in buildPatch    patcher(self, subProgress)  File "C:\Games\Oblivion\Mopy\bosh.py", line 27854, in finishPatch    argonianEyeMeshes = eye_meshes[self.argonianEye]KeyError: (bolt.Path('Oblivion.esm'), 256286)

Having this problem
How can I temporarily fix this?
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CYCO JO-NATE
 
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Post » Wed Sep 01, 2010 9:10 pm

well FINALLY http://www.4shared.com/file/X-Lvvz8o/Wrye_Bash_Installer.html
Full changelog:
=== 291 [5/12/2010] [Gaticus,Gratis_monsta,myk002,PacificMorrowind,Smooth,Spotty42,Waruddar]
Spoiler

  • Bashed Patch:
    • typo fix for Actor Strength Encumbrance Multiplier (Multifier -> Multiplier).
    • Tweak Actors:[list]
    • Quiet Feet patcher added.
    • Irresponsible Creatures tweaker added (thanks to Joben for the idea).

  • Tweak Assorted:
    • another skip added to All Clothes Playable patcher
    • Script Effect Silencer added.

  • Import Names
    • Crowded Roads Revisited NPC names csv file added (contributed by Smooth)
    • Crowded Roads Revamped NPC names csv file added (contributed by Spotty42)
    • Crowded Roads Revisited NPC names alternate csv file added (contributed by Gratis_monsta)
    • Crowded Cities 30/15 NPC names csv file added (contributed by Gratis_monsta)
    • Crowded Cities 30/15 NPC names alternate csv file added (contributed by Gratis_monsta)
    • PT_RoamingNPCs names csv file added (contributed by Gratis_monsta)
    • TamrielTravellers/SITamrielTravellers NPC names csv file added (contributed by Gratis_monsta)

  • Race Patcher: skips adjusting eyes instead of fatal error with races that have either left or right eyes unset (or both).

[*] BAIN:
  • fix so that the end of the display of the number of packages does not get cut off.
  • Read-Only files in installers will no longer throw errors (automatically converted to non-ReadOnly).
  • Subpackages are recognized if they have a broader range of folders\files in them (i.e. no more need to include a dummy texture to force subpackages to be recognized in some instances).
  • Fixed 'Open at TesNexus' to work with the new format (still works with the old format ofc)
  • Delete Project will no longer fail if there are Read-Only files in the Project; they are set to Write access first.
  • New keyboard shortcuts added:
    • Enter: Open archive/project.
    • F2: Rename archive/project.[/ist]
    • new ini option for (extra) 7z compression arguments - if set and has the solid specification will not prompt for solid details on archive creation.
    • 3 new skip options: Skip Lod Meshes, Skip Lod Normals and Skip Lod Textures.
    • 7z dll/exe updated to version 9.20
    • new Option to enable installation of OBSE Plugin dlls with large warning.

  • Saves Tab:
    • Rename Save(s) command added.
    • Rename Player command added

  • fix for launcher code which prevented launching in some cases (contributed by myk002)
  • fix for move/copy saves so that Default is not selectable if already in Default profile.
  • fix for launcher code to avoid a rare instance in which is was possible for multiple instances to be launched (contributed by Gaticus)
  • Refresh mergeables is now run on CBash Enable/Disable and Version upgrade/downgrade.
  • Backup/Restore settings options added (contributed by Gaticus)
  • Updated BOSS Launcher code to better handle different versions and to give the correct args to BOSS version 1.6.2+.
  • Ini Tweaking fixed to work fine with Nehrim.
  • [[#|Launch Buttons]] for more applications are now supported via Bash.ini (contributed by Metallicow).
      . Sculptris, Softimage Mod Tool, SpeedTree, Tree[d], Mudbox, Tabula, MyPaint, Pixia, PhotoSEAM, TextureMaker, DeepPaint, Crazy Bump, xNormal, WinSnap.
    • Also improved 3dsMax, Notepad++, Twisted Brush icons (contributed by Metallicow).

  • Bash.ini typo fixes (contributed by Metallicow).
  • Exception hadling fixes to maintain Python 2.5 compatibility
  • Bash Installer automatically handling requirements created

(may still have a couple items missing)
Notes:
Installer:
requirement downloading I haven't actually gotten tested yet (it takes a long time to dl those python/extensions on dialup)
readme launching is broken (fixed but that took an hour to upload so I'll reupload when I have more than that done.
If you want to manually install it just open the exe with 7z and browse to the _OUTDIR folder (that's the equivalent of the regular archives I usually upload).
... I think that's all the notations.
Pacific Morrowind
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Joey Bel
 
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Post » Wed Sep 01, 2010 11:22 pm

Well I dove in :toughninja: :facepalm:

It backed up my settings from 290 - purportedly but then I noticed that it saw none of my save games and load order was lost ... on saves tab I attempted to restore settings and clicked on the back-up that was created and it asked it I wanted to save the current settings - I said no but then as it restored nothing changed.

How do I do this by hand?


[edit] OK copied things over by hand out of the archive and it worked :clap: <-- because redoing all that was not gonna be fun. And BAIN too - yay.

Now about this renaming saves - is this the the renumbering saves command I requested?

I don't even see where the command is. Please say more.

[edit 2]
Just tested installing a BAIN of AV uncapper which has an OBSE plugin and it worked - but it seemed to get caught in a loop of warning. I'd click on the package and it would hang for a few seconds then give me the warning - I'd click Ok then click on it again and it would again go through the hang for a few seconds then warn me - after about the third attempt I could right click on the package to get the install function and it installed - finally.

Then tried to uninstall and got this:
Traceback (most recent call last):  File "I:\Games\Oblivion\Mopy\basher.py", line 7307, in Execute    self.data.uninstall(self.filterInstallables(),progress)  File "I:\Games\Oblivion\Mopy\bosh.py", line 11601, in uninstall    path.remove()  File "I:\Games\Oblivion\Mopy\bolt.py", line 481, in remove    if self.exists(): os.remove(self._s)WindowsError: [Error 5] Access is denied: 'I:\\Games\\Oblivion\\Data\\Docs\\AV Uncapper Readme v1_beta1.txt'
Doesn't seem to like the readme. And after that it only removed one of the dll not both.

I then manually removed the parts to test again and did not again get the warning.

But maybe in the future only have the warning come up with a right click - as moving the package order could get frustrating.

[edit 3] the bashed patch bashed without a hitch.

[edit 4] as reported above the textures files with the accents '~' above the letters were still not recognized by bash.
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Scott Clemmons
 
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Post » Wed Sep 01, 2010 1:26 pm

well FINALLY Here is the beta of the installer/Wrye Bash 291.


Well FINALLY the site came back online - Grabbing

@ Admin & Moderators - Dont bite my head off, I know, fixes/security/better user experience (although I beg to differ on the last one, feels clunky even on cable broadband scratch that, just found the button at the bottom of the screen IP Board, lot faster) etc - But, during a Wrye bash beta release?, faints, picks his self up off the floor, has a cup of tea, "how very dare you" :D
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matt
 
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Post » Wed Sep 01, 2010 10:05 pm

A minor issue: I tried to limit my potion weights to 0.2 for all of them, so I set both those tweak numbers to 0.2 (that is for one I had to input 20 actually... python thing) during rebuild of the patch. But when doing some Alchemy in-game the potion weights are still in vanilla fashion that is varying on weight of the ingredients used. (I know I can re-weigh them with WB by editing the save game)

Is this particular WB tweak not working correctly or did I do something wrong? :huh:

I currently still use WB v287. And I use Cobl, among others. I thought Cobl has such an option but it has not as far as I can tell. I also am aware there is TheNiceOne's mod for this too, but I thought WB would be a "quick and dirty" way to do it.... So thanks for any enlightenment of that. :)
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Janette Segura
 
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Post » Wed Sep 01, 2010 9:43 pm

@Tommy_H: All potions that you create aren't weighed by that tweak. You need to re-weigh them using the savegame features in WB :) For auto-weighing ALL potions in the game, I use http://www.tesnexus.com/downloads/file.php?id=25714.
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evelina c
 
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Post » Wed Sep 01, 2010 9:43 am

What is the ETA on the new version? I am currently postponing an Oblivion build because of it.

well the beta is up :)

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

bingo :tops:
for doing the coding Python is very fast... way way faster than C++.
however for some functions Python is slower compared to C/++; mostly insignificant but the most significant is file reading/writing and Oblivion mod files aren't small to read - 264MB just for Oblivion.esm - and a full FCOM Install could * VERY easily* be a 400mb.

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

yep

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

well it is playable there just are some odd errors and it doesn't behave quite like the old code in some things and hasn't had enough testing/tes4edit reviewing yet (or fixing of the bugs that have been found - been on my backburner and Warrudar has been working on refactoring it and adding FO3/NV support CBash)

While grabbing the latest SVN (291, CBash v0.4.2) I noticed that the "Actors.AIPackages" option is missing in the bashed patch.

Is this already known?

lunaaaa

yep it's known (and for the person to stare at that would be me)

One thing I noticed in the installers tab is that it reports the size to be 0 KB even for some non empty packages/projects - don't know if this is a limitation of wxpython but it would be nice to not round down to 0 - leave 0 for the occasional forgotten empty folder, for markers etc etc

now that is an easy fix... however one of two ways to do it:
if 0 leave at 0 (ie markers) and if more than zero but less than 1kb round to 1kb
OR
if under .5kb round to 0 and if over round to 1kb (currently if under 1kb rounding to 0 - even if it is say 1023bytes)
... what do you think?

In installing the latest http://www.tesnexus.com/downloads/file.php?id=35908 mod BAIN skipped over two textures files that had accents in the spelling.

As reported http://www.gamesas.com/index.php?/topic/1146229-rel-shezries-towns/page__view__findpost__p__16760112.

I been doing some research on finishing Unicode support (which Warrudar had going great and I added a couple more things to so that it worked for 100% of my non-ASCII charr files but 1 major bug was found (luckily before release since it hadn't even entered my mind not having such chars in my user path) - if the user had non-ASCII chars in their user path it would just fail...) but I have some ideas on that bug now... until then it is pretty much imposible to fix... however usually BAIN does install the file it just doesn't realize it installed it - did you manually check the path?

Traceback (most recent call last):  File "C:\Games\Oblivion\Mopy\basher.py", line 5021, in Execute    raise  File "C:\Games\Oblivion\Mopy\basher.py", line 4975, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "C:\Games\Oblivion\Mopy\bosh.py", line 15628, in buildPatch    patcher(self, subProgress)  File "C:\Games\Oblivion\Mopy\bosh.py", line 27854, in finishPatch    argonianEyeMeshes = eye_meshes[self.argonianEye]KeyError: (bolt.Path('Oblivion.esm'), 256286)

Having this problem
How can I temporarily fix this?

try 291 - I did a bunch of fixes in that area, if still not working report back and I'll actually use my brain and think about it.
Pacific Morrowind
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NAkeshIa BENNETT
 
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Post » Thu Sep 02, 2010 1:10 am

Are you planning on adding any more features to this version or do I have to wait until the next for my new import tags? :) I had a long chat with Warrudar and he thinks that the import tags would be the best way to go. I have a feature request posted on the SourceForge site.
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Shiarra Curtis
 
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Post » Wed Sep 01, 2010 3:28 pm

Got a bit of a mess on win 7 with the beta installer ( I hasten to edit: Which is not going to be a problem for me so dont worry, we like messes :) ). After running the installer noticed first Python pre-requisites not found (265 installed, needing 266 - I have the WryePython03a installer setup), and the checkboxes for Python - This bit could do with a message "Would you like them installed"

Cancelled the install, decided to un-install completely all previous setup via control panel add/remove, python 265, comtypes, wxpython etc and previous wrye bash completely.

Went back to beta installer, same message, checked all Python components, clicked Next - This is not very responsive, the only evidence something is occurring is HD activity and the next button appears to be stuck ... waiting ... Up pops the comtypes installation screen eventually, proclaiming there is no python path (because at this time there isn't), cancelled that one, another pops up ... same problem - I stopped there its obvious at this point its going to fail.
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Donald Richards
 
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Post » Wed Sep 01, 2010 7:39 pm

Got a bit of a mess on win 7 with the beta installer ( I hasten to edit: Which is not going to be a problem for me so dont worry, we like messes :) ). After running the installer noticed first Python pre-requisites not found (265 installed, needing 266 - I have the WryePython03a installer setup), and the checkboxes for Python - This bit could do with a message "Would you like them installed"

Cancelled the install, decided to un-install completely all previous setup via control panel add/remove, python 265, comtypes, wxpython etc and previous wrye bash completely.

Went back to beta installer, same message, checked all Python components, clicked Next - This is not very responsive, the only evidence something is occurring is HD activity and the next button appears to be stuck ... waiting ... Up pops the comtypes installation screen eventually, proclaiming there is no python path (because at this time there isn't), cancelled that one, another pops up ... same problem - I stopped there its obvious at this point its going to fail.

oh ofc... shoulda thought of that - I forgot to check the 64bit Registry paths for Python (and if it can't find Python it doesn't waste time searching for the Python extensions)... well a fairly easy fix at least:
just to confirm the paths rather than uploading it with guess 64bit paths... do you have:
SOFTWARE\Wow6432Node\Python\PythonCore\2.6\InstallPath (with a single entry titled Default key or something similar and the path to your python install)?
and then for wxPython
do you have
"Software\Microsoft\Windows\CurrentVersion\Uninstall\wxPython2.8-ansi-py26_is1" "DisplayVersion" (with Display version key having something like '2.8.11.0-ansi' as the value)? or is that got a Wow6432Node in it too?
It's supposed to popup a downloading progress bar but I guess that isn't working... Ill see if I can figure that out.
Thanks :)
Pacific Morrowind
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Cayal
 
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Post » Wed Sep 01, 2010 6:28 pm

Does that mean Bash will now work properly with 64 bit Python packages?
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Jesus Lopez
 
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Post » Wed Sep 01, 2010 5:39 pm

oh ofc... shoulda thought of that - I forgot to check the 64bit Registry paths ~snip~


Win 7 and XP both x32 bit here

Edit: At the moment I cant offer help with the registry keys, after doing a cleanout of the whole previous installation I used CCleaner and its Registry cleaning tool to clean the slate in that respect before continuing with what was going to be an install followed by an un-install :(, and used it again after the failed install.
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Rebekah Rebekah Nicole
 
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Post » Wed Sep 01, 2010 2:35 pm

@Tommy_H: All potions that you create aren't weighed by that tweak. You need to re-weigh them using the savegame features in WB :) For auto-weighing ALL potions in the game, I use http://www.tesnexus.com/downloads/file.php?id=25714.

Thank you Monsta! Well.... learning something new every day... :disco:
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Sami Blackburn
 
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Post » Wed Sep 01, 2010 2:59 pm

Well I dove in :toughninja: :facepalm:

It backed up my settings from 290 - purportedly but then I noticed that it saw none of my save games and load order was lost ... on saves tab I attempted to restore settings and clicked on the back-up that was created and it asked it I wanted to save the current settings - I said no but then as it restored nothing changed.


I'm curious why you lost your savegames and load order. Were you able to figure this out?

PS. The Save, Backup and Restore Settings menu options are for the whole app, not per tab.
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Karl harris
 
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Post » Wed Sep 01, 2010 4:17 pm


try 291 - I did a bunch of fixes in that area, if still not working report back and I'll actually use my brain and think about it.
Pacific Morrowind


Traceback (most recent call last):
File "C:\Games\Oblivion\Mopy\basher.py", line 5079, in Execute
patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!
File "C:\Games\Oblivion\Mopy\bosh.py", line 15730, in buildPatch
patcher(self, subProgress)
File "C:\Games\Oblivion\Mopy\bosh.py", line 28406, in finishPatch
argonianEyeMeshes = eye_meshes[self.argonianEye]
KeyError: (bolt.Path('Oblivion.esm'), 256286)


Well I still get this message could I some how fix this with tes4edit or something
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Tiff Clark
 
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Post » Thu Sep 02, 2010 12:11 am

I'm curious why you lost your savegames and load order. Were you able to figure this out?

PS. The Save, Backup and Restore Settings menu options are for the whole app, not per tab.

Yes I was able to - but only manually by opening the archive and cutting and pasting - not through automated menus. I only said what tab to give more info.


Pacific Morrowind-
No the lettes with accents were not installed had to do those manually as well.
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Megan Stabler
 
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Post » Wed Sep 01, 2010 7:25 pm

now that is an easy fix... however one of two ways to do it:
if 0 leave at 0 (ie markers) and if more than zero but less than 1kb round to 1kb
OR
if under .5kb round to 0 and if over round to 1kb (currently if under 1kb rounding to 0 - even if it is say 1023bytes)
... what do you think?

Definitely the first - 0 should be left for empty folders (+ markers etc) - zero and 0.5 are not just quantitatively different. :)
Not only markers are zero - occasionally one forgets (or fails (in use)) to delete an empty project folder. Happens.
When I read trhat folder sizes (XP) had a bug that would show non 0 byte folders as 0 KB I almost lost my sleep - it was considered a bug and rightly so.
Yes never a size > 0 should be rounded to zero
I must go to bed

offtopic : nice changes (search, syntax highlighting (beta), conveniences) to the forums for a change - ah and as I see everyone got their avatars back :bolt:
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Darlene DIllow
 
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Post » Thu Sep 02, 2010 12:23 am

PM an update to my efforts on Win 7 x32 - Decided to go with a re-install of WryePython03a and skip just the Python bit of the beta installer if it complained about the versions... it didn't http://www.bild.me/bild.php?file=9195238Untitled.jpg, and the rest of the install went fine.

Just one oddity about the rest of the dialogue - http://www.bild.me/bild.php?file=5288120Untitled2.jpg - "that you want to.." what?, at this point the user might select Oblivion again ...

Anyway, I didn't. The Icon in the start menu will not run Wrye Bash, but solved that with the usual right click Wrye Bash Launcher.pyw in mopy and send to desktop for a handy icon.

First run, and the familiar first run stdout error window. Close Wrye bash and run again, no more stdout error. Moved on then to checking out my installers ( glad to see markers etc survived :) ), did a full refresh, had a nosey about in the imports, cancelled build and un-installed Quiet Feet MAX, then went for a rebuild using a couple of the new options, quiet feet on four legged and the option to supress creatures being spy-cams for the guards :) .... Long story short alls well, avoided the new import .csv options for now but the game seems to be fine. BOSS window is better than the command window popping in.

Will have a go on the XP machine tomorrow but you will probably have a beta progression on the Python aspects by then so will just go for a new installer on both machines if thats the case.
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FLYBOYLEAK
 
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