[RELZ] Wrye Bash -- Thread 48

Post » Sun May 29, 2011 12:43 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.


Did you get the UOP Knights hotfix from the same page as the UOP Supplemental 3.2.10? It will upgrade your Knights Unofficial Patch.esp to version 1.0.10. If you don't have this it could be causing your game to crash after face generation.
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Jeremy Kenney
 
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Post » Sat May 28, 2011 3:51 pm

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?

Interesting - I just started getting the same error for Better Cities - VHBloodlines.esp (v6.0b). Loads of errors if I try and load it using CS as suggested, even though it loads fine with TES4Edit

Restored the ESP from BC v4.5.2a and it was OK.

I conclude that WB is correct in saying that there is somethi9ng wrong with the ESP and will report the above on the BC thread to see if there are any comments.
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Loane
 
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Post » Sun May 29, 2011 1:26 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?



Give me a second to download and check it myself..And see what it could be

http://www.tesnexus.com/downloads/file.php?id=3758

Contents Checkers turned on ?

LOL..right click on mod itself select detials this is what I get..

Traceback (most recent call last):  File "C:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 9565, in Execute    modDetails.readFromMod(modInfo,SubProgress(progress,0.1,0.7))  File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14062, in readFromMod    progress(1.0*ins.tell()/modInfo.size,_("Scanning: ")+str0)TypeError: cannot concatenate 'str' and 'int' objects



Tesedit shows this under messages

It has got a BAD Cell Form ID that is pointing to FrostCraigSpire


Warning: Comparing sorted and unsorted entrie for "CELL \ DATA - Flags" in "[CELL:00004535] (in Tamriel [WRLD:0000003C] at 15,35)"
Warning: Comparing sorted and unsorted entrie for "CELL \ DATA - Flags" in "[CELL:00004535] (in Tamriel [WRLD:0000003C] at 15,35)"

http://i131.photobucket.com/albums/p305/corepc/wizardtowerrecall.jpg
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JERMAINE VIDAURRI
 
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Post » Sat May 28, 2011 5:39 pm

Give me a second to download and check it myself..And see what it could be

http://www.tesnexus.com/downloads/file.php?id=3758

Contents Checkers turned on ?

Yep, you're absolutely right. That's the mod.

But what do you mean by the Contents Checkers turned on?
This is the first time I heard about it could you please explain that to me?


EDIT - This details is what I got
Traceback (most recent call last):  File "I:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 9565, in Execute    modDetails.readFromMod(modInfo,SubProgress(progress,0.1,0.7))  File "I:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14062, in readFromMod    progress(1.0*ins.tell()/modInfo.size,_("Scanning: ")+str0)TypeError: cannot concatenate 'str' and 'int' objects

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k a t e
 
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Post » Sat May 28, 2011 6:15 pm

Yep, you're absolutely right. That's the mod.

But what do you mean by the Contents Checkers turned on?
This is the first time I heard about it could you please explain that to me?


From Bash Readme - would not apply to this mod anyways since it does not make any of thse changes listed that contetns checkers would look for..

? When activated, this will check the inventory contents of containers, creatures and NPCs, and the entries of leveled lists to make sure that their entries are of valid types. E.g. it will try to ensure that leveled spell lists only contain spells and other leveled lists.

? If items/entries of incorrect type are found, then they are removed from the container/list. The patch report will list any containers/lists modified and what was removed from them.


Else Read above has I edited my post above it has a bad formid look like to me. Perhaps add FrostCraigSpire has a Master may Fix it.
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Etta Hargrave
 
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Post » Sat May 28, 2011 11:15 am

Yep, you're absolutely right. That's the mod.

But what do you mean by the Contents Checkers turned on?
This is the first time I heard about it could you please explain that to me?


Contents checker is one of the options in the bashed patch, it checks the contents of leveled lists, inventories and containers and makes sure that the correct items are used. At least that's what it says in the bashed patch. I'm pretty sure it must be checked if you have checked leveled lists, otherwise your game will crash (at least in my experience when i accidently left in unchecked once)
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!beef
 
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Post » Sat May 28, 2011 4:29 pm

...I also don't think you need [Oblivion Citadel Door Fix.esp] so you can safely delete that now


I've seen this mentioned a couple of times is this thread. I don't mean to argue or call anyone a liar (and I never actually took a look at what specifically that .esp edits so I may very well be full of it), but I took that advice and deactivated it a few weeks back, for probably the first time ever. That night, I did three oblivion gates, and all the Citadel Doors in all the towers were floating a couple feet off their hinges, which I thought was pretty odd. Next time I exited the game, I put that .esp back in, and the doors in every gate since then have been properly in their frames.
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Je suis
 
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Post » Sat May 28, 2011 12:20 pm

Contents checker is one of the options in the bashed patch, it checks the contents of leveled lists, inventories and containers and makes sure that the correct items are used. At least that's what it says in the bashed patch. I'm pretty sure it must be checked if you have checked leveled lists, otherwise your game will crash (at least in my experience when i accidently left in unchecked once)

Mmmm - I have leveled lists checked, but do not have contents checker enabled - and do not have any crashes in my game

Thought it worth mentioning.
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Quick Draw III
 
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Post » Sun May 29, 2011 2:44 am

Contents checker is one of the options in the bashed patch, it checks the contents of leveled lists, inventories and containers and makes sure that the correct items are used. At least that's what it says in the bashed patch. I'm pretty sure it must be checked if you have checked leveled lists, otherwise your game will crash (at least in my experience when i accidently left in unchecked once)

The Wrye Bash does check the levelled list, so you're suggestion that I should left out that mod when I rebuild the bashed patch and activated it afterwards as a last loaded mod?


edit - I've also content checker enabled at the same time.
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Add Me
 
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Post » Sat May 28, 2011 11:03 am

There is nothing wrong with having content checkers activated once again, I have tested the feature on quite a few mods myself. And it work's has designed. You should have it turned on has it supposed to find any possible error that could exist. It has been very useful for me to track down leveledlist problem for example. Has it list problem with leveledlist in bash patch results itself.
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Yung Prince
 
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Post » Sat May 28, 2011 7:37 pm

The Wrye Bash does check the levelled list, so you're suggestion that I should left out that mod when I rebuild the bashed patch and activated it afterwards as a last loaded mod?


I'm not suggesting anything, I was just answering the question about contents checker, but I'm no expert here lol

Mmmm - I have leveled lists checked, but do not have contents checker enabled - and do not have any crashes in my game

Thought it worth mentioning.


It was during the time I was painstakingly putting my bashed patch back together after totally stuffing it up as documented on the FCOM thread http://www.gamesas.com/index.php?/topic/1105942-relz-fcom-convergence-and-ufcom/page__view__findpost__p__16215600. When I activated leveled lists but not Contents Checker I got a CTD on loading a save. After selecting Contents Checker my savegame loaded fine. Thanks to my persistance and CorePc's suggestion I finally got a stable working game. I think I've learned a fair bit about Bashing Patches from this process lol
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Jay Baby
 
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Post » Sun May 29, 2011 2:14 am

I'm not suggesting anything, I was just answering the question about contents checker, but I'm no expert here lol

That's okay with me, but I've just done that so will shall see what the result is.

Thanks anyway. :)


edit1 - nope, same error

edit2 - here is the readme for that mod
The Wizard's Tower Recall
Version: 1.00
By: Quarn


WARNING: This mod requires the official Oblivion plugin "The Wizard's Tower".


General Info:
I was annoyed how you where dumped into a Mage's Guild Hall without any easier way to get back, fast travel is okay but time passes (no time passes when you teleport in!) and the fact you have to walk all the way up to the tower again. So this mod adds a scroll on top of the atronach summoning alter which will teach you how to cast The Wizard's Tower Recall spell, this spell will allow you to teleport back to The Wizard's Tower from any Mage's Guild Hall.


Installation:
-Extract "The Wizard's Tower Recall.zip" into your "Bethesda Softworks\Oblivion\Data" folder.
-Start the Oblivion Launcher.
-Click "Data Files".
-Find and tick "The Wizard's Tower Recall.esp"
-Click "OK" and you're ready to play!


Issues:
-None known.


Version History:
1.00
-Initial release.


Email bug reports to: quarny at gmail dot com

This is what was included in the archive.
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Sierra Ritsuka
 
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Post » Sat May 28, 2011 5:21 pm

I've seen this mentioned a couple of times is this thread. I don't mean to argue or call anyone a liar (and I never actually took a look at what specifically that .esp edits so I may very well be full of it), but I took that advice and deactivated it a few weeks back, for probably the first time ever. That night, I did three oblivion gates, and all the Citadel Doors in all the towers were floating a couple feet off their hinges, which I thought was pretty odd. Next time I exited the game, I put that .esp back in, and the doors in every gate since then have been properly in their frames.


I'm guessing you must be the exception that proves the rule then :). Very few people have encountered this bug and you happen to be one of them, so I guess do what works for you.
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Eileen Collinson
 
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Post » Sun May 29, 2011 2:11 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.


Well things improved a bit {an apostrophe in the BSA for MMM was left out when renaming} but I still crash a lot whenever I get to Anvil Docks or sometimes when entering a door {the merchant inn in imp city}.
Here's what my load order looks like now.
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  DLCShiveringIsles.esp07  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  LoadingScreens.esp08  LoadingScreensAddOn.esp09  LoadingScreensSI.esp++  RedBag - Fog.esp0A  WindowLightingSystem.esp0B  Book Jackets Oblivion.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]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]24  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]25  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]26  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]27  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]28  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]29  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2D  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]2E  TIE.esp  [Version 1.35]2F  Geomancy & Gem Dust OOO.esp30  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]31  DLCBattlehornCastle.esp32  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]33  DLCFrostcrag.esp34  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]35  Knights.esp36  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]37  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]38  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]39  Salmo the Baker, Cobl.esp  [Version 3.08]3A  talkwithyourhands PI4.esp3B  SupremeMagicka.esp  [Version 0.90]3C  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]3D  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]3E  RenGuardOverhaul.esp++  LRM_Generic.esp++  Level_Rates_Modified_x2.esp++  Item interchange - Placement.esp  [Version 0.76]**  Item interchange - Placement for Frostcrag.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]3F  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]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]40  Bashed Patch, 0.esp41  FormID Finder4.esp42  kuerteeActorDetails.esp43  Streamline 3.1.esp



The tips you guys gave before really helped a lot though at least I'm gettin' to see the countryside a bit and enjoying the MUCH improved gameplay {Gee whiz the monsters and opponents are smart now!}
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sarah
 
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Post » Sat May 28, 2011 2:31 pm

I already mentioned this before (when I was upgrading from WB 2.85 to WB 2.86):
Initial Glow ([GFX]_Initial_Glow-all.esp)
is not working when imported to Bashed Patch with version 2.87

I reinstalled Oblivion and WB 2.87 from scratch to be sure.
For now I have to play by activating this esp.
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Michael Russ
 
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Post » Sat May 28, 2011 4:10 pm

I already mentioned this before (when I was upgrading from WB 2.85 to WB 2.86):
Initial Glow ([GFX]_Initial_Glow-all.esp)
is not working when imported to Bashed Patch with version 2.87

I reinstalled Oblivion and WB 2.87 from scratch to be sure.
For now I have to play by activating this esp.


Check the Boss thread, Pacific Morrowind caught this in the past couple of days.
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Richus Dude
 
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Post » Sat May 28, 2011 3:36 pm

Well things improved a bit {an apostrophe in the BSA for MMM was left out when renaming} but I still crash a lot whenever I get to Anvil Docks or sometimes when entering a door {the merchant inn in imp city}.
Here's what my load order looks like now.
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  DLCShiveringIsles.esp07  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  LoadingScreens.esp08  LoadingScreensAddOn.esp09  LoadingScreensSI.esp++  RedBag - Fog.esp0A  WindowLightingSystem.esp0B  Book Jackets Oblivion.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]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]24  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]25  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]26  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]27  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]28  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]29  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2D  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]2E  TIE.esp  [Version 1.35]2F  Geomancy & Gem Dust OOO.esp30  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]31  DLCBattlehornCastle.esp32  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]33  DLCFrostcrag.esp34  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]35  Knights.esp36  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]37  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]38  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]39  Salmo the Baker, Cobl.esp  [Version 3.08]3A  talkwithyourhands PI4.esp3B  SupremeMagicka.esp  [Version 0.90]3C  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]3D  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]3E  RenGuardOverhaul.esp++  LRM_Generic.esp++  Level_Rates_Modified_x2.esp++  Item interchange - Placement.esp  [Version 0.76]**  Item interchange - Placement for Frostcrag.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]3F  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]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]40  Bashed Patch, 0.esp41  FormID Finder4.esp42  kuerteeActorDetails.esp43  Streamline 3.1.esp



The tips you guys gave before really helped a lot though at least I'm gettin' to see the countryside a bit and enjoying the MUCH improved gameplay {Gee whiz the monsters and opponents are smart now!}


It's good that we have helped somewhat but I can still see some issues with your current setup:

05 Unofficial Oblivion Patch.esp [Version 3.2.0]

According to your load order you still are not using Version 3.2.10 for UOP. I highly recommend you upgrade to this since it fixes many bugs that are still in your game at the moment.

37 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
38 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]

I notice you still haven't upgraded to the latest version of this. I would recommend you do so since it is more stable than the above version.

1E Oscuro's_Oblivion_Overhaul.esp [Version 1.33]

I'm still dubious about this, I believe you haven't installed OOO properly since this should be saying version 1.34 like Oscuro's_Oblivion_Overhaul.esm is. I would also note that version 1.34beta5 only works with the full version of OOO v1.33 so I would make sure you do have the full version of it. If not you will have to reinstall OOO 1.33 full version and then reapply the 1.34beta5 patch on top of it.

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

Now that you at least have the correct esps here I recommend that you upgrade to version 0.78. You can get that from here: http://www.tesnexus.com/downloads/file.php?id=17557. Not a complete necessity, but it always helps to have the latest version of mods

Hope that this helps.

Artorius
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LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Sun May 29, 2011 1:55 am

Check the Boss thread, Pacific Morrowind caught this in the past couple of days.

Thanks, I have read (he say it should be fixed for the next release).
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Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Sat May 28, 2011 10:31 pm

37 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
38 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]

I notice you still haven't upgraded to the latest version of this. I would recommend you do so since it is more stable than the above version.


I just had a look at that plugin in my install, and noticed that though the download package is labelled 3.0.1, the .esp description still says "3.0.0," so apothekari's isn't necessarily out of date.
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His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Sat May 28, 2011 1:52 pm

I just had a look at that plugin in my install, and noticed that though the download package is labelled 3.0.1, the .esp description still says "3.0.0," so apothekari's isn't necessarily out of date.


Ah very true, good spot there. I take back what I said about Harvest Flora there then, but the rest of my post should still apply.
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Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Sat May 28, 2011 10:02 pm

Ah very true, good spot there. I take back what I said about Harvest Flora there then, but the rest of my post should still apply.

Indeed...
I did dload the latest Harvest Flora {I doublechecked} Sure enough it's reporting the old one.
The OOO is weird, I Dloaded 133 and 134bpatch and assembled the mods together/overwrote folders manually for a Bain package so maybe I goofed.
UOP I thought was latest as well.
That's what I get for following too close to the step by step on TESPOSitive and not paying close enough attention to the details.
Thanks Artorius.
You da man.
:foodndrink:
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sarah simon-rogaume
 
Posts: 3383
Joined: Thu Mar 15, 2007 4:41 am

Post » Sat May 28, 2011 9:12 pm

I'd like to share a little something with everyone who uses Wrye Bash:

Back in the day, before Bash could do a lot of what it does now, even before Bash had it's tagging system, I was very reluctant to use it for much of anything. I opened up my bashed patch at the time with TES4Edit and saw that Bash did not do it's job properly. I did not like how it merged the inventory of creatures and NPCs as well as it's leveled lists. I found myself picking it apart by hand and fixing what it did. It should have taken the load order into account of certain mods before doing anything (which it does now to an extent, except for lvled lists still). I ended up creating my own compatibility patch which took me many hours doing it by hand in TES4Edit, but It satisfied me that things were (almost anolly) perfect.

I told Wrye about this, but with his seemingly inflated ego we butted heads over it. I gave up in the end and kept my patch for other things I wanted to fix. Since then, Wrye Bash is a lot better at what it does especially in the hands of Waruddar. Today I deleted a lot of the records from my old compatibility patch, they are now handled by Bash. I will still use my old patch for things that I feel Bash still does not handle well, as well as my own fixes to Oblivion that I have done.

So in the end I say, keep up the good work, I want to be able to fully rely on Wrye Bash :D
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Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Sat May 28, 2011 11:20 pm

Indeed...
I did dload the latest Harvest Flora {I doublechecked} Sure enough it's reporting the old one.
The OOO is weird, I Dloaded 133 and 134bpatch and assembled the mods together/overwrote folders manually for a Bain package so maybe I goofed.
UOP I thought was latest as well.
That's what I get for following too close to the step by step on TESPOSitive and not paying close enough attention to the details.
Thanks Artorious.
You da man.
:foodndrink:

You're very welcome :foodndrink:
The safest way to install OOO is to use OBMM. From the http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953, download the OOO1.33_Complete.7z (not the exe version which plays havoc with Win 7/Vista users) which is OMOD ready, create the OMOD in the usual manner (I'm assuming you know how to do this) and activate it. Make sure to install the full version when prompted. Then download the OOO1.34beta5 patch from the same site. This is not OMOD ready but you can still use OBMM to install it, using the following script:

DontInstallPlugin "OOO-Waterfish.esp"If DialogYesNo "Do you want to install OOO's water fish option? (Warning: It can have a significant affect on FPS. Do not install this if using a weak CPU.)" "OOO 1.34b5"    InstallPlugin "OOO-Waterfish.esp"EndIf

This is copied straight from Tomlong75210's TESIVPOSItive site so credit goes to him.

When you create the OMOD, after adding the OOO1.34beta5.7z archive, click the edit script button and copy the above text into the window that opens. Close and save changes and create the OMOD. On activating you will be asked if you wish to install OOO-Waterfish, you can if you want but if you get CPU trouble near areas of water I reccomend removing this plugin.

Alternatively you can install the 1.34beta5 patch manually as it's pefectly safe to do so.


Another suggestion I'd like to make if you are getting sound card issues during combat with animals(the game stuttering horribly because it's trying to process 4 footfall sounds at once, which many soundcards can't handle) is to install Quiet Feet Max. You can get it from http://www.tesnexus.com/downloads/file.php?id=12331. It comes in three different flavours depending on your tastes; make sure to use only one of the 3 esps provided.

Hope this helps you further.

Artorius

P.S My name doesn't have an "o" at the end :)
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Alba Casas
 
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Post » Sun May 29, 2011 2:07 am

What does darker red and light red highlighting of an esp or esm file in Wrye Bash signify? I just read the wrye bash homepage in the hopes of finding an explanation, but didn't notice one. Note that the text is still black font color, there is just a horizontal light or darker red line through all the entire row (file, load order, R, G, etc) If it signifies something that needs fixing , what repair or modification do I likely need to make?

Thanks.
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+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Sat May 28, 2011 12:10 pm

What does darker red and light red highlighting of an esp or esm file in Wrye Bash signify? I just read the wrye bash homepage in the hopes of finding an explanation, but didn't notice one. Note that the text is still black font color, there is just a horizontal light or darker red line through all the entire row (file, load order, R, G, etc) If it signifies something that needs fixing , what repair or modification do I likely need to make?

Thanks.


This means that this esp has been tagged with Deactivate, so it should be deactivated and imported into the bashed patch.
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Rob Davidson
 
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Joined: Thu Aug 02, 2007 2:52 am

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