[RELZ] Wrye Bash -- Thread #38

Post » Sat Apr 30, 2011 5:35 pm

Huh, what kind of purple? ;)

:rolleyes:

Tracked down the bug, and kinda understand it. It wasn't an issue with wxPython, but rather in a wrapper class that Wrye uses. Apparently, it was returning the wrong color the first time it was accessed. I gutted some of the code and removed the problem, but I'm not entirely sure if there will be any side-effects. I'm honestly not sure what he was trying to do with the code that I gutted.

Everything appears to work though, so I'm committing the update now.
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hannah sillery
 
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Post » Sat Apr 30, 2011 7:56 pm

Huh, what kind of purple? ;)

A really Dark Mad type color.....lol...But game runs Fine....

Edit: Arthrmoor posted a pic back a page or so....
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Katie Louise Ingram
 
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Post » Sat Apr 30, 2011 9:14 am

Is the forum running slowly or is it just me? Scrolling is slow and laggy.
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jeremey wisor
 
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Post » Sat Apr 30, 2011 6:17 pm

Yeah, the purple is nasty. Cant hardly read the line. A light green on black text would be much better.

Anyhow
Bash 281 Problems***Oblivion.esm is purple***When I click on the UOP in the mods tab I get this:Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1355, in OnItemSelected    self.details.SetFile(modName)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1467, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found***Icons==The DDSConvertor Icons didn't make it into the download. The one with D,D,S on the blocks.==The TEs4Gecko Cog icon didn't make into the download.==Blender 32 & 16 resolution Icons didn't make it into the download.==TES4Files 32 Icon didn't make it into the download.==The Oblivion & TES Constuction set 32 Icons didn't make it either.==Interactive map of cyrodill launcher is showing the mod list generator icon. It should be the 3 little houses icon.==The Docmument browser and Modchecker 32 & 16 Icons are not showing.==Insanity's Random NPC Generator launcher is showing the brick icon.==Wings3d and milkshape3d Launcher buttons still are showing and working even if I stick ;;; in the ini pathEX:;--sWings3D is the path that Bash will look for Wings3D.sWings3D=;;;C:\Program Files\wings3d_1.2\Wings3D.exe;--sMilkShape3D is the path that Bash will look for MilkShape 3D.sMilkShape3D=;;;C:\Program Files\MilkShape 3D 1.8.4\ms3d.exe==Photoshop Launcher is not showing at all...My Path:;--sPhotoshopPath is the path that Bash will look for Photoshop.sPhotoshopPath=C:\Program Files\Adobe\Photoshop 7.0\Photoshop.exe==Tes4View and Trans are not showing up... but Edit is.My pathsTes4EditPath=C:\Program Files\Bethesda Softworks\Oblivion\Modding Tools\TES4 Edit\TES4Edit.exebShowTes4View=TruebShowTes4Edit=TruebShowTes4Trans=True***FIX this Path. Opps forgot to make an IcoFX Icon. Will get around to it sometime.sIcoFX=C:\Program Files\IcoFX 1.6\IcoFX.exe***NOT Sure about still: Are the checkbox_blue_on_32.png & checkbox_green_on_32.png icons supposed to be showing when 32 icons are active for the OBSE enabled and Auto Quit Disabled buttons? If so, they are still showing 16 size icons.Also wasn't there an option for OBMM in the bash.ini? Or maybe I'm going blind or crazy...LOL


Tests with the Custom buttons that are working. :celebration: Folder paths, .psd, text docs, images, .nif, .7z & .rar, video files,
.blend, etc.. Bravo

Metallicow
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Abi Emily
 
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Post » Sat Apr 30, 2011 4:55 am

Oblivion.esm being purple is fixed.

No idea what's going on with your UOP. Can't reproduce it, and a quick glance in the code didn't reveal anything. It could possibly be a corrupt Table.dat. Go to "Oblivion Mods\Bash Mod Data", and try renaming Table.dat and Table.dat.bak to backup.dat and backup.dat.bak, launching Bash, and seeing if the problem persists. Don't do anything else in Bash. Then, close Bash, delete the new Table.dat and rename backup.dat and backup.bak back to Table.dat and Table.bak.

As far as the icons, I don't have the ones that are missing, but I can fix the ones that aren't showing properly. Either wait for PacificMorrowind to handle it (assuming he has them), or send them to me and I'll include them. If you choose to send them to me, just upload them to sendspace or somesuch and PM me the link.

I'll look into the launcher button issues you mentioned.

There isn't an option for OBMM from what I can see.
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Tiffany Castillo
 
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Post » Sat Apr 30, 2011 6:35 pm

There should be an OBMM shortcut, but I do not know about an option in the INI. OBMM has to be installed in the Oblivon folder, so I do not see why there would be an option.
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mollypop
 
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Post » Sat Apr 30, 2011 5:07 pm

No idea what's going on with your UOP. Can't reproduce it, and a quick glance in the code didn't reveal anything. It could possibly be a corrupt Table.dat. Go to "Oblivion Mods\Bash Mod Data", and try renaming Table.dat and Table.dat.bak to backup.dat and backup.dat.bak, launching Bash, and seeing if the problem persists. Don't do anything else in Bash. Then, close Bash, delete the new Table.dat and rename backup.dat and backup.bak back to Table.dat and Table.bak.

It didn't work, but this is what I got when I fired bash up after naming them backup.dat and backup.dat.bak

Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3712, in RefreshData    bosh.modInfos.rescanMergeable(scanList,progress)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 8055, in rescanMergeable    canMerge = PatchFile.modIsMergeable(modInfo) == True  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13704, in modIsMergeable    if 'NoMerge' in modInfos[GPath(modInfo.name.s)].getBashTags(): reasons += "\n.    Has 'NoMerge' tag."  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 7288, in getBashTags    tags = self.getRow().get('bashTags')AttributeError: 'str' object has no attribute 'get'


Then when I deleted the table.dat and renamed my backups, I still am getting this when I click on the UOP

Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1355, in OnItemSelected    self.details.SetFile(modName)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1467, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found


Nothing is showing in the bash tags Box either...
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jessica sonny
 
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Post » Sat Apr 30, 2011 4:40 pm

Unless you use BAIN, in which case this suggestion would be very inconvenient, make sure you have the latest WB requirements installed, uninstall Wrye Bash entirely, then reinstall v281 again.
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luis ortiz
 
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Post » Sat Apr 30, 2011 8:23 am

==Interactive map of cyrodill launcher is showing the mod list generator icon. It should be the 3 little houses icon.

Fixed.

==The Docmument browser and Modchecker 32 & 16 Icons are not showing.

Document Browser is fixed. Didn't see any new icons for the modchecker...

==Insanity's Random NPC Generator launcher is showing the brick icon.

Didn't see any new icons for this one.

==Wings3d and milkshape3d Launcher buttons still are showing and working even if I stick ;;; in the ini pathEX:;--sWings3D is the path that Bash will look for Wings3D.sWings3D=;;;C:\Program Files\wings3d_1.2\Wings3D.exe;--sMilkShape3D is the path that Bash will look for MilkShape 3D.sMilkShape3D=;;;C:\Program Files\MilkShape 3D 1.8.4\ms3d.exe

Both fixed.

==Photoshop Launcher is not showing at all...My Path:;--sPhotoshopPath is the path that Bash will look for Photoshop.sPhotoshopPath=C:\Program Files\Adobe\Photoshop 7.0\Photoshop.exe

Fixed.

==Tes4View and Trans are not showing up... but Edit is.My pathsTes4EditPath=C:\Program Files\Bethesda Softworks\Oblivion\Modding Tools\TES4 Edit\TES4Edit.exebShowTes4View=TruebShowTes4Edit=TruebShowTes4Trans=True

Working on it. Slightly puzzled why it isn't working.

***NOT Sure about still: Are the checkbox_blue_on_32.png & checkbox_green_on_32.png icons supposed to be showing when 32 icons are active for the OBSE enabled and Auto Quit Disabled buttons? If so, they are still showing 16 size icons.

Not sure myself.
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Sudah mati ini Keparat
 
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Post » Sat Apr 30, 2011 8:24 am

Save Profiles - a few questions:

Let me begin by saying, yes, I read the ReadMe. Twice. The ReadMe is clear but lacks examples. What I'd like to know, specifically, is how I can better use Save Profiles to enhance my game. For example, can I:

1. Install all six or seven of Centuriun's castles mods and have only one activated during a saved game? Switching between saves would switch activation of the castles without requiring me to rebuild my patch or have all "installed" in the game at the same time.

2. Utilize a particular weapon/armor mod for a single player and not for any other saves?

3. Can I use a Save Profile to set up a completely vanilla version of the game (not completely vanilla, because some texture mods, etc. would always be there).

4. Can I use a Save Profile to set up, say, a version of Oblivion to run without OBSE?

I probably don't understand save profiles as well as I should. Can someone give me some examples of how they've put save profiles to use? Sorry if this seems like an ignorant question.

EDIT: Is there a limit on how many saved game profiles you can have?

~ Dani ~ :)

"I'm crying tears for Butler tonight."
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Elisabete Gaspar
 
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Post » Sat Apr 30, 2011 7:51 am

However, if you have all of the mods for any set of your profiles installed (which is determined by dependencies of the save files in said profiles) then switching between profiles will activate/deactivate the correct plugins for each set. If you use multiple bashed patches, you really can achieve that affect (because if you did not use separate bashed patches, every profile that had a bashed patch would load the current bashed patch's dependencies, screwing things up.) Also, since profiles often have saves with varying sets of mods, and Wrye Bash only associates the dependencies of a profile's most recent save with the profile, to load the dependencies of other saves in the profile, simply right-click on the target save and choose "load masters."

The Wrye Bash save tabs basically just gives the user a nice convenient GUI and package to manage save profiles. You can manage save profiles manually by changing the "useProfiles" setting to 1 in the INI and changing the current profile's path.

If you want to run a certain profile without OBSE, turn off the "OBSE enabled" option in the bottom-left corner of the Bash's window before launching the game, one click.


Edit: I do not think profiles are limited, but the limitation has nothing to do with Wrye Bash. If you make enough profiles to hit such a limit you should probably start doing some cleanup.
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Heather M
 
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Post » Sat Apr 30, 2011 6:14 am

However, if you have all of the mods for any set of your profiles installed (which is determined by dependencies of the save files in said profiles) then switching between profiles will activate the correct plugins for each set. If you use multiple bashed patches, you really can achieve that affect (because if you did not use separate bashed patches, every profile that had a bashed patch would load the current bashed patch's dependencies, screwing things up.) Also, since profiles often have saves with varying sets of mods, and Wrye Bash only associates the dependencies of a profile's most recent save with the profile, to load the dependencies of other saves in the profile, simply right-click on the target save and choose "load masters."

The Wrye Bash save tabs basically just gives the user a nice convenient GUI and package to manage save profiles. You can manage save profiles manually by changing the "useProfiles" setting to 1 in the INI and changing the current profile's path.

If you want to run a certain profile without OBSE, turn off the "OBSE enabled" option in the bottom-left corner of the Bash's window before launching the game, one click.


Edit: I do not think profiles are limited, but the limitation has nothing to do with Wrye Bash. If you make enough profiles to hit such a limit you should probably start doing some cleanup.


Okay, let's take a step back. Line by line, starting with the first:

However, if you have all of the mods for any set of your profiles installed (which is determined by dependencies of the save files in said profiles) then switching between profiles will activate the correct plugins for each set.


And that's what I'm asking. I ran a test profile and all it did was create a new directory within my saves directory. So creating a save profile will switch mods in and out of my load order? Do I do this by having a set of plugins activated, THEN creating the save profile? I mean, the ReadMe isn't clear on this. Does the Save Profile create a new modlist at the time it is created?

Assuming yes, then I can create a Save Profile with all my plugins activated. Once I've saved a game, I can exit Oblivion and open Wrye Bash. I can deactive, say, fifteen plugins. Then I can create a second profile and a NEW bashed patch based on the load order. Open Oblivion, save a game. Now, when I want to play all my plugins, I switch to the first save profile and save there. When I want the "lighter" set, I switch to the second.

Am I right or am I missing something? And how do others use safe profiles. Some examples would be nice. Or do people not use them? Am I attributing too much to them? Sorry, I thought I understood what they were.

~ Dani ~ :)

"I'm crying tears for Butler tonight."
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Honey Suckle
 
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Post » Sat Apr 30, 2011 11:21 am

You are right. You create a profile, make a save with that profiles, and then WB has an "associated" profile for you. You can also create a profile and move existing saves into it, which I have to do often enough. I have five main profiles: test (Vanilla, basically) face saves (outside the sewers with Vanilla or relevant cosmetic mods) important (random saves I though to keep safe) FCOM and a legacy type profile. I have about five different FCOM profiles. One is current, and the others are not. I keep the others around for comparison with my load order, to think about performance and stability, etc. My main purpose for these different save files is organization, keeping different groups of mods to different profiles. I plan to add another main profile this summer to test out a different overhaul setup.

Edit: If you do not have plugins installed that are associated with a certain profile, Wrye Bash alerts you with those absences.
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Mark Churchman
 
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Post » Sat Apr 30, 2011 6:01 am

Edit: If you do not have plugins installed that are associated with a certain profile, Wrye Bash alerts you with those absences.


Good to know. I was under the impression that Wrye Bash automatically activated/deactivated plugins when you switched your profile. I assume that's done manually?

I can see how you use your profiles for testing. Here's where I'm going with this:

Create a "base" install that has FCOM and my gameplay mods in it. Probably most of the quests, too. Then for each save profile, deactive the plugins I know that character won't be using. Weapons and aromor mods, house mods, a bunch of companion mods, whatever. Get the number of active mods down as low as possible by eliminating the plugins I'm not going to use with this character. In any one game, I could probably dump fifty or so mods. Less mods means better performance.

~ Dani ~ :)

"I'm crying tears for Butler tonight."
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Far'ed K.G.h.m
 
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Post » Sat Apr 30, 2011 2:43 pm

No, Wrye Bash does automatically activate and deactivate plugin. There is a huge difference between activation and installation. Installed means it is in your data folder. Activated means it is loaded by the game engine. Virtually active means it is merged into the bashed patch, and not loaded by the game (unchecked but with a plus sign in the bashed patch.) That is part of the reason why having (Bash) merged mods active is wasteful and can even cause problems. It is practically active twice.

From my first response to your questions: this is automation

However, if you have all of the mods for any set of your profiles installed (which is determined by dependencies of the save files in said profiles) then switching between profiles will activate/deactivate the correct plugins for each set. If you use multiple bashed patches, you really can achieve that affect (because if you did not use separate bashed patches, every profile that had a bashed patch would load the current bashed patch's dependencies, screwing things up.) Also, since profiles often have saves with varying sets of mods, and Wrye Bash only associates the dependencies of a profile's most recent save with the profile, to load the dependencies of other saves in the profile, simply right-click on the target save and choose "load masters."


Edit: Your plan is fine. Do whatever you want with the profiles. Keep in mind that even if the plugins are deactivated (not uninstalled) still count toward that plugin limit. Therefore, if you have a profile that is basically up against the soft cap of 300-400 plugins and BSAs, all other profile's setups should fall within that big profile's setup.
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Raymond J. Ramirez
 
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Post » Sat Apr 30, 2011 8:15 pm

Fixed the TES4Edit/View/Trans problem (kinda), and just got the updated icons from Metallicow.

The TES4Edit buttons all show properly, but there's a problem. From what I can see, the command line switches (-edit, -translate) only work if the file is named TES4View, but the file is now distributed as TES4Edit.

There are two solutions:
1) Bash could automatically rename the file to TES4View, and use the command line switches.
2) Bash could copy TES4Edit to TES4View and TES4Trans, and not use the command line switches.

Neither approach is that great. If Bash renames it to TES4View, people might wonder where their TES4Edit went. If Bash copies TES4Edit, it consumes ~7 MB more space than is needed.

The best approach would be to get ElminsterEU to fix this on his end, but he's been MIA for a while.

Any thoughts? I'll fix the rest of the icons tonight, and will wait till tomorrow evening for feedback on how to handle TES4Edit. I'm leaning towards simply renaming TES4Edit to TES4View.
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Jenna Fields
 
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Post » Sat Apr 30, 2011 1:46 pm

i was wondering why I was launching TES4Edit regardless of which icon I chose. To further complicate this problem, I actually install TES4Edit.exe, TES4View.exe and TES4Trans.exe. There are no flags needed for my setup. Why not just make the users duplicate and rename TES4Edit if they want. TES4Edit is the one most users need to use most of the time, so it could be argued that that is the best way to distribute it, as TES4Edit.exe. I do not think the WB code should do it because there are probably other users outside of myself who install the variations separately (by copying and renaming TES4Edit.exe.) Either have users do that, or have them rename TES4Edit.exe TES4View.exe.
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Vicki Blondie
 
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Post » Sat Apr 30, 2011 11:27 am

I've taken a vacation from Oblivion and Fallout 3 to finally finish off Witcher and Bioshock 1 but have been collecting updates and decided to update some mods.

Firstly I update to Wrye Bash 281 (from 279).

Upon starting it I get this every time I start Bash:
Traceback (most recent call last):  File "I:\Games\Oblivion\Mopy\basher.py", line 3712, in RefreshData    bosh.modInfos.rescanMergeable(scanList,progress)  File "I:\Games\Oblivion\Mopy\bosh.py", line 8055, in rescanMergeable    canMerge = PatchFile.modIsMergeable(modInfo) == True  File "I:\Games\Oblivion\Mopy\bosh.py", line 13704, in modIsMergeable    if 'NoMerge' in modInfos[GPath(modInfo.name.s)].getBashTags(): reasons += "\n.    Has 'NoMerge' tag."  File "I:\Games\Oblivion\Mopy\bosh.py", line 7288, in getBashTags    tags = self.getRow().get('bashTags')AttributeError: 'str' object has no attribute 'get'
Doesn't seem to like a no merge tag somewhere, but I cannot tell what mod.

Next - what is with the purple text on some mods? That is new and the changelog didn't seem to mention it (possible I missed that somewhere). With all the changes can we get an addendum text to the main Wrye Bash Readme with what has been added? You now like documentation that matches implementation. Especially with tags. This would be very helpful for those of us who are writing tutorials ourselves.

I agree with Arthmoor and others about the ini support (even though All Natural does not have that file path).

[edited out false conclusions] ... seems though that the recognition of mods moved/removed is less responsive and whereas notices were given sometimes it does not give the notice till restarting bash often (but not every time) With the length of time it can take to open the BAIN tab that is very cumbersome.

[edit 2] Mod movement/removal detection still less responsive.
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Farrah Lee
 
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Post » Sat Apr 30, 2011 9:03 pm

I've taken a vacation from Oblivion and Fallout 3 to finally finish off Witcher and Bioshock 1 but have been collecting updates and decided to update some mods.

Firstly I update to Wrye Bash 281 (from 279).

Upon starting it I get this every time I start Bash:


I'm seeing the same thing.

On top of that when I try and build the patch the following error pops up:

Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 8427, in Execute    unfiltered = [x for x in bosh.modInfos.ordered if 'Filter' in bosh.modInfos[x].getBashTags()]  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 7288, in getBashTags    tags = self.getRow().get('bashTags')AttributeError: 'str' object has no attribute 'get'


Back to 279 I go.
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Racheal Robertson
 
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Post » Sat Apr 30, 2011 8:44 am

I've taken a vacation from Oblivion and Fallout 3 to finally finish off Witcher and Bioshock 1 but have been collecting updates and decided to update some mods.

Firstly I update to Wrye Bash 281 (from 279).

Upon starting it I get this every time I start Bash:
Traceback (most recent call last):  File "I:\Games\Oblivion\Mopy\basher.py", line 3712, in RefreshData    bosh.modInfos.rescanMergeable(scanList,progress)  File "I:\Games\Oblivion\Mopy\bosh.py", line 8055, in rescanMergeable    canMerge = PatchFile.modIsMergeable(modInfo) == True  File "I:\Games\Oblivion\Mopy\bosh.py", line 13704, in modIsMergeable    if 'NoMerge' in modInfos[GPath(modInfo.name.s)].getBashTags(): reasons += "\n.    Has 'NoMerge' tag."  File "I:\Games\Oblivion\Mopy\bosh.py", line 7288, in getBashTags    tags = self.getRow().get('bashTags')AttributeError: 'str' object has no attribute 'get'
Doesn't seem to like a no merge tag somewhere, but I cannot tell what mod.

Next - what is with the purple text on some mods? That is new and the changelog didn't seem to mention it (possible I missed that somewhere). With all the changes can we get an addendum text to the main Wrye Bash Readme with what has been added? You now like documentation that matches implementation. Especially with tags. This would be very helpful for those of us who are writing tutorials ourselves.

I agree with Arthmoor and others about the ini support (even though All Natural does not have that file path).

[edited out false conclusions] ... seems though that the recognition of mods moved/removed is less responsive and whereas notices were given sometimes it does not give the notice till restarting bash often (but not every time) With the length of time it can take to open the BAIN tab that is very cumbersome.

[edit 2] Mod movement/removal detection still less responsive.

The purple is a bug. Read up above your post a bit. Someone also posted that same error earlier. Maybe you should compare lists or something. Identify the plugins with the NoMerge tag first, however. Check the current ReadMe by clicking on the help button in the bottom-right corner (the right-most shortcut.) That bug may be slowing things down. I do not know....haven't run v281 yet...

Edit: People who renamed their default_bash.ini to bash.ini should make a new bash.ini. The older version had some typos, it seems.
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XPidgex Jefferson
 
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Post » Sat Apr 30, 2011 3:41 pm

The purple is a bug. Read up above your post a bit. Someone also posted that same error earlier. Maybe you should compare lists or something. Identify the plugins with the NoMerge tag first, however. Check the current ReadMe by clicking on the help button in the bottom-right corner (the right-most shortcut.) That bug may be slowing things down. I do not know....haven't run v281 yet...

Edit: People who renamed their default_bash.ini to bash.ini should make a new bash.ini. The older version had some typos, it seems.


Ahh there is an updated readme - I kept going to Wrye Musings - good to know.

I'm slowly going through my mods and finally getting on board with all the new tags. Of which of course I'm seeing some slight contradictions between threads and BOSS. Ah well it all seems to be in flux and what is hot news here may not be on the masterlist yet. Also the masterlist may still have tags that have not been removed yet. Sorry I did not take exhaustive notes, but let me get this straight:

Warcry - do not tag Actor.deathItems?
OOO - do I remove either factions or relations now (I think I recall reading that somewhere) - with FCOM.
TamrielTravellersItemsNPC - no longer activated even if bash wants to merge it - now safe to merge (bash always gives a warning).

Then Tomlong - could you expand on what you posted about the ini - I've never renamed a Bash ini - why would I?
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naome duncan
 
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Post » Sat Apr 30, 2011 8:00 am

Do not worry about it if you did not. Some people change the paths to their utilities because they are not in the default location.

See my http://sites.google.com/site/oblivionpoinfo/utilities/wrye-bash/bashedpatch page. A lot of mods have not caught up with the Bash tag updates yet, and have not figured out all of the quirks with the new tags.
Warcry - already noted
OOO - not new
TTNPC - Bash warns you because it is a filter mod. They should not be active, ever. Yes, merge it.
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Bird
 
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Post » Sat Apr 30, 2011 10:12 am

Do not worry about it if you did not. Some people change the paths to their utilities because they are not in the default location.

See my http://sites.google.com/site/oblivionpoinfo/utilities/wrye-bash/bashedpatch page. A lot of mods have not caught up with the Bash tag updates yet, and have not figured out all of the quirks with the new tags.
Warcry - already noted
OOO - not new
TTNPC - Bash warns you because it is a filter mod. They should not be active, ever. Yes, merge it.

Those were not rhetorical questions. "-not new" answers nothing for me. Only the last one answered.

and as for ini ... My game is not in the default location - or do you mean some install it outside the Oblivion directory?
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Monika Krzyzak
 
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Post » Sat Apr 30, 2011 9:44 pm

I am running W7 (64) with Python 2.6.4, wxPython 2.8.10.1 and Comtypes 0.6.2.

Wrye Bash 279 runs great, had it up to 253/370 mods no problem.

Currently on a new install, up to and including UOPs, so only got 6 items loading. The 279 setup is working fine. Can bash a patch, add/remove, sort etc. Running BOSS updates straight away, and all files got good time sigs to load in order.

Downloaded 281 and overwrote files as required. On first start I get the purple Oblivion.esm, and can rebuild a patch. However, if I add a new mod, I get the following wxPython error:

Traceback (most recent call last):  File "F:\Oblivion\Mopy\basher.py", line 1355, in OnItemSelected    self.details.SetFile(modName)  File "F:\Oblivion\Mopy\basher.py", line 1467, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))  File "F:\Oblivion\Mopy\bosh.py", line 7288, in getBashTags    tags = self.getRow().get('bashTags')AttributeError: 'str' object has no attribute 'get'


If I run BOSS from inside Wyre it completes correctly but Wyre does not update to new order.
If I restart Wyre, I get the above wxPython error, but Wyre reads the new modlist ok and the order is now correct and time sigs are good. Now I am stuck... I can't add/remove, edit or rebuild without the error above popping up.

So, I reverted back to 279 by overwriting files. It runs great as it always has, I ran a rebuild and it was fine. Thinking maybe my 281 install was bad, I redownloaded it and then installed it over the 279 again.

On first start it appears fine, the added mod is there, everything is in order the time sigs are good. But as soon as I install a new mod or try to remove one I get the same wxPython error above.

So, now for the last try... I completely uninstall all Wyre, Python and clean down with CCCleaner to remove all traces from registry etc. And then reinstall from scratch, Python, wx, Com, Wyre 275, 281 and...

...same problem. It runs first time then errors as above.

I am solely a user, not a modder or programmer but it seems to me that on my system 281 is not updating correctly, that it works on an update done by 279 but can't run it's own update without compiling an error.

So, looks like I'm back with 279 - a great tool - it works for me.

Any enlightenment of what else I can try greatly appreciated.
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Sat Apr 30, 2011 5:06 pm

I think what bigredbus means is that each time Wrye Bash starts it will then update the mods tab with either missing or moved mods). I found that this most often is the case by using an outside utility like OBMM or removing manually - but that this is not consistent - sometimes works for me sometimes not. It is a feature that I really like a lot.

So building my patch gave no errors. It now takes about 2-3 times longer though and I'm not sure if it is because of all the new tags. Around 10 minutes to bash. That is a considerable amount of time and even running the bash again with near the same options resulted in similar time.

Well I'm not sure if reporting which esp are purple but it interested me that unlike above my Oblivion.esm is not purple ... hmmm?

So here is my load order with the purple mods highlighted purple if it helps (always these when opening does not seem to change):
Spoiler
Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 0.9.9]
02 Francesco's Leveled Creatures-Items Mod.esm
03 Francesco's Optional New Items Add-On.esm
04 Cobl Main.esm [Version 1.72]
05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
06 Mart's Monster Mod.esm [Version 3.7b3p3]
07 Enhanced Daedric Invasion.esm
08 CyrodiilUpgradeResourcePack.esm
09 TamrielTravellers.esm [Version 1.39c]
0A FCOM_Convergence.esm [Version 0.9.9MB3]
0B Armamentarium.esm [Version 1.35]
0C Artifacts.esm [Version 1.1]
0D Progress.esm [Version 2.2]
0E MALO - MAIN.esm
0F TamRes.esm
10 Unofficial Oblivion Patch.esp [Version 3.2.5]
11 DLCShiveringIsles.esp
12 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
++ Shivering OOO.esp
13 TamRes.esp
14 Francesco's Optional Chance of Stronger Bosses.esp
15 Francesco's Optional Chance of Stronger Enemies.esp
16 Francesco's Optional Chance of More Enemies.esp
17 Francesco's Optional Leveled Quests-SI only.esp
18 Francesco's Optional Leveled Guards.esp
++ Francesco's Dark Seducer Weapons Patch.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
19 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
1A Fran Armor Add-on.esp
1B Fran_Lv30Item_Maltz.esp
1C _Environments Mods Merged1.esp
1D All Natural - Real Lights.esp [Version 0.9.9]
1E All Natural.esp [Version 0.9.9]
1F All Natural - SI.esp [Version 0.9.9]
++ All Natural - EW + NW + AWS.esp [Version Final]
20 Enhanced Water v2.0 HD.esp
++ Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1]
++ Symphony of Violence.esp
21 MIS.esp
22 Atmospheric Oblivion.esp
++ Diverse Voices.esp
23 PowerAttack Voicemod - The Shivering Isles.esp
24 WindowLightingSystem.esp
25 Ayleid Loot EXtension.esp
26 Ayleid Loot EXtension - OOO Dungeons.esp
** Book Jackets Oblivion.esp
++ Cobl Bookjackets.esp
++ FrbitPotionReplacer.esp
++ Item interchange - Extraction.esp [Version 0.78]
27 QZ Easy Menus.esp
28 Game Tweaks Early.esp
29 Home Care Mods Merged.esp
2A CNRP 4 OOO.esp
2B ImperREAL IC + Additions.esp
2C Enhanced Economy.esp [Version 3.4.3]
2D Choices and Consequences.esp [Version 2.02]
2E Map Marker Overhaul.esp [Version 3.4]
2F Map Marker Overhaul - SI additions.esp [Version 3.0.2]
30 sr_super_hotkeys.esp
31 Armor and Weapon Quests.esp
32 DLCHorseArmor.esp
33 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
++ Mart's Monster Mod - DLCHorseArmor+Slofs .esp [Version 0.91]
34 DLCMehrunesRazor.esp
35 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
++ YX33A Razor Edit.esp
36 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
** Book Jackets DLC.esp
++ GrimbotsSpellTomes.esp
++ ArtifactsFemaleArmor.esp
37 ClassyClothingCompendium.esp [Version 1.2]
++ CSR - Fine Iron.esp
++ CSR - Golden Saint.esp
** Armamentium female.esp
38 kuerteeHorseCommands.esp
39 Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp [Version 1.0]
3A MALO - Guild Tweaks.esp
3B KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]
++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]
++ MMM_Runeskull_Rebalance_BETA2.esp [Version Beta]
3C Slof's Oblivion Robe Trader.esp
3D Cobl Glue.esp [Version 1.72]
3E Cobl Si.esp [Version 1.63]
3F OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
40 Bob's Armory Oblivion.esp
41 FCOM_BobsArmory.esp [Version 0.9.9]
42 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
43 Oblivion WarCry EV.esp
44 FCOM_WarCry.esp [Version 0.9.9MB3]
45 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ OOO-Container_Trap_Instant_Effects.esp [Version 1.33]
46 Choices and Consequences - OOO.esp [Version 2.0]
++ ArmamentariumLLVendors.esp [Version 1.35]
47 ArmamentariumArtifacts.esp [Version 1.35]
48 OBSE-Storms & Sound SI.esp
49 MALO - Clutter Replacer.esp
4A MALO - Vendor Additions.esp
4B MALO - Loot Tweaks.esp
4C MALO - Loot Tweaks DCRP.esp
4D Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
4E FCOM_Convergence.esp [Version 0.9.9Mb3]
4F FCOM_RealSwords.esp [Version 0.9.9]
++ FCOM_SpawnRatesStronger.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_LessReaversInGates.esp [Version 0.9.9]
50 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3]
51 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
52 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
53 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
54 Mart's Monster Mod - Farm Animals.esp [Version 1.4]
55 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ MALO - Clutter Replacer MMM - HUNT.esp
56 TamrielTravellers4OOO.esp [Version 1.39c]
++ TamrielTravellersItemsNPC.esp [Version 1.39c]
57 ShiveringIsleTravellers.esp [Version 1.39c]
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.40]
** TamrielTravellersHorseTextures.esp
++ FCOM_TamrielTravelers.esp [Version 0.9.9]
++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
++ FCOM_FriendlierFactions.esp [Version 0.9.9]
58 FCOM_MoreRandomItems.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
++ ArmamentariumLL4OOO.esp [Version 2.01]
++ ArmamentariumLLMagicOOO.esp [Version 1.35]
59 Enhanced Quest Roleplaying.esp
++ Atmospheric Oblivion - MMM Patch.esp
++ Atmospheric Oblivion - OOO Patch.esp
++ Fransfemale.esp
++ EVE_StockEquipmentReplacer4FCOM.esp
** RustyItems for OOO.esp
** Fine Weapons for OOO.esp
5A Dungeons Merged.esp
5B SI Dungeons Merged.esp
5C KvatchAftermath.esp
5D Ivellon.esp [Version 1.8]
5E Artifacts.esp [Version 1.1]
++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
5F BHC_Expanded.esp [Version 1.2]
60 Demonhunter.esp
61 Gaelendryl.esp
62 Gift of Kynareth.esp
++ Gift of Kynareth_delayer.esp
63 Shezrie's Villages.esp
64 kingdomofAlmar.esp
65 Kragenir's Death Quest.esp
66 KDQ - Rural Line Additions.esp
67 Feudal Empire 300.esp
68 OldCrowInn.esp [Version 1.5]
69 Region Revive - Lake Rumare.esp
6A Region Revive - Lake Rumare - OOO LockBash.esp [Version 0.2]
6B The Ayleid Steps.esp [Version 3.3]
6C TheElderCouncil.esp
6D TheElderCouncil_TempleOfTheOne.esp
6E VHBloodlines 1.2.esp [Version 1.4]
6F DLCfrostcrag.esp
70 Knights.esp
** Knights - Book Jackets.esp
71 Knights - Unofficial Patch.esp [Version 1.0.9]
++ EVE_KnightsoftheNine.esp
++ KotN Wayshrine Fix.esp
72 SM Plugin Refurbish Minus BH-Orrery-Vile-Thieves.esp
73 TOTF.esp
74 RTT.esp
75 RTT-Weye Relocation Patch.esp [Version 2.0]
76 The Lost Spires.esp
77 AFK_Weye.esp
78 Rumare-AFK_Weye Patch.esp
79 GuardsofCyrodiilRedux.esp [Version 1.02]
7A GuardsofCyrodiilRedux - RRLRpatch.esp
7B Mighty Umbra.esp
7C Blood&Mud.esp
7D Lost Paladins of the Divines.esp
7E Origin of the Mages Guild.esp [Version 6]
7F TheNecromancer.esp
80 HoarfrostCastle.esp
81 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
++ FCOM_MightyUmbra.esp [Version 0.9.9]
82 FCOM_Blood&Mud.esp [Version 0.9.9]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
++ FCOM_SlofsRobeTrader.esp [Version 0.9.9]
83 FCOM_OMG.esp [Version 0.9.9]
++ FCOM_OMGSRT.esp [Version 0.9.9]
84 Origin of the Mages Guild OOO Patch.esp [Version 5.0.FINAL]
85 Enhanced Daedric Invasion.esp
++ FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9]
86 EDI - Less Monotonous DOT.esp
87 ElsweyrAnequina.esp
88 Tamriel Houses Merged.esp
89 Villages and Forts Merged.esp
8A SI Homes Merged.esp
8B road+bridges.esp [Version 4.5.4]
8C Feldscar.esp [Version 1.0.1]
8D Vergayun.esp [Version 1.0.4]
8E Faregyl.esp [Version 1.0.10]
8F Faregyl+Anequina Patch.esp
90 Sylix.esp
91 xuldarkforest.esp [Version 1.0.4]
92 LostSpires-DarkForest patch.esp
93 xulStendarrValley.esp [Version 1.2.2]
94 xulTheHeath.esp
95 XulEntiusGorge.esp
96 KvatchAftermath-EntiusGorge compatibility patch.esp
97 TheNecromancer-EntiusGorge patch.esp
98 xulFallenleafEverglade.esp [Version 1.3.1]
99 TheElderCouncil-FallenleafEverglade patch.esp [Version 1.2]
9A Anequina-Fallenleaf-Patch.esp
9B LostSpires-Everglade patch.esp [Version 1.2]
9C xulColovianHighlands_EV.esp [Version 1.2.1]
9D xulChorrolHinterland.esp [Version 1.2.2]
9E xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
9F KragenirsDeathQuest-LostCoast patch.esp
A0 xulBravilBarrowfields.esp [Version 1.3.2]
A1 xulLushWoodlands.esp [Version 1.3]
A2 HoarfrostCastle-LushWoodlands patch.esp
A3 xulAncientYews.esp [Version 1.4.2]
A4 xulAncientRedwoods.esp [Version 1.6]
A5 xulCloudtopMountains.esp [Version 1.0.3]
A6 KragenirsDeathQuest-CloudtopMountains patch.esp
A7 Ravenview-Cloudtop-Patch.esp [Version 1.0.5]
A8 xulArriusCreek.esp [Version 1.1.3]
A9 xulPatch_AY_AC.esp [Version 1.1]
AA xulRollingHills_EV.esp [Version 1.3.2]
AB KragenirsDeathQuest-RollingHills patch.esp
AC xulPantherRiver.esp
AD xulRiverEthe.esp [Version 1.0.2]
AE xulBrenaRiverRavine.esp [Version 1.0.2]
AF Gaelendryll-BrenaRiver patch.esp [Version 1.1]
B0 NakedNord.esp
B1 xulImperialIsle.esp [Version 1.6.3]
B2 xulBlackwoodForest.esp
B3 xulCheydinhalFalls.esp [Version 1.0.1]
B4 Blood&Mud-CheydinhalFalls patch.esp
B5 GiftOfKynareth-CheydinhalFalls patch.esp
B6 TearsOfTheFiend-CheydinhalFalls patch.esp
B7 Villages-CheydinhalFalls patch.esp
B8 DungeonsOfIvellon-CheydinhalFalls patch.esp
B9 xulAspenWood.esp [Version 1.0.1]
BA Lakewood+AspenWood Patch.esp [Version 1.0]
BB xulSkingradOutskirts.esp
BC BarrowFields-Blood&Mud-Patch.esp [Version 1.3]
BD Blood&Mud-PantherRiver patch.esp
BE NRB4+UL-II Patch.esp [Version 5.0]
BF NRB4+RR Patch.esp [Version 2.1]
C0 RegionReviveLakeRumare-ImperialIsle patch.esp [Version 1.3.2]
C1 FortAkatoshRedux-NewRoads&Bridges patch.esp
----> Delinquent MASTER: Fort Akatosh Redux.esp
C2 bartholm.esp
C3 Fort Akatosh Redux.esp
++ Cyrodiil Legion Addon.esp
++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
C4 NPC new clothes V2.6.esp
++ FCOM_NewNPCClothes.esp
C5 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
C6 Enhanced Vegetation [125%].esp
C7 Quest Award Leveller.esp
++ Quest Award Leveller - Knights of the Nine.esp
++ Quest Award Leveller - Mehrunes Razor.esp
C8 Game Tweaks Late.esp
C9 Dialogue Mods Merged+.esp
CA DropLitTorchOBSE.esp [Version 2.4]
CB Oblivifall - Let's Talk!.esp [Version 1.1]
CC Oblivifall - Something's Not Right.esp [Version 1.0]
CD Oblivifall - Ambiant Dungeon SFX.esp [Version 1.0]
CE Duke Patricks Sickness+Health Alarm.esp
CF kuerteeInventoryIsABackpack.esp
D0 ReneerNPCSneakMod.esp
** Duke Patricks - Nosferatu Class Vampires.esp
D1 SSEE-OOO.esp
++ SigilStonesUnlevelled - SSEE-OOO.esp
D2 Magic Tweaks.esp
D3 kuerteeMagickaBasedMagicJeweleryLimits.esp
D4 EnchantmentMastery.esp
D5 SupremeMagicka.esp [Version 0.90]
D6 SM_ShiveringIsles.esp [Version 0.86]
++ SM_DLCSpellTome.esp [Version 0.80]
++ SM_MMM.esp [Version 0.89]
++ SM_OOO.esp [Version 0.89]
++ SM_COBL.esp [Version 0.86]
++ SM_Scrolls.esp [Version 0.84]
++ SM_UnlockSpells.esp [Version 0.70]
D7 SM_EnchantStaff.esp [Version 0.80]
D8 MidasSpells.esp
D9 AudaciousMagery.esp
++ MIEO.esp
DA RshAlchemy.esp
DB StealthOverhaul.esp
DC StealthOverhaul, Cobl.esp [Version 1.1]
DD ZumbsLockpickingMod - OBSE.esp
** RenGuardOverhaul.esp
DE Enhanced Grabbing.esp [Version 0.4]
DF kuerteeNPCsYield.esp
++ kuertee MMM OnLoadCS disabled hmf effects.esp
E0 nGCD.esp
E1 Progress Plugins Merged.esp
++ Item interchange - Placement for FCOM.esp [Version 0.78]
++ Item interchange - Placement for Frostcrag Reborn.esp [Version 0.78]
++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
E2 DemonRace.esp
E3 bgBalancingEVCore.esp [Version 10.52EV-D]
++ TamrielTravellers Cosmetics Cobl or RBP.esp
E4 bgMagicEV.esp [Version 1.7EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
E5 bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
E6 bgMagicEVPaperChase.esp [Version 1.68EV]
++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
** bgBalancingEVOptionalNPCDiversity, TNR Merge.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
E7 bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
** bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
++ bgBalancingEVOptionalSeamReducerHighElfFix.esp [Version 10.0EV-D]
E8 bgIntegrationEV.esp [Version 0.96]
** bgMagicEVShader.esp [Version 1.7EV]
++ kuertee bgMagicEVShader default drain effects.esp
** Let There be Darkness-Merged.esp
++ Life Detected - Skeleton - Tiny - 2.esp
++ Visually Realistic Deadly Lava.esp
** NRB4 Standard Road Record.esp
++ CoreRandmonClothing4Npcs.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
++ OOO-Magic_Script_Effect_Fix.esp [Version 1.33]
** LoadingScreens.esp
E9 Bashed Patch - John.esp
EA Duke Patricks - SCA Melee Combat with NO RECOIL.esp
EB Duke Patricks - Combat Archery.esp [Version 1.9.1]
EC Duke Patricks - BASIC Script Effect Silencer.esp
ED kuerteeAutoSaveAndTime.esp
EE Streamline 3.1.esp
If you don't recognize mods then likely it is either a mod I merged together or made. This is probably as close to what BOSS recommends as I've ever come btw.

[edit] so I'm glad I did that as the purple ones are all tagged with NoMerge - so there is a pattern. and yes I caught the delinquent master - already corrected. It is working as it is supposed to. I have no purple backgrounds behind the texts.

Also the time might be more like 15 minutes - as I notice the time ticking away the time stops then picks back up at a higher number - I could be tired but looking at a clock and it seems longer. Anyone else get this?
My rig is not really sweating either during the bashing process - but moderate use or all 4 cores and about 30% of my 8 gigs of ram.
User avatar
Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

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