[RELZ] Wrye Bash -- Thead 59

Post » Mon Mar 14, 2011 7:30 pm

Can you think of anything non-standard about your system / Oblivion install? CBash has been tested on WinXP, Vista (32 & 64), and Win 7 (32 & 64), so it can work on those systems. Perhaps UAC, an antivirus program, or some other resident program is interfering.

It would not be easy to nail down what's "non-standard"... I have a tendency to customize the hell out of everything.

I've made hundreds (maybe thousands) of tweaks to my Windows XP install, and my Oblivion is heavily modded. I unfortunately do not keep thorough documentation of my changes.

I will keep working from my end and I believe you will do what you feel you can from yours. Hopefully we can nail this. :)
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Jack Moves
 
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Post » Tue Mar 15, 2011 2:22 am

Uh oh. I've found what appears to be a very serious bug in the version of CBash included in WB 291.

When importing the magic effects, CBash apparently appropriates them (ie copies them as new records rather than override records). In my game, it causes CTDs if SM_OOO.esp from Supreme Magicka is merged in to the bashed patch, but of course it probably has a host of other nasty consequences.

For comparison, here's a view from the http://imagebin.org/134642 and a http://imagebin.org/134644, from the same load order.

Edit: Waruddar, my suggestion would be to set up some automated sanity checks on the bashed patch, that you can run every time you make code changes to CBash. A bit of test-driven development never hurts...
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Portions
 
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Post » Tue Mar 15, 2011 9:20 am

I haven't noticed any problem with SM_OOO (yet)

On the Screen shots, it appears to Reset the count everytime I launch the program, is there a Tweak to remember the index count??
(When I first start the game, it starts off with Screen shot #0)
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Joey Bel
 
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Post » Tue Mar 15, 2011 9:38 am

I don′t know if this is the right place for what i want to know, but maybe someone could help me with my little problem.
I am working on a mod that will change all NPCs ingame to use different skeleton with new attached bones for age and bodysize.
I modded "MAONPCSkeletonPatcher" with this little script

random.seed(record.fid)            randomNumber = random.randint(1, 49)            if randomNumber == 1:                newModPath = r"characters\_male\skeleton_001_veryold_veryslim.nif"            if randomNumber == 2:                newModPath = r"characters\_male\skeleton_002_old_veryslim.nif"            if randomNumber == 3:                newModPath = r"characters\_male\skeleton_003_older_veryslim.nif"            if randomNumber == 4:                newModPath = r"characters\_male\skeleton_004_normal_veryslim.nif"            if randomNumber == 5:                newModPath = r"characters\_male\skeleton_005_younger_veryslim.nif"            if randomNumber == 6:                newModPath = r"characters\_male\skeleton_006_young_veryslim.nif"            if randomNumber == 7:                newModPath = r"characters\_male\skeleton_007_veryyoung_veryslim.nif"            if randomNumber == 8:                newModPath = r"characters\_male\skeleton_008_veryold_slim.nif"            if randomNumber == 9:                newModPath = r"characters\_male\skeleton_009_old_slim.nif"            if randomNumber == 10:                newModPath = r"characters\_male\skeleton_010_older_slim.nif"            if randomNumber == 11:                newModPath = r"characters\_male\skeleton_011_normal_slim.nif"            if randomNumber == 12:                newModPath = r"characters\_male\skeleton_012_younger_slim.nif"            if randomNumber == 13:                newModPath = r"characters\_male\skeleton_013_young_slim.nif"            if randomNumber == 14:                newModPath = r"characters\_male\skeleton_014_veryyoung_slim.nif"            if randomNumber == 15:                newModPath = r"characters\_male\skeleton_015_veryold_slimmer.nif"            if randomNumber == 16:                newModPath = r"characters\_male\skeleton_016_old_slimmer.nif"            if randomNumber == 17:                newModPath = r"characters\_male\skeleton_017_older_slimmer.nif"            if randomNumber == 18:                newModPath = r"characters\_male\skeleton_018_normal_slimmer.nif"            if randomNumber == 19:                newModPath = r"characters\_male\skeleton_019_younger_slimmer.nif"            if randomNumber == 20:                newModPath = r"characters\_male\skeleton_020_young_slimmer.nif"            if randomNumber == 21:                newModPath = r"characters\_male\skeleton_021_veryyoung_slimmer.nif"            if randomNumber == 22:                newModPath = r"characters\_male\skeleton_022_veryold_normal.nif"            if randomNumber == 23:                newModPath = r"characters\_male\skeleton_023_old_normal.nif"            if randomNumber == 24:                newModPath = r"characters\_male\skeleton_024_older_normal.nif"            if randomNumber == 25:                newModPath = r"characters\_male\skeleton_025_normal_normal.nif"            if randomNumber == 26:                newModPath = r"characters\_male\skeleton_026_younger_normal.nif"            if randomNumber == 27:                newModPath = r"characters\_male\skeleton_027_young_normal.nif"            if randomNumber == 28:                newModPath = r"characters\_male\skeleton_028_veryyoung_normal.nif"            if randomNumber == 29:                newModPath = r"characters\_male\skeleton_029_veryold_rounder.nif"            if randomNumber == 30:                newModPath = r"characters\_male\skeleton_030_old_rounder.nif"            if randomNumber == 31:                newModPath = r"characters\_male\skeleton_031_older_rounder.nif"            if randomNumber == 32:                newModPath = r"characters\_male\skeleton_032_normal_rounder.nif"            if randomNumber == 33:                newModPath = r"characters\_male\skeleton_033_younger_rounder.nif"            if randomNumber == 34:                newModPath = r"characters\_male\skeleton_034_young_rounder.nif"            if randomNumber == 35:                newModPath = r"characters\_male\skeleton_035_veryyoung_rounder.nif"             if randomNumber == 36:                newModPath = r"characters\_male\skeleton_036_veryold_round.nif"            if randomNumber == 37:                newModPath = r"characters\_male\skeleton_037_old_round.nif"            if randomNumber == 38:                newModPath = r"characters\_male\skeleton_038_older_round.nif"            if randomNumber == 39:                newModPath = r"characters\_male\skeleton_039_normal_round.nif"            if randomNumber == 40:                newModPath = r"characters\_male\skeleton_040_younger_round.nif"            if randomNumber == 41:                newModPath = r"characters\_male\skeleton_041_young_round.nif"            if randomNumber == 42:                newModPath = r"characters\_male\skeleton_042_veryyoung_round.nif"            if randomNumber == 43:                newModPath = r"characters\_male\skeleton_043_veryold_veryround.nif"            if randomNumber == 44:                newModPath = r"characters\_male\skeleton_044_old_veryround.nif"            if randomNumber == 45:                newModPath = r"characters\_male\skeleton_045_older_veryround.nif"            if randomNumber == 46:                newModPath = r"characters\_male\skeleton_046_normal_veryround.nif"            if randomNumber == 47:                newModPath = r"characters\_male\skeleton_047_younger_veryround.nif"            if randomNumber == 48:                newModPath = r"characters\_male\skeleton_048_young_veryround.nif"            if randomNumber == 49:                newModPath = r"characters\_male\skeleton_049_veryyoung_veryround.nif"


the skeletons got the right transform and scales for different look
i also weightpainted upper and lowerbody and some clothes do work with the skeletons. And it is working great!
That means new bodies for npcs the same time without the headbanging bug.
But the bodies will be atached to npc randomly (only for once, if a batched patch is made)
Before i could release my mod it′s important for me to know how i would be able to read facegen data for face age and face heavy/light.
I saw that there are some things in "bosh.py" but i have not enough experience with python to understand most of the code.

It would be cool if i can use age and face heavy/light data (in decimal) to use with the skeletons that old faces get old looking bodies and fat faces fat bodies *g*

Wrye Bash it is a great tool!
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Abel Vazquez
 
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Post » Tue Mar 15, 2011 4:50 am

I will try putting my Pagefile back to default settings and we will see if that will work.



It would be cool if i can use age and face heavy/light data (in decimal) to use with the skeletons that old faces get old looking bodies and fat faces fat bodies


Oh, I dearly wish you all the best with this.
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NO suckers In Here
 
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Post » Tue Mar 15, 2011 4:48 am

Hello, I've got a problem in my hands that perhaps some of you could help me with.

For some reason unknown to me Wrye Bash won't detect mods that are already determined to be mergeable (they meet all requisites/appear with green text, appear as mergeable if I use mark mergeable) despite it determining other similar .esps (which come from the same Mod and are stated by the author to be mergeable) that basically meet the same function except patching a different mod.
Here's a picture:

Spoiler
[img]http://img254.imageshack.us/img254/7653/75377524.jpg[/img]


I circled in red two plugins that make my case. They appear as mergeable however they are not recognized for merging when I try to rebuild my patch. Is there something I'm perhaps overlooking? (They don't appear in the merge window at al so it's not just a prompt issue).

I'm troubleshooting with Sensual Walks (although it's not the only mods that has had this happen for me) because unlike other mods I can't ignore and just activate the esps because there are too many and I'm near the limit. This is not the case with all mods, however I'm getting frustrated and can't tell why Wrye Bash will only recognize some and some others not.

Thanks in advance.
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Lindsay Dunn
 
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Post » Mon Mar 14, 2011 6:27 pm

Hello, I've got a problem in my hands that perhaps some of you could help me with.

I'm troubleshooting with Sensual Walks (although it's not the only mods that has had this happen for me) because unlike other mods I can't ignore and just activate the esps because there are too many and I'm near the limit. This is not the case with all mods, however I'm getting frustrated and can't tell why Wrye Bash will only recognize some and some others not.

Thanks in advance.

Sensual Walks mods are mergeable but are tagged as NoMerge so that they do NOT appear in the bashed patch merge window. You should look in the Animations section and check the Sensual Walks mods there. This ensure that only the animation changes are included in your bashed patch and any other NPC changes will not be effected by Sensual Walks (there is one exception that is mergeable).

Edit: Select all mods and then right click and select Mark Mergeable to refresh the status. Also, you must have a BOSS masterlist present to have the correct bash tags for Sensual Walks

Edit 2: If you have got it right, they should be a purple colour
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teeny
 
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Post » Tue Mar 15, 2011 12:21 am

I am having an 'uncommon problem'. I found one other person in the TESNexus comments. Here is my debug report.

C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\bosh.py:15124: Warning: 'with' will become a reserved keyword in Python 2.6
Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\Wrye Bash Debug.py", line 24, in
import bash
File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\bash.py", line 38, in
import bosh
File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\bosh.py", line 15124
with open(os.path.join(root, name),"r") as text:
^
SyntaxError: invalid syntax
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benjamin corsini
 
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Post » Tue Mar 15, 2011 7:24 am

Uh oh. I've found what appears to be a very serious bug in the version of CBash included in WB 291.

When importing the magic effects, CBash apparently appropriates them (ie copies them as new records rather than override records). In my game, it causes CTDs if SM_OOO.esp from Supreme Magicka is merged in to the bashed patch, but of course it probably has a host of other nasty consequences.

For comparison, here's a view from the http://imagebin.org/134642 and a http://imagebin.org/134644, from the same load order.

Edit: Waruddar, my suggestion would be to set up some automated sanity checks on the bashed patch, that you can run every time you make code changes to CBash. A bit of test-driven development never hurts...

Urm. That was actually by (apparently faulty) design. MGEF's, like GMST's, are keyed by their editorID (or mgefCode if OBME is enabled) and their formID is supposedly ignored (which is why there are several MGEFs with a formID of 00000000. Since the formID is supposedly ignored, CBash simply assigns it a new one. But if it causes CTD's, then the formID must be used in some circumstances. Might be a bit tricky to get a fix working correctly with OBME...I'll have to investigate it when I get back.

As for automated testing, I already use it. Check out Test.py in the http://sourceforge.net/projects/cbash/ ;)

Re: Facegen data
Facegen data has not been decoded, so the information isn't available right now. Feel free to poke around the FGGS / FGTS / FGGA record fields to see if you can make sense of it, and we'll happily add support :)

Re: Lusit
It looks like you're using Python 2.5? May want to update to 2.6. Otherwise, you'll have to wait for the next release, and we'll change that code to be backwards compatible with 2.5.
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Louise Andrew
 
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Post » Tue Mar 15, 2011 8:48 am

Urm. That was actually by (apparently faulty) design. MGEF's, like GMST's, are keyed by their editorID (or mgefCode if OBME is enabled) and their formID is supposedly ignored (which is why there are several MGEFs with a formID of 00000000. Since the formID is supposedly ignored, CBash simply assigns it a new one. But if it causes CTD's, then the formID must be used in some circumstances. Might be a bit tricky to get a fix working correctly with OBME...I'll have to investigate it when I get back.

As for automated testing, I already use it. Check out Test.py in the http://sourceforge.net/projects/cbash/ ;)

Re: Facegen data
Facegen data has not been decoded, so the information isn't available right now. Feel free to poke around the FGGS / FGTS / FGGA record fields to see if you can make sense of it, and we'll happily add support :)

Re: Lusit
It looks like you're using Python 2.5? May want to update to 2.6. Otherwise, you'll have to wait for the next release, and we'll change that code to be backwards compatible with 2.5.


I just used what I got with wrye python. I'll try to use it with 2.6. I have both installed.
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Stacyia
 
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Post » Tue Mar 15, 2011 6:08 am

I just used what I got with wrye python. I'll try to use it with 2.6. I have both installed.


Since it's not letting me edit my post, I'll just post again.

When I uninstalled everything python 2.5, it wouldn't launch, and picking to launch it with python.exe or pythonw.exe did nothing.


When i did the debug for it in 2.6, I got this error report.

Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\Wrye Bash Launcher.pyw", line 24, in
import bash
File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\bash.py", line 38, in
import bosh
File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\bosh.py", line 78, in
import balt
File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\balt.py", line 39, in
import wx
File "C:\Python26\lib\site-packages\wx-2.8-msw-unicode\wx\__init__.py", line 45, in
from wx._core import *
File "C:\Python26\lib\site-packages\wx-2.8-msw-unicode\wx\_core.py", line 4, in
import _core_
ImportError: DLL load failed: %1 is not a valid Win32 application.
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victoria gillis
 
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Post » Tue Mar 15, 2011 9:18 am

Sensual Walks mods are mergeable but are tagged as NoMerge so that they do NOT appear in the bashed patch merge window. You should look in the Animations section and check the Sensual Walks mods there. This ensure that only the animation changes are included in your bashed patch and any other NPC changes will not be effected by Sensual Walks (there is one exception that is mergeable).

Edit: Select all mods and then right click and select Mark Mergeable to refresh the status. Also, you must have a BOSS masterlist present to have the correct bash tags for Sensual Walks

Edit 2: If you have got it right, they should be a purple colour


Oops, I had manually removed the NoMerge tags. Now I see where I went wrong. So after I import them (they are showing in purple text) do I deactivate the .esps? Also (I'm sorry since I don't use or have used BOSS before) how do I go about BOMM for the correct tags? Is there no way I could manually add them?

Edit: Nevermind, BOMM is simpler than I though. However after importing the data I can just deactive the .esps right? Also when I use Tags Report or Notes Report it won't load because my BOSSlog is a .html file and it's looking for a .txt file. I saved the BOSSlog file as .txt but then it freezes when I use those two options?
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ShOrty
 
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Post » Tue Mar 15, 2011 3:11 am

Urm. That was actually by (apparently faulty) design. MGEF's, like GMST's, are keyed by their editorID (or mgefCode if OBME is enabled) and their formID is supposedly ignored (which is why there are several MGEFs with a formID of 00000000. Since the formID is supposedly ignored, CBash simply assigns it a new one. But if it causes CTD's, then the formID must be used in some circumstances. Might be a bit tricky to get a fix working correctly with OBME...I'll have to investigate it when I get back.

As for automated testing, I already use it. Check out Test.py in the http://sourceforge.net/projects/cbash/ ;)

Ah, so it was intentional. I admit I freaked out a bit when I saw that very unusual result in TES4Edit.
There's something else though... I did too many tests to remember clearly, but I think that I managed to build a CBash batched patch with only Official Beth content + Unofficial Patches + OOO + Supreme Magicka, and this time SM_OOO being merged didn't cause a CTD. Again, I *seem* to remember that. So maybe it's another mod that refers to MGEFs by their FormIDs?
I won't be able to pinpoint that mod in any case unfortunately, already pinpointing SM_OOO and finding what was going on in TES4Edit took ungodly amounts of time.
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Tanika O'Connell
 
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Post » Mon Mar 14, 2011 9:41 pm

BOMM is simpler than I though. However after importing the data I can just deactive the .esps right? Also when I use Tags Report or Notes Report it won't load because my BOSSlog is a .html file and it's looking for a .txt file. I saved the BOSSlog file as .txt but then it freezes when I use those two options?

You should really post this question on the BOMM thread. Just make sure you are running the latest version of BOMM and look at the Help to see what changes you need to make when running the latest version of BOSS. Please post anything else relating to BOMM on the BOM thread and BOSS on the BOSS thread.
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Charlotte X
 
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Post » Mon Mar 14, 2011 6:23 pm

Just a quick suggestion to anyone who uses BAIN to manage release projects and packages regular 7z files for your mods. The -mx=9 argument on the s7zExtraCompressionArguments line (when that's working for real) will make it use Ultra. The default after it got fixed in SVN wasn't compressing things as aggressively as I'd remembered. The difference between whatever it used and Ultra was significant. A 47MB archive vs a 33MB archive.
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chinadoll
 
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Post » Tue Mar 15, 2011 3:08 am

i am still working on the body mod i was able to print out this from facegen

{'fgga_p': 'F\xf2\xbc\xbe#\xee4>`I\xd2>\xe8\xfe\x06?\x92\xfd7>\x1eX\xaa\xbff\xf7\xa5\xbe\x9a\x98\xca=&\xaf=?\xf7{\xf5>l \x8d?\x9e\xf9]\xbfh\x80\x18\xbf\xd8\xf4\xef>\xe6UM\xbf\x8e\xbc\xb4>~\x9f\xca>\xba\xa3L\xbf\x82u9?b\t\xdf\xbe\xb4n\x8d?~|\x95?\xb8\x18Y\xbf\x1d\xaew\xbf\x88\xd3\xe4\xbeT\x91\x8e\xbft\xd9\x82\xbf%\xbb(?\x94<\x07?\x0c\x88\x8e?'


isn′t this the data format xhexhex (xhexhexhex)? of course there are some other symbols but i could try to leave them as they are.

If so would′t it be possible to explode (php) all numbers by "\" convert them to decimal (it would be easier for me to handle decimal numbers).

then manipulate them and convert them back, put them in the right order and look what changed to find out which one is the data for age and weight?

sorry if this question is dumb, but i am a total noob with decrypting and scripting with python

i think i have learned that those numbers above are encrypted :(

btw i uploaded a video of my mod at youtube

http://www.youtube.com/watch?v=zDo4iSFDlmw
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Ashley Clifft
 
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Post » Tue Mar 15, 2011 8:52 am

Encrypted? That would svck.
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Aman Bhattal
 
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Post » Tue Mar 15, 2011 4:49 am

Quick question if I may: does WB still have issues installing texture replacers via BAIN? I'm still running 287 because I can't afford any downtime right now... I ask because this is my first time installing everything via BAIN and I've run into a bit of funkiness with a couple of textures here and there. I remember hearing in the past that BAIN didn't deal with texture replacers so well and people were still using OBMM in those cases.
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Melly Angelic
 
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Post » Tue Mar 15, 2011 9:11 am

Quick question if I may: does WB still have issues installing texture replacers via BAIN? I'm still running 287 because I can't afford any downtime right now... I ask because this is my first time installing everything via BAIN and I've run into a bit of funkiness with a couple of textures here and there. I remember hearing in the past that BAIN didn't deal with texture replacers so well and people were still using OBMM in those cases.

The main issue I encountered was not in installing or uninstalling textures but in the fact that for a few iterations of WB there was an issue with it recognizing that indeed the replacers from later installing packages were indeed overwriting replacers from earler installing packages. The replacers still went in OK (for me) it was just that BAIN was not giving correct reports about this in how the packages related to each other.

I recall Arthmoor really having found a couple of issues with this.

I've not had a chance to fully test this myself with the newer 291 as I usually now wait till I have more than one or two updates before I go through the effort of updating 3 installs.
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D LOpez
 
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Post » Mon Mar 14, 2011 10:32 pm

The main issue I encountered was not in installing or uninstalling textures but in the fact that for a few iterations of WB there was an issue with it recognizing that indeed the replacers from later installing packages were indeed overwriting replacers from earler installing packages. The replacers still went in OK (for me) it was just that BAIN was not giving correct reports about this in how the packages related to each other.

I recall Arthmoor really having found a couple of issues with this.

I've not had a chance to fully test this myself with the newer 291 as I usually now wait till I have more than one or two updates before I go through the effort of updating 3 installs.


Hmmm, yeah, I've noticed a bit of quirkiness, particularly when uninstalling something. My main concern is that something later in the installation order properly overwrites the meshes and textures of a previous mod. It seems to be doing that, but it's hard to tell. I'm mainly running into some oddness with clothing. I run body replacers and there is a bit of overlap with the clothing. I've decided what I want to overwrite, but in game, some of the clothing isn't being rendered properly. It could be a problem with the mod, I suppose, but when I look at the mesh in Nifskope, everything looks fine. This is the first time I'm running All Male Bodies, so it might be an issue with the mod. I think I'll check Nexus and see if there are any comments there.

Thanks for the reply.
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[Bounty][Ben]
 
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Post » Tue Mar 15, 2011 7:48 am

Well body mods are a pain period. Haven't seen that one yet - might check it out at some point, but I'm usually happy with Roberts and Eve.

Overlapping clothing? Huh? Screenshot?
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Genevieve
 
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Post » Mon Mar 14, 2011 8:50 pm

I recall Arthmoor really having found a couple of issues with this.

I've not had a chance to fully test this myself with the newer 291 as I usually now wait till I have more than one or two updates before I go through the effort of updating 3 installs.


It appears that issue I was having got fixed somewhere between 287 and 291. BAIN is behaving as expected these days, at least for me.

@Andalaybay: No reason to avoid 291. Just don't enable CBash yet and you'll be fine. All of the normal functions work properly, and the installer program they wrote for it works great too.
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Latino HeaT
 
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Post » Tue Mar 15, 2011 12:33 am

Well body mods are a pain period. Haven't seen that one yet - might check it out at some point, but I'm usually happy with Roberts and Eve.

Overlapping clothing? Huh? Screenshot?


AMB is Robert's. It's just all the options from the original Robert's and the changes AlienSlof made all packaged up into one comprehensive unit. Makes it easier to select your options. I think the guy that put it together also introduced a couple more body types based on Robert's. Search for All Male Bodies on Nexus.

Sorry bad term. The clothing doesn't overlap. What I meant by overlap is that some of the male clothing is also included in Robert's female. I wanted the version in AMB to replace the version that is in Robert's female when I installed them. I set it up so that I install Robert's female first, then AMB. 99.9% of the clothing is fine, but two pieces (blacksmith's apron and green wool shirt) don't render properly. I can't see anything wrong with the meshes or textures, but since it's only two pieces, there must be something wrong with the mod. I've had a couple of other odd graphical glitches not related to the body mods as well, so I thought I'd ask about BAIN installing texture replacers to understand what the issue was a little better, if there was an issue.
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Esther Fernandez
 
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Post » Mon Mar 14, 2011 7:30 pm

It appears that issue I was having got fixed somewhere between 287 and 291. BAIN is behaving as expected these days, at least for me.

@Andalaybay: No reason to avoid 291. Just don't enable CBash yet and you'll be fine. All of the normal functions work properly, and the installer program they wrote for it works great too.


Yeah, I've just been a bit nervous about upgrading. For one thing, I installed WB in a directory outside Oblivion. Now that I'm using BAIN, I do need to switch it back to a normal installation, but I wasn't sure what would happen when I did that. I'm also using TES4 Manager, so from what I've gathered, I will actually be better off installing WB in its normal place inside the Oblivion folder.

So it sounds like I'm right at the point where BAIN was still a little quirky with texture replacers and it getting fixed. As I said, I'm still running 287.

Edit: it looks like it was two bad meshes in AMB, so BAIN is working just fine. Good I can worry about diving into the update a bit later. :) Thanks for the input, guys.
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Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Mon Mar 14, 2011 11:56 pm

Some time ago, I posted a feature request on Source Forge...

I really appreciate the implementation of the NpcFacesForceFullImport tag.

On reflection, I think it should work the other way around. In other words NpcFaces should do a full import and there could be a tag to indicate when an NpcFacesMerge is required.

Rationale is that as it stands, I reckon every mod that has an NpcFaces tag defined in BOSS (or in the description field) should be tagged as NpcFacesForceFullImport - implementing it the other way around would mean that only a few (and I cannot think of any) mods would need to be re-tagged.

Thanks for considering.

Apologies for posting here, but I was interested to know whether or not this was going to be considered before posting any tag change suggestions on the BOSS forum.

Many thanks for your patience.
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Daniel Lozano
 
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Joined: Fri Aug 24, 2007 7:42 am

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