[RELZ] Wrye Bash -- Thread 47

Post » Tue Feb 01, 2011 10:34 am

There is something unclear for me in the current version of wyre bash. I had a problem in my install with ren guard overhaul in which the guards didn't react at all to what I was doing. So I decided to uncheck it from wyre, but a point still remained next to the esp because bashed patch still loads actors from it. Is that the way that ren guard overhaul was to meant to be played while using wyre? Just loading the actors and thats it?

If not how do I know which mods do I leave checked and which unchecked when they get partly loaded by bashed patch and a point remains next to their esp?

The load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  underdark.esm02  Cybiades.esm  [Version 2.0]03  Jog_X_Mod.esm04  All Natural Base.esm  [Version 0.9.9.5]05  Francesco's Leveled Creatures-Items Mod.esm06  Francesco's Optional New Items Add-On.esm07  Cobl Main.esm  [Version 1.72]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  Enhanced Daedric Invasion.esm0B  FCOM_Convergence.esm  [Version 0.9.9MB3]0C  Armamentarium.esm  [Version 1.35]0D  Kvatch Rebuilt.esm0E  Better Cities Resources.esm0F  Progress.esm  [Version 2.2]10  CM Partners.esm11  Toaster Says Share v3.esm12  EyeCandy - Content.esm13  HorseCombatMaster.esm14  TRoN.esp15  Unofficial Oblivion Patch.esp  [Version 3.2.9]16  Oblivion Citadel Door Fix.esp17  DLCShiveringIsles.esp18  Unofficial Shivering Isles Patch.esp19  Better Cities .esp1A  Francesco's Optional Chance of Stronger Bosses.esp1B  Francesco's Optional Chance of Stronger Enemies.esp1C  Francesco's Optional Chance of More Enemies.esp1D  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1E  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1F  Atmospheric Loading Screens - Random Quotes.esp20  All Natural - Real Lights.esp  [Version 0.9.9.5]21  All Natural.esp  [Version 0.9.9.5]22  All Natural - SI.esp  [Version 0.9.9.5]23  Enhanced Water v2.0 HDMI.esp24  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.76]25  Portable Campsite.esp26  Reznod_Mannequin.esp27  Enhanced Economy.esp  [Version 4.2.1]28  StandingJOJO.esp29  sr_super_hotkeys.esp2A  DLCOrrery.esp2B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]2C  DLCMehrunesRazor.esp2D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2E  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2F  EyeCandy Compilation.esp++  MaleBodyReplacerV4.esp++  CSR - Fine Iron.esp++  CSR - Golden Saint.esp30  Hentai_Compilation.esp31  Slof's Boners! v5.esp32  Francesco's Mage Equipment.esp33  AncientTowers.esp34  Slof's Oblivion Robe Trader.esp35  Cobl Glue.esp  [Version 1.72]36  Cobl Si.esp  [Version 1.63]37  Oblivion WarCry EV.esp38  FCOM_WarCry.esp  [Version 0.9.9MB3]39  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]3A  OMOBS Optional Combat Settings.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]3B  ArmamentariumArtifacts.esp  [Version 1.35]3C  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]3D  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3E  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp40  Ivellon.esp  [Version 1.8]41  BravilSeaDomes.esp42  BrotherhoodRenewed.esp  [Version 1.0.4]43  eyja.esp44  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp45  Kvatch Rebuilt - Leveled Guards - FCOM.esp46  Kvatch Rebuilt Weather Patch.esp47  KumikoManor.esp48  GlenvarCastle.esp49  Malevolent.esp4A  MountainTower.esp  [Version 6.0]4B  thievery.esp4C  VaultsofCyrodiilBC.esp4D  VHBloodlines 1.2.esp  [Version 1.4]4E  za_bankmod.esp4F  DLCFrostcrag.esp50  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]51  Knights.esp52  Knights - Unofficial Patch.esp  [Version 1.0.9]**  EVE_KnightsoftheNine.esp53  Cybiades.esp  [Version 2.1]54  CybiadesDungeon.esp  [Version 2.1]++  cybCrashFix.esp55  TOTF.esp56  RTT.esp57  The Lost Spires.esp58  HoarfrostCastle.esp59  MannimarcoRevisited.esp5A  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]5B  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]++  EDI - Aggression Fix.esp5C  xuldarkforest.esp  [Version 1.0.5]5D  LostSpires-DarkForest patch.esp5E  xulStendarrValley.esp  [Version 1.2.2]5F  xulTheHeath.esp60  MMMMWL-TheHeath patch.esp61  XulEntiusGorge.esp62  xulFallenleafEverglade.esp  [Version 1.3.1]63  LostSpires-Everglade patch.esp  [Version 1.2]64  xulColovianHighlands_EV.esp  [Version 1.2.1]65  xulChorrolHinterland.esp  [Version 1.2.2]66  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]67  xulBravilBarrowfields.esp  [Version 1.3.2]68  xulLushWoodlands.esp  [Version 1.3]69  HoarfrostCastle-LushWoodlands patch.esp6A  xulAncientYews.esp  [Version 1.4.2]6B  xulAncientRedwoods.esp  [Version 1.6]6C  xulCloudtopMountains.esp  [Version 1.0.3]6D  xulArriusCreek.esp  [Version 1.1.3]6E  xulPatch_AY_AC.esp  [Version 1.1]6F  xulRollingHills_EV.esp  [Version 1.3.2]70  MMMMWL-RollingHills patch.esp71  xulPantherRiver.esp72  xulRiverEthe.esp  [Version 1.0.2]73  xulBrenaRiverRavine.esp  [Version 1.0.2]74  xulImperialIsle.esp  [Version 1.6.5]75  xulBlackwoodForest.esp76  xulCheydinhalFalls.esp  [Version 1.0.1]77  TearsOfTheFiend-CheydinhalFalls patch.esp78  KvatchRebuilt-CheydinhalFalls patch.esp79  DungeonsOfIvellon-CheydinhalFalls patch.esp7A  xulAspenWood.esp  [Version 1.0.1]7B  xulSkingradOutskirts.esp7C  Castle_Seaview.esp7D  CastleSeaview+LostCoast Patch.esp  [Version 1.0]7E  bartholm.esp7F  bartholm - EE patch.esp  [Version 4.2]80  Better Cities - House price patch.esp  [Version 1.0]81  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]82  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]83  Bag of Holding.esp  [Version 1.5.0]84  sixlivion.esp85  bondage_six.esp86  Eroblivion.esp87  Enhanced Vegetation [125%].esp88  Enhanced Economy - House prices.esp  [Version 1.0]89  Quest Award Leveller.esp  [Version 2.0.1]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]8A  BasicInstinct.esp8B  StealthOverhaul.esp**  RenGuardOverhaul.esp8C  nGCD.esp8D  ProgressGSD.esp  [Version 2.0]8E  ProgressMBSP.esp  [Version 2.0]8F  ProgressSBSP.esp  [Version 1.0]90  ProgressRBSP.esp  [Version 1.0]91  ProgressRacial.esp92  ProgressArmorer.esp  [Version 1.0]93  CTAddPose_v_1.esp94  CTAddPose_ bondage_six.esp95  77_Umpa_Animation.esp96  EFGAddPose.esp97  shinyEmotions.esp98  Slof's sixy Anims.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]99  CM Partners.esp9A  CM Partners NPC.esp9B  sixycompanion.esp9C  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]9D  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]9E  SupremeMagicka.esp  [Version 0.90]9F  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.espA0  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]A1  Deadly Reflex 5 - Timed Block with no damage or durability changes.espA2  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]++  Cobl Races - Balanced.esp  [Version 1.52]A3  Better Cities - Full City Defences.espA4  Better Cities Full.espA5  BCBravilFULL-Barrowfields patch.espA6  Better Cities - Ruined Tail's Tale.espA7  BCChorrol-ChorrolHinterland fix.espA8  Better Cities - Tears of the Fiend.espA9  BCCheydinhalFULL-CheydinhalFalls patch.espAA  BCSkingrad-SkingradOutskirts patch.espAB  Better Cities - Thievery.espAC  Better Cities - VHBloodlines.espAD  Better Imperial City.espAE  Better Cities - sixlivion.espAF  Better Cities - COBL.esp  [Version 2]B0  StokerWolff.espB1  UnderdarkSaga.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]B2  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]B3  Bashed Patch, 0.espB4  kuerteeCleanUp.espB5  Streamline 3.1.esp

User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Tue Feb 01, 2011 11:18 am

There is something unclear for me in the current version of wyre bash. I had a problem in my install with ren guard overhaul in which the guards didn't react at all to what I was doing. So I decided to uncheck it from wyre, but a point still remained next to the esp because bashed patch still loads actors from it. Is that the way that ren guard overhaul was to meant to be played while using wyre? Just loading the actors and thats it?

If not how do I know which mods do I leave checked and which unchecked when they get partly loaded by bashed patch and a point remains next to their esp?

The load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  underdark.esm02  Cybiades.esm  [Version 2.0]03  Jog_X_Mod.esm04  All Natural Base.esm  [Version 0.9.9.5]05  Francesco's Leveled Creatures-Items Mod.esm06  Francesco's Optional New Items Add-On.esm07  Cobl Main.esm  [Version 1.72]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  Enhanced Daedric Invasion.esm0B  FCOM_Convergence.esm  [Version 0.9.9MB3]0C  Armamentarium.esm  [Version 1.35]0D  Kvatch Rebuilt.esm0E  Better Cities Resources.esm0F  Progress.esm  [Version 2.2]10  CM Partners.esm11  Toaster Says Share v3.esm12  EyeCandy - Content.esm13  HorseCombatMaster.esm14  TRoN.esp15  Unofficial Oblivion Patch.esp  [Version 3.2.9]16  Oblivion Citadel Door Fix.esp17  DLCShiveringIsles.esp18  Unofficial Shivering Isles Patch.esp19  Better Cities .esp1A  Francesco's Optional Chance of Stronger Bosses.esp1B  Francesco's Optional Chance of Stronger Enemies.esp1C  Francesco's Optional Chance of More Enemies.esp1D  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1E  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1F  Atmospheric Loading Screens - Random Quotes.esp20  All Natural - Real Lights.esp  [Version 0.9.9.5]21  All Natural.esp  [Version 0.9.9.5]22  All Natural - SI.esp  [Version 0.9.9.5]23  Enhanced Water v2.0 HDMI.esp24  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.76]25  Portable Campsite.esp26  Reznod_Mannequin.esp27  Enhanced Economy.esp  [Version 4.2.1]28  StandingJOJO.esp29  sr_super_hotkeys.esp2A  DLCOrrery.esp2B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]2C  DLCMehrunesRazor.esp2D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2E  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2F  EyeCandy Compilation.esp++  MaleBodyReplacerV4.esp++  CSR - Fine Iron.esp++  CSR - Golden Saint.esp30  Hentai_Compilation.esp31  Slof's Boners! v5.esp32  Francesco's Mage Equipment.esp33  AncientTowers.esp34  Slof's Oblivion Robe Trader.esp35  Cobl Glue.esp  [Version 1.72]36  Cobl Si.esp  [Version 1.63]37  Oblivion WarCry EV.esp38  FCOM_WarCry.esp  [Version 0.9.9MB3]39  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]3A  OMOBS Optional Combat Settings.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]3B  ArmamentariumArtifacts.esp  [Version 1.35]3C  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]3D  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3E  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp40  Ivellon.esp  [Version 1.8]41  BravilSeaDomes.esp42  BrotherhoodRenewed.esp  [Version 1.0.4]43  eyja.esp44  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp45  Kvatch Rebuilt - Leveled Guards - FCOM.esp46  Kvatch Rebuilt Weather Patch.esp47  KumikoManor.esp48  GlenvarCastle.esp49  Malevolent.esp4A  MountainTower.esp  [Version 6.0]4B  thievery.esp4C  VaultsofCyrodiilBC.esp4D  VHBloodlines 1.2.esp  [Version 1.4]4E  za_bankmod.esp4F  DLCFrostcrag.esp50  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]51  Knights.esp52  Knights - Unofficial Patch.esp  [Version 1.0.9]**  EVE_KnightsoftheNine.esp53  Cybiades.esp  [Version 2.1]54  CybiadesDungeon.esp  [Version 2.1]++  cybCrashFix.esp55  TOTF.esp56  RTT.esp57  The Lost Spires.esp58  HoarfrostCastle.esp59  MannimarcoRevisited.esp5A  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]5B  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]++  EDI - Aggression Fix.esp5C  xuldarkforest.esp  [Version 1.0.5]5D  LostSpires-DarkForest patch.esp5E  xulStendarrValley.esp  [Version 1.2.2]5F  xulTheHeath.esp60  MMMMWL-TheHeath patch.esp61  XulEntiusGorge.esp62  xulFallenleafEverglade.esp  [Version 1.3.1]63  LostSpires-Everglade patch.esp  [Version 1.2]64  xulColovianHighlands_EV.esp  [Version 1.2.1]65  xulChorrolHinterland.esp  [Version 1.2.2]66  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]67  xulBravilBarrowfields.esp  [Version 1.3.2]68  xulLushWoodlands.esp  [Version 1.3]69  HoarfrostCastle-LushWoodlands patch.esp6A  xulAncientYews.esp  [Version 1.4.2]6B  xulAncientRedwoods.esp  [Version 1.6]6C  xulCloudtopMountains.esp  [Version 1.0.3]6D  xulArriusCreek.esp  [Version 1.1.3]6E  xulPatch_AY_AC.esp  [Version 1.1]6F  xulRollingHills_EV.esp  [Version 1.3.2]70  MMMMWL-RollingHills patch.esp71  xulPantherRiver.esp72  xulRiverEthe.esp  [Version 1.0.2]73  xulBrenaRiverRavine.esp  [Version 1.0.2]74  xulImperialIsle.esp  [Version 1.6.5]75  xulBlackwoodForest.esp76  xulCheydinhalFalls.esp  [Version 1.0.1]77  TearsOfTheFiend-CheydinhalFalls patch.esp78  KvatchRebuilt-CheydinhalFalls patch.esp79  DungeonsOfIvellon-CheydinhalFalls patch.esp7A  xulAspenWood.esp  [Version 1.0.1]7B  xulSkingradOutskirts.esp7C  Castle_Seaview.esp7D  CastleSeaview+LostCoast Patch.esp  [Version 1.0]7E  bartholm.esp7F  bartholm - EE patch.esp  [Version 4.2]80  Better Cities - House price patch.esp  [Version 1.0]81  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]82  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]83  Bag of Holding.esp  [Version 1.5.0]84  sixlivion.esp85  bondage_six.esp86  Eroblivion.esp87  Enhanced Vegetation [125%].esp88  Enhanced Economy - House prices.esp  [Version 1.0]89  Quest Award Leveller.esp  [Version 2.0.1]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]8A  BasicInstinct.esp8B  StealthOverhaul.esp**  RenGuardOverhaul.esp8C  nGCD.esp8D  ProgressGSD.esp  [Version 2.0]8E  ProgressMBSP.esp  [Version 2.0]8F  ProgressSBSP.esp  [Version 1.0]90  ProgressRBSP.esp  [Version 1.0]91  ProgressRacial.esp92  ProgressArmorer.esp  [Version 1.0]93  CTAddPose_v_1.esp94  CTAddPose_ bondage_six.esp95  77_Umpa_Animation.esp96  EFGAddPose.esp97  shinyEmotions.esp98  Slof's sixy Anims.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]99  CM Partners.esp9A  CM Partners NPC.esp9B  sixycompanion.esp9C  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]9D  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]9E  SupremeMagicka.esp  [Version 0.90]9F  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.espA0  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]A1  Deadly Reflex 5 - Timed Block with no damage or durability changes.espA2  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]++  Cobl Races - Balanced.esp  [Version 1.52]A3  Better Cities - Full City Defences.espA4  Better Cities Full.espA5  BCBravilFULL-Barrowfields patch.espA6  Better Cities - Ruined Tail's Tale.espA7  BCChorrol-ChorrolHinterland fix.espA8  Better Cities - Tears of the Fiend.espA9  BCCheydinhalFULL-CheydinhalFalls patch.espAA  BCSkingrad-SkingradOutskirts patch.espAB  Better Cities - Thievery.espAC  Better Cities - VHBloodlines.espAD  Better Imperial City.espAE  Better Cities - sixlivion.espAF  Better Cities - COBL.esp  [Version 2]B0  StokerWolff.espB1  UnderdarkSaga.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]B2  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]B3  Bashed Patch, 0.espB4  kuerteeCleanUp.espB5  Streamline 3.1.esp


No. The dot means you have it checked somewhere under one of the import sections of the Bashed Patch, probably import inventory or import scripts. The Bashed Patch does not have that many menus, it should not be hard to find.
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Tue Feb 01, 2011 6:08 pm

Also, replacing form IDs requires that the source mod be loaded. If you run the replacer when the source mod is missing, it won't do anything.

Well, I ran the FormID replacer with P1D candles checked, and I do not have the source mod, and it made the bashed patch dependent upon the missing Clepto mod as a master.

I've PM'd you with a link to the Aesgaard ESP.

thanks,

gothemasticator
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Tue Feb 01, 2011 8:06 pm

If you don't have the source mod, then it's a bug. I'll see about fixing it.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Tue Feb 01, 2011 2:38 pm

Good afternoon,

I have been working on a few BCFs with WB 285, with no issues whatsoever on my machine. But I may have run into an issue on another machine running 287.

Specifically, I made a BCF for http://www.tesnexus.com/downloads/file.php?id=20022, 2048x2048 version. The only file required is the main download for the 2048x2048 body textures... from the conversion output:

. Requires: 1 file  * (2B10E04F) - 2048x2048_Full_package_v1_2-20022.7z

To make this BCF, I created the new folder structure manually, then renamed the texture files appropriately and put them in the correct directories. I then made a 7z archive of the new directory structure, along with a BAIN wizard installer and the images used for the installer (taken form Ozmo's original screens, also included along with all docs). This archive is the one I mapped the original download to in order to create the BCF. I then used the BCF to convert the original, and successfully ran the wizard when it completed. I did this three times, actually, as I needed to make some small changes here and there.

However, when I sent a copy to Tomlong to see if she thought it was done well and done correctly she was unable to get BAIN to recognize the BCF as a valid one for the same original download.She can tell you more about that.

Not sure yet, as I have not upgraded my machine to 287, but I will try that next and see what happens.

It did occur to me that the download could have issues. It would be no problem to generate an MD5 for the BCF if that would be helpful.

veg
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Wed Feb 02, 2011 12:05 am

I am using v287. I tried renaming the archive, but I thought that would not matter, if I understood the docs about BCFs being archive content-dependent.

I have not seen the flickering again, but it seems as though it takes an extra, determined click to move another window in front of the Bash window.
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Tue Feb 01, 2011 12:33 pm

PM me a copy of the BCF, and I'll look at it.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Tue Feb 01, 2011 7:05 pm

Yup, I'm definitely having trouble bringing other windows to the foreground in front of Bash v287. Anyway, what was the last pre-Wrye Python 03 package requirments version of Wrye Bash?


Edit: Was it v284?
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Vincent Joe
 
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Post » Wed Feb 02, 2011 12:25 am

No. The dot means you have it checked somewhere under one of the import sections of the Bashed Patch, probably import inventory or import scripts. The Bashed Patch does not have that many menus, it should not be hard to find.


Yes, I already knew were it was. Thank you for the clarification and for your great site POSitive that helped me make the greatest FCOM install ever :foodndrink:
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Scared humanity
 
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Post » Tue Feb 01, 2011 5:36 pm

Yes, I already knew were it was. Thank you for the clarification and for your great site POSitive that helped me make the greatest FCOM install ever :foodndrink:

Oh, okay then. In that case, RGO would need to be active in order to function because it adds quite a bit of new. It can't be fully imported or merged. Man, I have not looked at that plugin in a while. I want to see jpw the new update (without the SI plugin) is...
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k a t e
 
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Post » Tue Feb 01, 2011 12:43 pm

I've began my long-planned project of rebuilding Cyrodiil using mostly BAIN instead of OMOD installs. Or at least that's the idea. But I'm confused from the get-go. Here's the current issue...

I decided to start out by installing a couple of mods via BAIN. I selected the Unofficial Oblivion Patch (v3.2.0) and Arthmoor's UPO Hotfix v3.2.9. They seem ideal choices since I'll learn how BAIN handles one mod that overwrites part of another.

Dropped the 7z for both mods in my BASH INSTALLERS directory. Made sure the ORDER was correct (UPO = 0 / Hotfix = 1), then installed first UPO followed by the Hotfix. So far this isn't so different from dealing with OMODs.

Here's where I get confused. Upon installing the Hotfix, UPO turned red (or orange, its sort of hard to tell the difference). That's prolly as is should be, since the Hoftix obviously overwrites the ESP and a number of UPO data files. But according to what I read at Tomlong's excellent site, I assume I'm supposed to be able to fix it so that UPO is as green as the Hotfix. Only, I'm not sure how to go about this. Anneal (and anneal-all) seems to do nothing. Yet according to Tomlong "Annealing is a method whereby you can auto-correct the errors reported in the above described package colors and sub-tabs. Using it will take out conflict users and replace them with the winners...". But if that's the case, why is UPO still red/orange? Shouldn't it be recognized as being overwritten and turn green?

I'm I making too much of this? Is everything working as intended and UPO is supposed to remain red with no harm done? Or am I missing something that's needed to turn it UPO green?

Thanks in advance!
-Decrepit-
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Emmi Coolahan
 
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Post » Tue Feb 01, 2011 3:28 pm

RED indicates missing files. So if it's actually red, there should be stuff on the tab marked "missing" that will tell you what it thinks should be there.

It's probably orange though, which is perfectly normal since the UOPS overwrites the ESP from the UOP package. There won't be any way to resolve them all green in this case.
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Loane
 
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Post » Tue Feb 01, 2011 11:16 pm

I've began my long-planned project of rebuilding Cyrodiil using mostly BAIN instead of OMOD installs. Or at least that's the idea. But I'm confused from the get-go. Here's the current issue...

I decided to start out by installing a couple of mods via BAIN. I selected the Unofficial Oblivion Patch (v3.2.0) and Arthmoor's UPO Hotfix v3.2.9. They seem ideal choices since I'll learn how BAIN handles one mod that overwrites part of another.

Dropped the 7z for both mods in my BASH INSTALLERS directory. Made sure the ORDER was correct (UPO = 0 / Hotfix = 1), then installed first UPO followed by the Hotfix. So far this isn't so different from dealing with OMODs.

Here's where I get confused. Upon installing the Hotfix, UPO turned red (or orange, its sort of hard to tell the difference). That's prolly as is should be, since the Hoftix obviously overwrites the ESP and a number of UPO data files. But according to what I read at Tomlong's excellent site, I assume I'm supposed to be able to fix it so that UPO is as green as the Hotfix. Only, I'm not sure how to go about this. Anneal (and anneal-all) seems to do nothing. Yet according to Tomlong "Annealing is a method whereby you can auto-correct the errors reported in the above described package colors and sub-tabs. Using it will take out conflict users and replace them with the winners...". But if that's the case, why is UPO still red/orange? Shouldn't it be recognized as being overwritten and turn green?


BAIN Installation - http://tesivpositive.animolious.com/index.php?page=bain_installation <-- If you look toward the end of the Packages section, you can see an overview of the various colors (check boxes and highlighting.)

I'm I making too much of this? Is everything working as intended and UPO is supposed to remain red with no harm done? Or am I missing something that's needed to turn it UPO green?

Thanks in advance!
-Decrepit-

The UOP's check box should turn orange, indicating that the installed plugin and the plugin contained in the archive share the same name but do not match. Obviously, v3.2.9's plugin is different. You need to fix (use Anneal) on archives with the orange-yellow highlight.


Edit: wording
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Quick Draw III
 
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Post » Wed Feb 02, 2011 1:11 am

OK, I'm sure this is a foolish question, but what does the dot (not the plus sign) mean in the tick box after building the bashed patch? I can't find this in the documentation anywere.
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LADONA
 
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Post » Tue Feb 01, 2011 6:36 pm

OK, I'm sure this is a foolish question, but what does the dot (not the plus sign) mean in the tick box after building the bashed patch? I can't find this in the documentation anywere.

It means (some of) the plugin's files have been imported.


Edit: For example, if a plugin is just part of a graphics replacer, it might be import-only (imported and deactivated.) That dot would indicated that its graphical changes were imported (merged) into the Bashed Patch.
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Jordan Fletcher
 
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Post » Wed Feb 02, 2011 1:54 am

RED indicates missing files. So if it's actually red, there should be stuff on the tab marked "missing" that will tell you what it thinks should be there.

It's probably orange though, which is perfectly normal since the UOPS overwrites the ESP from the UOP package. There won't be any way to resolve them all green in this case.


Indeed, orange it is, due to that overwritten ESP. Thanks!


The UOP's check box should turn orange, indicating that the installed plugin and the plugin contained in the archive share the same name but do not match. Obviously, v3.2.9's plugin is different. You need to fix (use Anneal) on archives with the orange-yellow highlight.


Here, I think, is my confusion. I assumed that by "fixing" (Anneal) the orange-yellow UOP package (archive) it would turn green. But I have auto-anneal enabled and ran it specifically on the orange UOP. It remains orange. So what I am fixing isn't the package/archive, but rather what is being installed from the archive? In other words, as Arthmoor says it's perfectly normal to have orange/yellow/red/whatever package icons in a properly functioning BAIN install?

(Sorry for the dumb questions. I just haven't yet grasped the basic concepts behind BAIN. Too long an OMOD user, I guess.)

-Decrepit-
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Sierra Ritsuka
 
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Post » Tue Feb 01, 2011 11:11 am

The missing meshes issue is solved. It had something to do with v287 and / or Python 03.

After nearly going crazy to try to find out what causes it by uninstalling and installing my mods again - with the same result - I finally decided to install v287 and Python 03 anew. Should have done that in the beginning because it worked.
Also there is still

wxPython: stdout/stderr:
Loading: 0101900D..None..ACRE.XLOD..12..

by rebuilding the Batched Patch. Everything is working and there are no missing meshes.

Out of curiosity have anybody any idea what the message is for?
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Jessica Nash
 
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Post » Tue Feb 01, 2011 1:29 pm

It means (some of) the plugin's files have been imported.


Edit: For example, if a plugin is just part of a graphics replacer, it might be import-only (imported and deactivated.) That dot would indicated that its graphical changes were imported (merged) into the Bashed Patch.


I see, EVE defaults to this state after rebuilding the Patch, but lots of mods seem to have it, and I was confused as to whether they were meant to be active or inactive.
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Julia Schwalbe
 
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Post » Tue Feb 01, 2011 1:32 pm

Here, I think, is my confusion. I assumed that by "fixing" (Anneal) the orange-yellow UOP package (archive) it would turn green. But I have auto-anneal enabled and ran it specifically on the orange UOP. It remains orange. So what I am fixing isn't the package/archive, but rather what is being installed from the archive? In other words, as Arthmoor says it's perfectly normal to have orange/yellow/red/whatever package icons in a properly functioning BAIN install?
-Decrepit-


Yes, Arthmoor is correct, Arthmoor is probably one of the most trustworthy/experienced participants here.

Your installers do not get changed by Wrye bash, bain installation just extracts all files from the installer and installs them, overwriting where conflicts exist, and respecting the install order of all installers.

Heres a simple thing you can try and now you are using bains theres no need to fear what I am about to suggest will mess up your game

Being so early in your experiments it will help your understanding of what is occurring


Left click and drag (or left click to highlight the installer, then use ctrl up/down to re-arrange the order) the UOP hotfix installer above the UOP (so that the install order becomes wrong)

Right click the installers header bar and choose Anneal all

You will now notice something happening... The original UOP archive gets de-compressed and files it needs to overwrite the hotfix's installed files get installed.

Reverse what we just did

Left click and drag the UOP original back above the hotfix so that the install order is now correct again

and again, right click the Installers header bar and choose Anneal all


There is nothing to fear with bain in this regard because undo'ing and re-doing install order until you are happy with which files are going to end up in the game is easy

If you had three different installers all having the same

goblintexture1024 ... for example,

the last installer in the install order would be respected and the goblintexture1024 from that installer would be installed

Anneal all, ensures if you have installed a new installer, and/or re-arranged the install order, or deleted/un-installed an installer, the highest installers individual files end up in the game.

If you have created a bain with

AllOfQarlsWorldTextures.7z

and

WisemansParts1-2-and-3.7z

and

AllOfCorePCs-VibrantTexturesWeatherLOD.7z

Whichever comes last will overwrite all the conflicting files installed by the other two, and Anneal all will update the whole installation.

So now you could move AllOfQarlsWorldTextures.7z higher in the install order and replace most of your oblivion world textures within minutes, Anneal all, rebuild bashed patch, play on. Nice eh?

I can re-install my whole game in about 35 minutes and play on with the last save game and no ctd's, so long as all the installers I had before go back in the installers folder.

The main thing anyone has to get their heads around with bains, is ensuring the zip/rar/7zip you are using as an installer, the contents conform to a simple or complex bain structure.

http://wryebash.netai.net/#PackageStructure
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Richus Dude
 
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Post » Tue Feb 01, 2011 5:05 pm

Thanks alt3rn1ty!

Good explanation there. I think I was expecting too much from BAIN ... assumed that as part of the install process BAIN would realize that the UOP hotfix needs to overwrite parts of original UOP, know that UOP is okay being overwritten by the Hotfix, so turn its icon green to show that all is well. I now understand that an orange or yellow BAIN icon simply means, in this case, that something has been overwritten for good or ill. Nothing to worry about, unless something gets overwritten that shouldn't be, which certainly isn't the case with the UOP and its Hotfix.

So far, I see that being able to alter mod install order (as opposed to load order) at will and use the anneal feature is BAIN's big advantage over OMOD. It's gonna save time and effort down the pike once I get a better feel for how to create BAIN packages from my existing OMOD build directory. (It doesn't help that Windows7-64bit and my file-manager of choice (Free Commander) don't get along so that I can't access my Compression Program (PeaZip) by right-clicking files and directories. I'm back to using Windows Explorer, which is a a major pain.)

Looks like BAIN doesn't help in one area. What if I have, say, several texture replacement mods. I like trees from mod-A, rocks from mod-B, and roads from mod-C. With OBMM, I'm used to just combine the best of everything I want to see beforehand, then creating a special "Decrepit Terrain Textures.OMOD" from the results. Had hoped that BAIN would let me pick and choose individual files from within different packages. As I can tell that's not the case so that I'll need to create the same sort of special packages I did with OBMM. No biggy there, just a little disappointment.

-Decrepit-
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Emzy Baby!
 
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Post » Tue Feb 01, 2011 9:30 pm

Indeed, orange it is, due to that overwritten ESP. Thanks!




Here, I think, is my confusion. I assumed that by "fixing" (Anneal) the orange-yellow UOP package (archive) it would turn green. But I have auto-anneal enabled and ran it specifically on the orange UOP. It remains orange. So what I am fixing isn't the package/archive, but rather what is being installed from the archive? In other words, as Arthmoor says it's perfectly normal to have orange/yellow/red/whatever package icons in a properly functioning BAIN install?

(Sorry for the dumb questions. I just haven't yet grasped the basic concepts behind BAIN. Too long an OMOD user, I guess.)

-Decrepit-

BAIN packages are compressed archives. The reason why I say BAIN is truly automated manual installation is because the "install" command is basically the 7-zip > Extract to... > Oblivion\Data command. When you extract archives, do the contents change? No. You will notice that Anneal does nothing if an archive is not installed, therefore it only has to do with the install itself. If the installed files the BAIN has associated with the package do not match what is installed, BAIN gives the package the yellow-orange highlight indicating a dirty install. That needs to be fixed, with anneal. The orange check box color indicates a recognized mismatch. In your situation, BAIN has record of a higher-order package overwriting a lower-order package's plugin. Likewise, yellow check boxes also indicate known mismatches (overwrites) from data file overlap(s).

Anneal is for fixing mismaches that do not match BAIN's records. Anneal will fix problems indicated by red check boxes as well, which indicate missing files. If a package's installed files do not match BAIN's records for that package, anneal is applicable. In other words, if that package's configuration, relative to all other packages' configurations, does not give the result BAIN "sees" in the Data folder (i.e., if you have a plugin checked in a package that has not yet been installed, or the version of the file installed is not that of the highest order package that should have the file installed) you can use anneal (or maybe Install Missing, if the problem is only "red".) The only other occasion, of which I am aware, for a dirty install is if you do not install the plugin associated with a mod's sound files. For example, if you installed the UOP but unchecked the plugin because you knew that the hotfix would overwrite it, BAIN will highlight that package orange-yellow. The UOP contains a number of voice file fixes, and the name of the folder containing those files has to match the name of the plugin using them.

Once your package list is organized and set, orange-yellow highlight is the only color you definitely do not want to see; otherwise, you can have all of the grays, the orange, yellow and even red. You should just probably know why the package is red. I only have one red check box in my package list, and that is because Better Cities includes an extra dummy file giving the user directions (encouraging not messing up the installation.) It was an extra file in my Data folder that was not a plugin, and that annoyed me. My Data folder has to be in "perfect" order. ^____^ I also renamed the BC BSAs to be loaded by Viconia.esp, so the BC resources archive has a red check box because of that too.
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krystal sowten
 
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Post » Tue Feb 01, 2011 3:51 pm

Suggestion:

It would be nice if the Actors.Anims merged animation changes rather than simply use the latest ESP.

So for example, if you use DMC and Real Walks (with Real Walks loading after DMC), then all the DMC animations get imported, but the Walk Forward animation in DMC is overridden by the Real Walk animation. The result would be having all the DMC animations with the Real Walk animation active.

Does this make any sense?

Thanks for all the hard work you do and thanks for considering this suggestion.
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Jessie
 
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Post » Tue Feb 01, 2011 2:13 pm

I like trees from mod-A, rocks from mod-B, and roads from mod-C. With OBMM, I'm used to just combine the best of everything I want to see beforehand, then creating a special "Decrepit Terrain Textures.OMOD" from the results. Had hoped that BAIN would let me pick and choose individual files from within different packages. As I can tell that's not the case so that I'll need to create the same sort of special packages I did with OBMM. No biggy there, just a little disappointment.

You can even more flexibility with BAIN for this scenario. Have a look at Psymon's thread on complex BAIN archives - it chnaged the way I structure my BAIN acrhives and allows the greatest amount of risk free mix and match with texture replacers.

I would say that this is a BAIN strength area :)
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Dezzeh
 
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Post » Tue Feb 01, 2011 10:19 pm

You can even more flexibility with BAIN for this scenario. Have a look at Psymon's thread on complex BAIN archives - it chnaged the way I structure my BAIN acrhives and allows the greatest amount of risk free mix and match with texture replacers.

I would say that this is a BAIN strength area :)

It is great for cosmetic mods too. I don't know how many times an incompatibility issue would have been fixed, if OBMM would replace the files with the correct versions after uninstalling a cosmetic-related mod. It would also have been helpful if the user could have actually told me what version of whatever was installed, but if you have three mods installing the same files with OBMM, unless you are fairly organized and conscious of how you went about installing them, you would not know...
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Lyndsey Bird
 
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Post » Tue Feb 01, 2011 8:52 pm

Also there is still

wxPython: stdout/stderr:
Loading: 0101900D..None..ACRE.XLOD..12..

by rebuilding the Batched Patch. Everything is working and there are no missing meshes.

Out of curiosity have anybody any idea what the message is for?

It means you have a mod that is possibly broken. ACRE records are used to place creatures in the game. In this case, an ACRE record with the formID of 0101900D has an unexpected XLOD subrecord that is 12 bytes long. It isn't known what XLOD subrecords are used for. In Oblivion.esm, XLOD subrecords are found in REFR (placed objects) and ACHR (placed npc's) records and never ACRE records. I've never been able to make the CS add an XLOD subrecord to any record at all during my testing. So it isn't known for sure whether ACRE records are supposed to allow XLOD subrecords.

Right now, I'm only aware of a single mod that has XLOD subrecords in an ACRE record: GTAesgaard.esp. I've asked shadeMe (who is recoding aspects of the Construction Set in his Construction Set Extender plugin) to see if he can find what the CS is doing. If the CS is actually loading and using the XLOD subrecord for ACRE records, I can fix this error. If it isn't using XLODs, then it is a true error in the mod...I might be able to make Bash ignore it, but I'll have to consider whether that would break anything else.
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+++CAZZY
 
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