[RELZ] Wrye Bash -- Thread 48

Post » Sun May 29, 2011 12:52 am

Just weird, Maybe it is a Windows Vista or Seven thing. still using XP here..

Bash 2.87 once again, Python 2.6, Comtypes 0.6.2, Pysco 1.6, pywin32 - 264, wxpython 2.8.10.1

To be on the safe side.

OptionalFangs needs R.teeth added to it. Has it changes races to have a different set to teeth. According to tes4edit.

It should not be selected in load order , but it needs to be merged. It should be selected under merge patches and under races has well.

And if you deactivate all mods exepect these and build patch do you still get the same error..?

Are you ghosting it by chance ?

Corepc


I'm building the BP with no mods active.

Adding the R.Teeth tag to the OptionalFangs plugin is needed to get it to work, yes, but it doesn't stop the crashing when I merge it and import race records from bgBalancingEVCore.esp and the OptionalFangs plugins. Only when I don't merge the OptionalFangs plugin, does it not crash.

It'll even crash if I have Race Records->OptionalFangs and Merge Patches->OptionalFangs checked, but not bgBalancingEVCore.esp. Even more weirdly, it still gives

bolt.StateError: Mesh undefined for eye (bgBalancingEVCore.esp,0x000CED) in race Mazken

as the error. :shrug: bgBalancingEVCore.esp is a master of OptionalFangs, but I don't know why it's causing such problems when it's not even doing anything. I suspect that there's something wrong with how OptionalFangs is being merged that causes it to look at the master file wrongly or something, and so it throws an error. That, or there's something wrong with OptionalFangs itself, but it looks fine in TES4Edit.

EDIT: Brain imploding... When I activate bgBalancingEVCore.esp in my LO and then rebuild my patch, the error disappears under all circumstances. I wasn't aware that you could get different results with mods active or de-active when building a BP, surely that's not meant to be the case?
User avatar
Tiff Clark
 
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Post » Sat May 28, 2011 2:44 pm


EDIT: Brain imploding... When I activate bgBalancingEVCore.esp in my LO and then rebuild my patch, the error disappears under all circumstances. I wasn't aware that you could get different results with mods active or de-active when building a BP, surely that's not meant to be the case?


That would explain it then. Has BgBalancingEVCore.esp always has to be activated in load order. Has it contains the master records needed for it other mods to work with it. In this case fangs was trying to modify the mazken but since ev core was not getting fully loaded throwing up error I would say.

you can get different resuts from different mods when you have them active or de-active has well. Races in particular.

edit: Now I can duplicate the error knowing what you did..not having EV Core activated in load order cause the error once again..
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Talitha Kukk
 
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Post » Sat May 28, 2011 11:12 pm

Hi folks. I just migrated to a new computer (yay! :)) running Windows 7 and I've got Bash up and running, using 287 from Sourceforge and the WryeBash 03 package from Nexus. I regenerated my Oblivion.ini for the new computer and applied my few tweaks (border regions, fonts, that sort of thing) and of course Oblivion is installed in c:\games\. I've reinstalled all my BAIN packages and everything looks fine on the outside.

However, when I try to rebash my patch, it chugs along for a bit and then crashes with this output:
Spoiler
C:\Games\Oblivion\Mopy\bosh.py:1701: DeprecationWarning: struct integer overflow masking is deprecated
def getSize(self):
Dumping: JerallValusMountainsSubRegion01 579410
> recType: REGN
> size: 7171
> fid: 579410
> flags2: 0
> flags1:
> changed: True
> subrecords: None
> data: None
> inName: bolt.Path('Cliff_CountyNames.esp')
> longFids: False
> eid: JerallValusMountainsSubRegion01
> iconPath: None
> mapRed: 192
> mapBlue: 192
> mapGreen: 192
> unused1:
> worldspace: 60
> areas: [, , , , ]
> entries: [, , , ]
Traceback (most recent call last):
File "C:\Games\Oblivion\Mopy\basher.py", line 4947, in Execute
raise
File "C:\Games\Oblivion\Mopy\basher.py", line 4909, in Execute
patchFile.safeSave()
File "C:\Games\Oblivion\Mopy\bosh.py", line 5026, in safeSave
self.save(filePath.temp)
File "C:\Games\Oblivion\Mopy\bosh.py", line 5046, in save
selfTops[type].dump(out)
File "C:\Games\Oblivion\Mopy\bosh.py", line 4141, in dump
size = self.getSize()
File "C:\Games\Oblivion\Mopy\bosh.py", line 4133, in getSize
return 20 + sum((20 + record.getSize()) for record in self.records)
File "C:\Games\Oblivion\Mopy\bosh.py", line 4133, in
return 20 + sum((20 + record.getSize()) for record in self.records)
File "C:\Games\Oblivion\Mopy\bosh.py", line 1708, in getSize
self.dumpData(out)
File "C:\Games\Oblivion\Mopy\bosh.py", line 1798, in dumpData
self.__class__.melSet.dumpData(self,out)
File "C:\Games\Oblivion\Mopy\bosh.py", line 1462, in dumpData
raise
File "C:\Games\Oblivion\Mopy\bosh.py", line 1456, in dumpData
element.dumpData(record,out)
File "C:\Games\Oblivion\Mopy\bosh.py", line 894, in dumpData
element.dumpData(target,out)
File "C:\Games\Oblivion\Mopy\bosh.py", line 3464, in dumpData
MelStructA.dumpData(self,record,out)
File "C:\Games\Oblivion\Mopy\bosh.py", line 1128, in dumpData
data += struct.pack(format, *[getattr(x,item) for item in attrs])
SystemError: ..\Objects\longobject.c:336: bad argument to internal function

The bashing then aborts, though Bash is still running.

Could this have something to do with my Win7 migration? Does anyone have any other ideas about what might be wrong? I'm really looking anxious to start playing with a gig of vram and SLI goodness - 8xAA QTP3 here I come!

Thanks!
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stevie trent
 
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Post » Sat May 28, 2011 8:15 pm


> inName: bolt.Path('Cliff_CountyNames.esp')



Here the mod that casuing the problem..Are you importing Names on it or Cells ?
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No Name
 
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Post » Sun May 29, 2011 12:28 am

you can get different resuts from different mods when you have them active or de-active has well. Races in particular.


Is there a situation in which this is beneficial? I can't think of one, and I would have thought that the results of building the patch should be the same no matter what's active and what's not - if you want something done, it should do it. In this case, I wanted to include the OptionalFangs stuff in my BP, and it should be able to do this regardless of whether its master was active or not, IMHO. Having different effects for whether mods are active or not just opens up a can of worms...

EDIT: Also, that's the first I've heard of this being the case, and I have read the readme a few times (though not all of it, I admit), so if I managed to miss it, I don't think it's too much of a stretch to assume that there could be a lot of users unaware of this, and building their BP 'wrongly'.
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FLYBOYLEAK
 
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Post » Sat May 28, 2011 12:54 pm

Here the mod that casuing the problem..Are you importing Names on it or Cells ?

Neither... it's set to merge it into the patch.

I just did a full refresh on my BAIN packages and tried again, same result. It happens right near the end (at least, the progress meter is 90% ish).

edit: and the patch builds fine without Cliff_CountyNames.esp merged in. Funny thing is, it used to work just fine under XP, Bash 285 (or maybe 284, I can't remember), and Wrye Python 02.
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Hella Beast
 
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Post » Sat May 28, 2011 9:56 pm

Is there a situation in which this is beneficial? I can't think of one, and I would have thought that the results of building the patch should be the same no matter what's active and what's not - if you want something done, it should do it. In this case, I wanted to include the OptionalFangs stuff in my BP, and it should be able to do this regardless of whether its master was active or not, IMHO. Having different effects for whether mods are active or not just opens up a can of worms...

EDIT: Also, that's the first I've heard of this being the case, and I have read the readme a few times (though not all of it, I admit), so if I managed to miss it, I don't think it's too much of a stretch to assume that there could be a lot of users unaware of this, and building their BP 'wrongly'.


Going to defer that question to PM or Waruddar has I really can't explain it any other way why it has to be like this..Race Balancing Project that is..

EV Core is master file and contains the records that fangs is looking for. If ev core is not get loaded correctly , bash throws up error once again. Race Mod have always been picky once again.


edit: and the patch builds fine without Cliff_CountyNames.esp merged in. Funny thing is, it used to work just fine under XP, Bash 285 (or maybe 284, I can't remember), and Wrye Python 02.


you must have removed the worldspace cell (which are not needed) , otherwise it cannot be merged because it contains worldspace data.

Here is error I get when I try to merge it has well..different than your's..

Spoiler


C:\Bethesda Softworks\Oblivion\Mopy\bosh.py:1701: DeprecationWarning: struct integer overflow masking is deprecated
def getSize(self):
Dumping: GreatForestSubRegion04 115723
> recType: REGN
> size: 6688
> fid: 115723
> flags2: 0
> flags1:
> changed: True
> subrecords: None
> data: None
> inName: bolt.Path('Cliff_CountyNames.esp')
> longFids: False
> eid: GreatForestSubRegion04
> iconPath: None
> mapRed: 98
> mapBlue: 174
> mapGreen: 124
> unused1:
> worldspace: 60
> areas: []
> entries: [, , ]
Traceback (most recent call last):
File "C:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4947, in Execute
raise
File "C:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4909, in Execute
patchFile.safeSave()
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5026, in safeSave
self.save(filePath.temp)
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5046, in save
selfTops[type].dump(out)
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4141, in dump
size = self.getSize()
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4133, in getSize
return 20 + sum((20 + record.getSize()) for record in self.records)
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4133, in
return 20 + sum((20 + record.getSize()) for record in self.records)
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1708, in getSize
self.dumpData(out)
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1798, in dumpData
self.__class__.melSet.dumpData(self,out)
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1462, in dumpData
raise
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1456, in dumpData
element.dumpData(record,out)
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 894, in dumpData
element.dumpData(target,out)
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 3464, in dumpData
MelStructA.dumpData(self,record,out)
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1128, in dumpData
data += struct.pack(format, *[getattr(x,item) for item in attrs])
SystemError: ..\Objects\longobject.c:336: bad argument to internal function


User avatar
Nicole Mark
 
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Joined: Wed Apr 25, 2007 7:33 pm

Post » Sat May 28, 2011 12:16 pm

I have the county names (v1.1) merged into an esp with other game/name tweaks and have for ages without incident or error message.

Could it be load order issue?
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Angelina Mayo
 
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Post » Sat May 28, 2011 12:34 pm

Is there a situation in which this is beneficial? I can't think of one, and I would have thought that the results of building the patch should be the same no matter what's active and what's not - if you want something done, it should do it. In this case, I wanted to include the OptionalFangs stuff in my BP, and it should be able to do this regardless of whether its master was active or not, IMHO. Having different effects for whether mods are active or not just opens up a can of worms...

EDIT: Also, that's the first I've heard of this being the case, and I have read the readme a few times (though not all of it, I admit), so if I managed to miss it, I don't think it's too much of a stretch to assume that there could be a lot of users unaware of this, and building their BP 'wrongly'.

It makes a difference. The Bashed Patch only imports necessary changes. If a plugin's changes are "winning" the changes are not imported (in most situations.) If that plugin is then deactivated, maybe some of the changes were imported because they were not "winning," so the plugin is considered imported (or merged.) Had the plugin not been active, none of the changes would have been "winning" so all of the changes would be imported, so long as other later-loading plugins did not also have overrides for those records imported.

I did not pay that much attention until someone was trying to figure out why the name tweaks for a plugin...that may have been alchemy related? could not figure out why the Bashed Patch "wasn't working." If a plugin is supposed to be deactivated, you are better off building the Patch with them already in that state. I have not tested this for plugins that are supposed to be active. The mod author should take care of that, I would think...
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Mandi Norton
 
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Post » Sat May 28, 2011 2:33 pm

I'm still busy with StarCraft II, so please pretend that I'm not here. Just wanted to clarify one thing that I noticed:

1. Actually, this is the case in 286+, you may notice some lag when you select 'Rebuild Patch', that's because it's retesting all mods to see if they're mergeable.


This is only partially correct. When CBash is enabled, it retests all the mods, but when CBash is disabled it doesn't. This is mostly because it can be pretty slow for Bash to test the mergeability of mods.

Considering all the issues that have come up as a result of this though, I really should have enabled the auto-testing for non-CBash as well. It would make it take longer for the bashed patch dialog to come up, but it would prevent the bugs where Bash thinks something is mergeable when it really isn't.
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Kristian Perez
 
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Post » Sat May 28, 2011 5:46 pm

It makes a difference. The Bashed Patch only imports necessary changes. If a plugin's changes are "winning" the changes are not imported (in most situations.) If that plugin is then deactivated, maybe some of the changes were imported because they were not "winning," so the plugin is considered imported (or merged.) Had the plugin not been active, none of the changes would have been "winning" so all of the changes would be imported, so long as other later-loading plugins did not also have overrides for those records imported.


Hmm, I suppose that does make sense. I'll just have to remember to set my active files properly before I build my BP.
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bimsy
 
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Post » Sat May 28, 2011 1:15 pm

Hello, I've got a problem with rebuilding my bashed patch. Rebuilding it used to take only about 7 minutes, but after upgrading from 285 to 287 it now takes 32 minutes. And the rebuilding timer also doesn't run smoothly anymore, but it runs with a lot of lag now. That doesn't look normal to me. What can I do about this?
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Conor Byrne
 
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Post » Sat May 28, 2011 8:56 pm

Hello, I've got a problem with rebuilding my bashed patch. Rebuilding it used to take only about 7 minutes, but after upgrading from 285 to 287 it now takes 32 minutes. And the rebuilding timer also doesn't run smoothly anymore, but it runs with a lot of lag now. That doesn't look normal to me. What can I do about this?

Recheck your selections, you've probably checked something in your patch your not using...
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k a t e
 
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Post » Sat May 28, 2011 8:12 pm

Hello, I've got a problem with rebuilding my bashed patch. Rebuilding it used to take only about 7 minutes, but after upgrading from 285 to 287 it now takes 32 minutes. And the rebuilding timer also doesn't run smoothly anymore, but it runs with a lot of lag now. That doesn't look normal to me. What can I do about this?

Right click on each mod marked as mergeable (green) and click Mark mergeable - you probably have the problem with CBash being disabled discussed all over in this thread
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Guy Pearce
 
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Post » Sat May 28, 2011 9:38 pm

Interesting oberservation, I'm running Win 7, and just did a "Windows Update", it then had to "Restart" my system, bash would not load upon restart, so I did another reboot and bash starts fine, pretty sure I noticed that before as well, something to watch for... :shrug:
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natalie mccormick
 
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Post » Sat May 28, 2011 7:32 pm

Interesting oberservation, I'm running Win 7, and just did a "Windows Update", it then had to "Restart" my system, bash would not load upon restart, so I did another reboot and bash starts fine, pretty sure I noticed that before as well, something to watch for... :shrug:


The update fixed a security hole with shortcuts, basically. Since WB is launched from a shortcut, it might be that it just needed another restart before it got rid of the 'old way of working' so to speak.
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Danny Warner
 
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Post » Sat May 28, 2011 11:02 pm

The update fixed a security hole with shortcuts, basically. Since WB is launched from a shortcut, it might be that it just needed another restart before it got rid of the 'old way of working' so to speak.


Yes and anyone reading this thinking maybe to not allow the security patch, think again....
[Off-Topic]
Spoiler

Sorry this is going to be off topic but just in case someone is not aware of how serious it is and how vulnerable they would be by not allowing the ms windows update...
http://news.softpedia.com/news/LNK-Vulnerability-Exploited-by-More-Families-of-Malware-149331.shtml
many more have emerged since that news item.
Any type of malware can be written to use it, the exploit can be triggered by the autorun on any device, or just viewing a linked icon, even a fav icon in your browsers bookmarks, once viewed the malware installation has already happened, if its a rootkit you will not even know it is installed.
If the patch is causing problems with any icons, find a new way of launching the programme, dont skip the ms update.
- Google .lnk exploit for more info - P.S Mondays out of phase windows patch only stops the automatic installation of such designed malware, but clicking such a link/icon will still execute the malware... beware what you click on on-line or download. Virus databases/signatures will catch up with how this is being used but meanwhile be wary. http://twit.tv/sn258 http://twit.tv/sn259 [/End off-topic]

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Dustin Brown
 
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Post » Sat May 28, 2011 10:02 pm

Man...
I am trying to do my first total BAIN install and I've read TESPOSitive fairly thoroughly. I really like the BAIN setup overall, Wrye Bash is a hell of a tool!
I am getting this hateful crash for some reason outside really early on in the game and I can't lock it down.
I have Win7/64 so ESIV is installed outside the programs folder, So I know it's not a UAC issue.
I went through the activate one at a time/save process as described on TESPOSitive and have OSR and Streamline's settings co-ordinated so I know it ain't that. :toughninja:
Here's my bash load order file...
Lil' help?, how do I see what's crashing me?
I always have to disable/enable my sound card afterwards to stop the stuttery grinding noise. {It's a HDA Mystique 7.1}
Video card is ATI 4670 1Gig w/latest Catyl.

Spoiler
Active Mod Files:00  Oblivion.esm01  Cobl Main.esm  [Version 1.72]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp05  Unofficial Oblivion Patch.esp  [Version 3.2.0]06  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]07  Oblivion Citadel Door Fix.esp08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  RedBag - Fog.esp0A  WindowLightingSystem.esp0B  Book Jackets Oblivion.esp**  Book Jackets Oblivion - BP.esp++  Item interchange - Extraction.esp  [Version 0.76]0C  personality_idles4.esp0D  Living Economy.esp0E  Living Economy - Items.esp0F  DLCHorseArmor.esp10  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]11  DLCOrrery.esp12  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]13  DLCVileLair.esp14  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]15  DLCMehrunesRazor.esp16  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]17  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  RTFemaleReplacerV12.esp18  DLCThievesDen.esp19  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1A  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]1B  Cobl Glue.esp  [Version 1.72]1C  Cobl Si.esp  [Version 1.63]1D  OOO 1.32-Cobl.esp  [Version 1.72]++  Cobl Tweaks.esp  [Version 1.44]1E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]++  OOO-Water_Weeds.esp  [Version 1.33]1F  OOO-Map_Markers_Stock.esp  [Version 1.33]20  OOO-No_Guild_Ownership.esp  [Version 1.33]++  OOO-DLT_Remover.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  OMOBS.esp  [Version 1.0]++  OMOBS_SI.esp  [Version 1.0]21  OMOBS Optional Combat Settings.esp  [Version 1.0]22  Mart's Monster Mod.esp  [Version 3.7b3p3]23  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]24  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]25  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]26  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]27  Mart's Monster Mod - Durability & Damage.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]28  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]29  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]2F  TIE.esp  [Version 1.35]30  Geomancy & Gem Dust OOO.esp31  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]32  DLCBattlehornCastle.esp33  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]34  DLCFrostcrag.esp35  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]36  Knights.esp37  Knights - Unofficial Patch.esp  [Version 1.0.9]++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]38  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]39  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]3A  Salmo the Baker, Cobl.esp  [Version 3.08]3B  talkwithyourhands PI4.esp3C  Alternative Start by Robert Evrae.esp3D  SupremeMagicka.esp  [Version 0.90]3E  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.esp  [Version 0.86]3F  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]40  RenGuardOverhaul.esp++  LRM_Generic.esp++  Level_Rates_Modified_x2.esp++  Item interchange - Placement.esp  [Version 0.76]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Spire Revisited.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]41  bgBalancingEVCore.esp  [Version 10.52EV-D]++  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.]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]42  Cobl Silent Equip Misc.esp  [Version 01]43  Bashed Patch, 0.esp44  FormID Finder4.esp45  kuerteeActorDetails.esp46  Streamline 3.1.esp

User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Sat May 28, 2011 7:28 pm

I really like the BAIN setup overall, Wrye Bash is a hell of a tool!
True

Could be anything - did you use BOSS for your load order (save your current one first) ? BOSS may give you tips
Have you ever used CBash ? Using WB 287 now I guess
Bashed patch settings also may cause crashes if not careful
User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Sat May 28, 2011 7:09 pm



---snip---




Ok here are a few things that I've spotted with your load order:

05 Unofficial Oblivion Patch.esp [Version 3.2.0]


I recommend upgrading to version 3.2.10, it fixes many bugs that the version that you have still has. You can get it from here :http://www.tesnexus.com/downloads/file.php?id=27710 I also recommend the Knights hotfix in the optional files section.

06 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
07 Oblivion Citadel Door Fix.esp


UOP Vampire fix is an option in the bashed patch so you don't need this esp, I also don't think you need the other fix so you can safely delete that now


1E Oscuro's_Oblivion_Overhaul.esp [Version 1.33]
++ OOO-Water_Weeds.esp [Version 1.33]
1F OOO-Map_Markers_Stock.esp [Version 1.33]
20 OOO-No_Guild_Ownership.esp [Version 1.33]
++ OOO-DLT_Remover.esp [Version 1.33]
++ OOO-Container_Trap_Instant_Effects.esp [Version 1.33]


You've messed up you're OOO install here, these should all be Version 1.34 like OOO.esm is in your list. I recommend reinstalling the Oscuro's version 1.34beta5 patch again and make sure they show the correct version.

++ Item interchange - Placement for FCOM.esp [Version 0.76]


This is probably the main cause of your crash, you are not using FCOM so you should not use this esp, delete immediately

++ Item interchange - Placement for Frostcrag Reborn.esp [Version 0.76]
++ Item interchange - Placement for Frostcrag Spire Revisited.esp [Version 0.76]


Like the one above you are not using either Frostcrag Reborn or Frostcrag Spire Revisited so these will cause the game to crash if you attempt to use them. Delete these but keep the Placement for Frostcrag; since you are using that mod.

++ Item interchange - Option, Ingredients in Bulk.esp [Version 0.76]
++ Item interchange - Option, Ingredients in Bulk, reduced.esp [Version 0.76]


You should only be using one of these two esps, using both again causes crashing. Pick whichever one you want and delete the other.

++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]


Delete this as you aren't using FCOM, likely to cause a crash otherwise.



Ok that's the major issues out of the way, but I will also reccomend the following:
38 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
39 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]


I've heard that this version is not the most stable and reccomend you upgrade to Version 3.0.1. You can get it from here: http://www.tesnexus.com/downloads/file.php?id=2037

0D Living Economy.esp
0E Living Economy - Items.esp


This is a perfectly excellent mod but there is now an even better mod called Enhanced Economy by The_Nice_One. It does all of what Living Economy does and much more as well. I use it myself and thoroughly reccomend it. You can get it from here:http://www.tesnexus.com/downloads/file.php?id=25078. If you do decide to get it I would uninstall Living Economy first otherwise they will conflict with each other horribly.


I hope you find this helpful and if I've missed anything I'm sure the more experienced people round here will spot it.


Artorius.
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Sat May 28, 2011 5:17 pm

Does the .obse Statistics function (for saves) work? There's no documentation on it in the readme. I tried using it yesterday; it got about 90% done (to "Calculating Statistics") and then WB locks up. The normal Show Stats function works fine, though. I have a feeling it's something to do with my saves (problems with OBSE), but I wanted to check anyway.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Sat May 28, 2011 8:35 pm


++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]


Delete this as you aren't using FCOM, likely to cause a crash otherwise.


bgBalancingEVOptionalFCOMAdditions.esp

Bash list it master has this..

Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
bgBalancingEVCore.esp

It ony needs those in order to run correctly
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Sat May 28, 2011 10:14 pm

bgBalancingEVOptionalFCOMAdditions.esp

Bash list it master has this..

Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
bgBalancingEVCore.esp

It ony needs those in order to run correctly


Ah ok, mea culpa. I'm fairly sure I'm right on all other accounts but you know better than me.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Sun May 29, 2011 1:07 am

Thanks Artorious, Utumno, CorePC...
Tried everyone's suggestions, but still CTD on me in Character Building, I'm gonna try starting the one ESM/ESP activation/Save/repeat deal over again after changes and see what happens. :banghead: :brokencomputer:

I'll let you know what happeneth.
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Sun May 29, 2011 3:07 am

I've just rebuild the bashed patch when I saw this http://a.imageshack.us/img688/4929/bashedpatcherror9195297.jpg and I don't think this is related to my LO.

After I read the explanation of the possible reasons in this http://a.imageshack.us/img837/2605/loaderrormods.png. What shall I do? :unsure:

Any ideas or suggestions?
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

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