[RELZ] Wrye Bash -- Thread No. 40

Post » Tue May 17, 2011 2:20 pm

Yeah, if a program isn't run as an administrator, then Windows blocks its access to anything in Program Files "for your protection." (I put that in quotes, but I suppose that for most users, it really is a good idea, most users being "not people who install mods for their games." :P)
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katsomaya Sanchez
 
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Joined: Tue Jun 13, 2006 5:03 am

Post » Tue May 17, 2011 8:37 am

I knew about the running as admin part, but I did not know about that specific error message. As I said earlier, I have missed out on the vast majority of Wrye Bash's bugs it seems. I lack some of the experiences necessary to really fill out a WB guide because of that, haha.
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Joe Alvarado
 
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Post » Tue May 17, 2011 5:53 am

What does pink text in the mods tab indicate? The readme mentions blue and green but not pink.
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Charles Mckinna
 
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Post » Tue May 17, 2011 11:50 am

I think you mean purple. To see the up to date ReadMe, click on the help icon in the bottom-right corner of the Wyre Bash window. Mention of the purple should be there, and it is definitely mentioned in my guide. Purple indicates mods that are mergeable but tagged with the NoMerge tag. Just leave them deactivated, and they will have a little dot appear in the check box after importing them in the bashed patch.
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lucile davignon
 
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Post » Tue May 17, 2011 7:12 am

Purple mods are like green mods, except that they shouldn't be merged into the Bashed Patch.
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Mrs Pooh
 
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Post » Tue May 17, 2011 2:23 pm

I misspoke, sorry. I had not updated the FCOM page for finishing the installation. Now ,I have added the following:

Summary: In general, leave all green text, purple text and italicized mods deactivated (unchecked.)


Is this clear?
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Inol Wakhid
 
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Post » Tue May 17, 2011 2:06 pm

I misspoke, sorry. I had not updated the FCOM page for finishing the installation. Now ,I have added the following:

Is this clear?


Yeah thats fine, I didn't have it activated, I was just curious. A closer look at the readme mentions this only in the changelog for version 281, but fails to mention it in the Mod List section.
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CSar L
 
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Post » Tue May 17, 2011 12:07 pm

It is a very new feature, and there may even still be a few bugs that need to be worked out for color correction at the moment. If you find that that type of info is missing anywhere else on my site, please post in in the site's thread about it or PM me. Those types of observations are very important.
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Tasha Clifford
 
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Post » Tue May 17, 2011 5:47 am

The Deactivate tag was set automatically for now and needs some review, but generally mods with the deactivate tag should be deactivated except under exceptional circumstances.

Note that merged mods, with the [+] are considered "deactivated".

Just as an addendum to my report on the random italicizing when moving the mods from earlier. I also noticed just now that if you sort your mods in a different way (alphabetically, or reverse alphabetical by clicking the "File" header) the italicizing doesn't move. That is to say, if the fourth through eighth mods displayed in the window are italicized, when you resort, the fourth through eighth will stay italicized although they are now different mods.


Thanks for the info on the italisizing bug, it made it very easy to fix. Bugfix is committed, will be in the next release.
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Ebony Lawson
 
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Post » Tue May 17, 2011 12:52 am

I POSTED THIS IN THE LAST THREAD, BUT IT GOT LOST:

I have a very weird problem with Wrye Bash v282 - my existing games can't be played with Bashed patches built by v282, but they work fine with bashed patches built by Wrye Bash v277 (that's the last one I had on my HDD), even when the exact same options (merge mods, import tweaks etc.) are selected.

I have the latest BOSS masterlist thanks to BOMM, and am using Python 2.6 with the latest com-types and other utilities mentioned in the first post.
In WB v277, I built a bashed patch, and the existing savegames are all purple-coded (implying they will work fine). Now, when I install Wrye Bash v282 by overwriting all the existing folders (Data and Mopy), and relaunch WB, and rebuild the bashed patch with the exact same options (merge mods, import tweaks etc., I even select the same mods and do not include the new mods that come up in import inventory/factions/graphics/names - FCOM etc.). The bashed patch is built fine, and existing save games are still purple-coded.

OBSE+Oblivion starts as usual, comes to main menu. When I try to load the most-recent save, the Loading Screen comes up, but the bar will not move ahead, and Win 7 throws an error and needs to close Oblivion... happens with all the saves. One thing I note is that this bashed patch has fewer records changed (20287) than the bashed patch built by WB v277 (20683).

I tried corepcs's recommendation of uninstalling WB v277, installing WB v275, and then upgrading to WB v282, but that didn't solve the problem either.

My save games can be found here: http://drop.io/kfazy6i

If it helps, my load order is:
Spoiler

Active Mod Files:
00 Oblivion.esm
01 Windfall.esm
02 All Natural Base.esm [Version 0.9.4]
03 Francesco's Leveled Creatures-Items Mod.esm
04 Francesco's Optional New Items Add-On.esm
05 Cobl Main.esm [Version 1.72]
06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
07 Mart's Monster Mod.esm [Version 3.7b3p3]
08 TamrielTravellers.esm [Version 1.39c]
09 FCOM_Convergence.esm [Version 0.9.9MB3]
0A Armamentarium.esm [Version 1.35]
0B Unofficial Oblivion Patch.esp [Version 3.2.5]
0C UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
0D Oblivion Citadel Door Fix.esp
0E DLCShiveringIsles.esp
0F Unofficial Shivering Isles Patch.esp [Version 1.4.0]
10 SM Plugin Refurbish - SI.esp [Version 1.30]
11 Francesco's Optional Chance of Stronger Bosses.esp
12 Francesco's Optional Chance of Stronger Enemies.esp
13 Francesco's Optional Chance of More Enemies.esp
14 Francesco's Optional Leveled Quests-SI only.esp
15 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
16 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
17 Atmospheric Loading Screens - Original Text.esp
18 All Natural - Real Lights.esp [Version 0.9.4]
19 All Natural.esp [Version 0.9.4]
++ All Natural - EW + NW + AWS.esp [Version 0.9.4]
1A MIS Low Wind.esp
1B MIS New Sounds Optional Part.esp
1C Rainbows.esp
1D Book Jackets Oblivion.esp
1E DID3_DoubleTrouble.esp
++ Item interchange - Extraction.esp [Version 0.76] <<<<<<<--- I HAVE MOVED THIS BELOW TO WHERE THE OTHER ITEM-INTERCHANGE ESPS ARE
++ OOO-NoLockBash.esp
1F Lock Bash Omega.esp [Version 1.5]
20 Immersive Combat Music.esp [Version 1.00]
21 Oblivion Collectible Cards.esp
++ Oscars_Nicer_Grass-3346.esp
22 RAEVWD Cities.esp [Version 1.4]
23 RAEVWD New Sheoth.esp [Version 1.5]
24 RAEVWD Imperial City.esp [Version 1.4]
25 SoT_Holiday.esp
26 Enhanced Economy.esp [Version 3.3.4]
27 Map Marker Overhaul.esp [Version 3.3.1]
28 Map Marker Overhaul - SI additions.esp [Version 3.0.2]
29 AyleidStatueMap.esp
2A ShadowbanishMap.esp
2B ShowDaedricShrines.esp
2C sr_super_hotkeys.esp
2D DLCHorseArmor.esp
2E DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
2F SM Plugin Refurbish - HorseArmor.esp [Version 1.11]
30 DLCOrrery.esp
31 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
32 SM Plugin Refurbish - Orrery.esp [Version 1.11]
33 DLCVileLair.esp
34 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
++ SM Plugin Refurbish - VileLair.esp [Version 1.21]
35 DLCMehrunesRazor.esp
36 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
37 SM Plugin Refurbish - MehrunesRazor.esp [Version 1.30]
38 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
39 Adonnays Classical Weaponry.esp
3A Adonnays Elven Weaponry.esp
3B PTArtifacts.esp
3C DLCThievesDen.esp
3D DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
3E DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
3F SM Plugin Refurbish - ThievesDen.esp [Version 1.30]
40 Cobl Glue.esp [Version 1.72]
41 Cobl Si.esp [Version 1.63]
42 OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
43 Bob's Armory Oblivion.esp
44 Cheat Bob's Armory Oblivion.esp << - I HAVE REMOVED THIS NOW
45 FCOM_BobsArmory.esp [Version 0.9.9]
46 Oblivion WarCry EV.esp
47 FCOM_WarCry.esp [Version 0.9.9MB3]
48 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ ArmamentariumLLVendors.esp [Version 1.35]
49 ArmamentariumArtifacts.esp [Version 1.35]
4A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
4B FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
4C FCOM_RealSwords.esp [Version 0.9.9]
4D FCOM_DurabilityAndDamage.esp [Version 0.9.9]
4E Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_LessReaversInGates.esp [Version 0.9.9]
4F Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
50 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Blood.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Slimes.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Lanterns.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Less Reavers.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 - Gems & Gem Dust.esp [Version 3.7b3p3]
54 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
55 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
56 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
++ TamrielTravellerAdvscript.esp [Version 1.39c]
57 TamrielTravellers4OOO.esp [Version 1.39c]
58 ShiveringIsleTravellers.esp [Version 1.39c]
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]
++ 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_Archery.esp [Version 0.9.9]
++ FCOM_FriendlierFactions.esp [Version 0.9.9]
59 FCOM_MoreRandomSpawns.esp [Version 0.9.9]
5A 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]
5B OOO-WaterFish.esp [Version 1.34]
++ MMM-Cobl.esp [Version 1.69]
5C Kragenir's Death Quest.esp
5D KDQ - Rural Line Additions.esp
5E Shads Water Bucket Plus.esp
5F Tombstone Epitaphs - The Unveiling.esp
60 Windfall.esp
61 DLCBattlehornCastle.esp
62 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
63 SM Plugin Refurbish - Battlehorn.esp [Version 1.30]
64 DLCFrostcrag.esp
65 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
66 SM Plugin Refurbish - FrostCrag.esp [Version 1.2]
67 Knights.esp
68 Knights - Unofficial Patch.esp [Version 1.0.9]
++ SM Plugin Refurbish - Knights.esp [Version 1.06]
69 The Lost Spires.esp
6A Lost Paladins of the Divines.esp
6B Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
6C road+bridges.esp [Version 4.5.2]
6D NakedNord.esp
6E Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
6F Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
70 Ayelid Wells.esp
71 Cliff_BetterLetters.esp [Version 1.1]
72 Kyoma's Journal Mod.esp [Version 3.2.0]
73 Leviathan Soulgems.esp
74 Oblivifall - Let's Talk!.esp [Version 1.1]
75 Oblivifall - Something's Not Right.esp [Version 1.0]
76 P1DkeyChain.esp [Version 5.00]
77 Enhanced Economy - House prices.esp [Version 1.0]
78 Quest Award Leveller.esp [Version 2.1.0]
++ Quest Award Leveller - Battlehorn Castle.esp
++ Quest Award Leveller - Vile Lair.esp [Version 2.1.0]
++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0]
++ Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0]
79 Alternate Start Revamped.esp
7A Simple Essentials beta2.esp
7B attack and hide medium v2.1.esp
7C ZumbsLockpickingMod - OBSE.esp
7D RenGuardOverhaul.esp
7E RenGuardOverhaulShiveringIsles.esp
7F Enhanced Grabbing.esp [Version 0.4]
80 Denock Arrows.esp
81 Kobu's Character Advancement System.esp
82 Kobu's Personality Enhancer.esp
83 Kobu's Health Modifier Mod.esp
84 Kobu's 2x Slower Jack-of-All-Trades Mod.esp
85 Kobu's Cure for Fatigue Mod.esp [Version 1.0.1]
86 Kobu's Lighter Backpack Mod.esp
++ Item interchange - Placement for FCOM.esp [Version 0.76]
++ Item interchange - Placement for Frostcrag.esp [Version 0.78]
++ Item interchange - Option, Ingredients in Bulk, reduced.esp [Version 0.78]
87 bgBalancingEVCore.esp [Version 10.52EV-D]
88 bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
89 bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
8A bgMagicEVPaperChase.esp [Version 1.68EV]
++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
** bgBalancingEVOptionalNPCDiversity, Beautification.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
8B bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
** bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
8C bgIntegrationEV.esp [Version 0.993]
** bgMagicEVShader.esp [Version 1.7EV]
++ bgMagicShaderLifeDetect.esp [Version 1.68]
8D bgMagicLightningbolt.esp
** NRB4 Standard Road Record.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
8E Cobl Silent Equip Misc.esp [Version 01]
8F FormID Finder4.esp
90 Streamline 3.1.esp
91 Bashed Patch, 0.esp



Any ideas what is going wrong?


On further investigation, I notice that I can create a new game and save without a problem, but cannot load an existing save game with the Bashed Patch built by WB v283 (works fine with Bashed Patch built by WB v277). Also, I can load the new character savegame without problem, but not that of the existing character - the game crashes at the loading screen... :(

Is it something to do with the fact that I am in a new world space (Windfall) in my savegame?

PacificMorrowind/ corepc - did you get a chance to download the savegames Iinked earlier and see what was wrong? I appreciate you spending your time to sort this out.
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Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Tue May 17, 2011 11:24 am

Hi not sure if this goes here but anyway.

Just started a new game and went off to Bloodcrust Caverns to get me some vampires. So cleared them out and exited the cavern to be greeted by an Imperial Marksman (from Tamriel Immersion Experience aka T.I.E.) who says "hand over your stolen stuff you criminal" (or words to that effect). After resisting arrest and fighting for freedom I checked my stats to find, yes killing these vampires registered as murder and I now have a sizeable bounty.

Now at first I thought this was obviously a problem with T.I.E. so I unloaded it and rebuilt my bashed patch and loaded up my save game and went into the cavern again. Kill some vampires - no murder - no bounty. Problem solved you say. But no. I thought I'd load T.I.E. without including it in my bashed patch and see what happens. Same thing; dead vampires - no murder - no bounty.

Hmmm I thought what next? So I rebuilt the patch with all the options: BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.DeathItem,Actors.Stats,C.RecordFlags,Delev,Invent,NpcFaces
except I left off Actors.ACBS.

The result is you guessed it, the T.I.E. experience and no crimes recorded for killing vampires.

Any ideas

Here's my mod list:
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9]02  Cobl Main.esm  [Version 1.72]03  TamrielTravellers.esm  [Version 1.39c]04  Unofficial Oblivion Patch.esp  [Version 3.2.5]05  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]06  Oblivion Citadel Door Fix.esp07  DLCShiveringIsles.esp08  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]09  SM Plugin Refurbish - SI.esp  [Version 1.30]0A  LoadingScreens.esp0B  LoadingScreensAddOn.esp0C  All Natural - Real Lights.esp  [Version 0.9.9]**  All Natural.esp  [Version 0.9.9]**  All Natural - SI.esp  [Version 0.9.9]0D  MIS.esp0E  MIS New Sounds Optional Part.esp0F  Atmospheric Oblivion.esp10  CampfireBehavior.esp11  WindowLightingSystem.esp12  BookTrackerOBSE.esp13  DS Time Manager.esp  [Version 1.1]14  Fishing in Cyrodiil.esp++  Item interchange - Extraction.esp  [Version 0.76]15  P1DmenuEscape.esp16  RAEVWD Cities.esp  [Version 1.7]17  RAEVWD Imperial City.esp  [Version 1.7]18  Map Marker Overhaul.esp  [Version 3.4]19  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]1A  Quick Clothes and Spells.esp1B  Cobl Glue.esp  [Version 1.72]1C  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]1D  OBSE-Storms & Sound SI.esp1E  Creatures Alive v1.3.esp1F  TamrielTravellers.esp  [Version 1.39c]20  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]21  TIE.esp  [Version 1.34]22  Window Entrances 1.0.esp23  DLCBattlehornCastle.esp24  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]25  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]26  Knights.esp27  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]28  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]29  DS Portable Sorters.esp  [Version 1.1]2A  DS Storage Sacks.esp  [Version 1.21]2B  kuerteeInventoryIsABackpack.esp2C  Salmo the Baker, Cobl.esp  [Version 3.08]2D  Toggleable Quantity Prompt.esp  [Version 3.1.1]2E  StartChoices.esp2F  DS Summon Luggage.esp30  SupremeMagicka.esp  [Version 0.90]31  SM_ShiveringIsles.esp  [Version 0.86]++  SM_COBL.esp  [Version 0.86]32  SM_EnchantStaff.esp  [Version 0.80]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]33  Druid.esp34  nGCD.esp35  immersive_caves_auto.esp++  Item interchange - Placement.esp  [Version 0.76]36  The Southlanders.esp37  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]**  Cobl - NPCDiversity - TNR Merge.esp  [Version 9.3EV-D]++  Cobl Races - Balanced.esp  [Version 1.52]38  Get Wet.esp39  MiniMap.esp3A  Vacuity.esp  [Version 0.2]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]3B  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]3C  Bashed Patch, 0.esp3D  FormID Finder4.esp3E  Streamline 3.1.esp3F  Shorter and Stiller Grass.esp40  qazAttackToCast.esp

User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Tue May 17, 2011 9:47 am

I think that that belongs in a separate thread. This thread is not for general queries into mod tagging. Once you have a tag edit suggestion, you should post in the relevant mod's thread and the BOSS thread. This is a question for the TIE people, and maybe BOSS too. Post in the BOSS thread with tag change suggestions once you have confirmed that that change should be implemented.
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Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Tue May 17, 2011 10:06 am

Actors.ACBS is responsible for the NPC's level and hit points and things of that nature and has no bearing on factions or anything like that which would affect bounties. Whatever you encountered is likely unrelated and you really should put that tag back on.
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David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Tue May 17, 2011 1:24 am

Check what you did against the Bash installation instructions here: http://sites.google.com/site/oblivionpoinfo/prep. You need to make sure you are launching it properly.

Edit: You should have downloaded either the Python 01 pack, or the Python 26 + ComTypes + WxPythong requirements. After that, you need to either download v283 and extract it in the Oblivion folder, or first run the v275 installer and then extract the v283 archive in the Oblivion folder on top of it.


Bash is working now! Thank You for directing me there! Turns out i had forgotten to install the com types... Ai...
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Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Tue May 17, 2011 2:25 pm

quick question, if i want to use the http://www.tesnexus.com/downloads/file.php?id=29692, could i tag it as {{C.Light, Filter}} since i don't have some of the mods? Or would Filter not work like that?
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Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Tue May 17, 2011 4:52 am

Technically you could do that, but you would lose many of the changes I think. You should simply merge the plugins for mods that you do have yourself.


http://sites.google.com/site/oblivionpoinfo/tunesetup/merging
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Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Tue May 17, 2011 3:29 am

Assuming nothing strange was done by that mod's author, yes, a filter tag should work just fine on that.
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Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Mon May 16, 2011 11:21 pm

Assuming nothing strange was done by that mod's author, yes, a filter tag should work just fine on that.

If that is fine, then how come the original mods are not also tagged with C.Light and Deactivate. I thought some overrides were lost when you disable those "darker" lighting mods.
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Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Tue May 17, 2011 6:30 am

If that is fine, then how come the original mods are not also tagged with C.Light and Deactivate. I thought some overrides were lost when you disable those "darker" lighting mods.


Deactivate tag is new so not every mod is using it yet,

Mod author may not have been aware that their mod needs c.light. Once again not every mod author tags thier mods has needed. So that is why there is things like Boss and taglist.txt to take care of that stuff that modders are not aware of once again or what is needed.
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OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Tue May 17, 2011 2:00 pm

The individual Let There Be Darkness plugins have the C.Light tag. I thought I remember changes not going through when I disabled Darker Dungeons at one point, but I need to look into that again.

Edit: Bash users only need to use the merged versions of mods like that tagged with Filter then...That is kind of convenient. I will drop a post in the BOSS thread...Is the new one even up yet?
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Ally Chimienti
 
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Joined: Fri Jan 19, 2007 6:53 am

Post » Tue May 17, 2011 2:36 am

Since the only thing Let There Be Darkness is supposed to do is alter ambient cell lighting, a ffilter tag added to the big merger mod is appropriate. Bash will only import the ambient cell lighting anyway even without it, but this way you only have one ESP sitting in the folder instead of a dozen. As another example, just look at the All Natural filter. All that one does is import climate data into the cell data of various mods. So there's no conceptual difference between that and doing the same with cell ambient lighting.

The only real downside in this is that the ones who maintain filter mods need to have all of the ESPs used by their filters handy for updates because tes4edit needs all the masters available.
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Chris Cross Cabaret Man
 
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Joined: Tue Jun 19, 2007 11:33 pm

Post » Tue May 17, 2011 11:21 am

@Tomlong
No, the new BOSS thread isn't up yet. Anyway, I'm one step ahead of you:
Let There Be Darkness All.esp
. Note: Merge, please ensure all masters are present. Masters can be checked using Wrye Bash.
. Bashed Patch tag suggestion: {{BASH:C.Light}}


May I suggest that the {{Filter}} tag also be added so that users of Wrye Bash only have to have one patch ESP in their mod list instead of the dozen-or-so that currently have to be used.


If cell lighting is the only thing LTBD changes, then {{C.Light,Filter}} is all that would be needed.

That is also the same post that I asked about Verona House Bloodlines. I also asked a question concerning TIE In that was never answered:
TIE In - FCOM Convergence.esp
. Note: Do not use with the modular plugins!


What does this mean exactly? Maybe more specifically, is this configuration correct (I do have FCOM installed)?

TIE In.esp

TIE In - ExnemRuneskulls.esp

TIE In - Cobl.esp

TIE In - FCOM Convergence.esp
. Note: Do not use with the modular plugins!

TIE In - RealSwords.esp

TIE In - MMM Craft.esp

TIE In - DiverseGuardUnity.esp

TIE In - BobsGuardUnity.esp

...

TIE In - Salmo, Cobl.esp

TIE In - QarlsHarvest.esp

TIE In - B&M.esp

TIE In - Kvatch Rebuilt.esp



@Arthmoor
I know how you feel. I have personally released one of those mods which uses the Filter tag (ie Beast Characters lose tails no more). It's not really a problem for me though since most of the mods that my one patches are not updated anymore and I just keep all of them in one BAIN archive.
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Joey Avelar
 
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Joined: Sat Aug 11, 2007 11:11 am

Post » Tue May 17, 2011 4:19 am

May I suggest that the {{Filter, Deactivate}} tag also be added so that users of Wrye Bash only have to have one patch ESP in their mod list instead of the dozen-or-so that currently have to be used.

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Manuel rivera
 
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Joined: Mon Sep 10, 2007 4:12 pm

Post » Tue May 17, 2011 3:53 am

@JdeRau: Just wait on Corepc with the new TIE4Mods release. That one should have all of the right and current bash tags when it comes out, and it will make TIE In obsolete.
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Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Tue May 17, 2011 7:27 am

Thank you guys.

Sorry about where I posted my message but I couldn't find a dedicated [BUGz] page for it.

Tomlong75210 I wasn't really offering a bash tag suggestion, just trying to figure out what the deal was. I also contacted Stephen by email about T.I.E. as he is the author. :)

Arthmoor I did rebuild my patch with that tag back in as you suggest and the same thing. That is until I upgraded from v282 to v283 and there are some differences although I'm not convinced they are because of the upgrade.
Reloaded my save game from the entrance to the cavern - my stats show no creatrures or people killed, no assaults or murders and no bounties. Dispatched the first vampire "1 person killed no assault or murder". Get the next vampire and "1 creature killed" next vampire "2 people killed 2 assaults no bounty". Reloaded the save again this time all kills register as people and assaults and a bounty of 540. Reload the save again and clear out the cavern with all vampires killed as people with no assaults, murders or bounty.
Clearly this is not simply just a misplaced bash tag or one misbehaving mod. I might have a long look at COBL as there are also some issues with Tekuromoto's Portable Sorter's not storing all ingredients at once.
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Philip Rua
 
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Joined: Sun May 06, 2007 11:53 am

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